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Level Design KF-Roofhop

Ninjakitty

Grizzled Veteran
May 23, 2009
73
0
Well, I've been working on this long enough. Might as well start posting some screenies of my progress. No one but my close friends have known about this map. Started out as an idea of just a map where you are on rooftops, and has evolved into a story map.

Your squad is dropped off in front of a building, your orders are to go up through it and check it for hostiles. And then the chopper will pick you up on the roof.....but the specimen have other plans for you. You reach the roof only to find out that the chopper can't get to where you are till you clear the area. They say they're....taking heavy fire. Wondering what could be attacking them, you go across the roofs clearing it of specimen as you go. And finally you reach the place the chopper has been taking fire from. Once you clear it, the chopper lands and you get the hell out of there.

First floor
0f6512c8a35a289a9671efa39664a026327c2f5c.png


Second floor.
699ca09d6848f26617c74710a02e7fc519b01036.png


Third Floor
0451413860d70221fc39cb2bb1ae67f34e0674a2.png


Fourth Floor
f46915b8a8b7722891296aba0e3a43abbef5151b.png


Roof
e0cc4603f621ffaeac690f698c73d5e9ac541312.png


Roof 2
6731d7bdd5778344867637e9b8c56b540659ea10.png


Roof 3
eaaea95db8e1644a6dff4f69967c569e7af6e5d3.png


Police station roof
e0cfef8bd196e7a601f402f7055a7c82641144f3.png


Roof 5
603e69abce229e408130d30b3da560a6163380c2.png


Still a work in progress. Need to add more roofs and the final roof. I know my decorating sucks. Any tips would be appreciated. And don't worry. You're not just gonna go straight up the first building. You'll have some obstacles placed in your way. Oh yeah, there's a surprise in one of the pictures, can ye find it?
 
Very unique concept, would never have thought of it. It would be really good if this finishes well. Looks good so far, theres a few things that needs to be fixed, on the first screenshot the doors look a bit wide, dodgy scaling in a map will ruin it, trust me it does. And yea a few textures, check in game which textures look unatural like the bricks in that wall in roof 3. All the best. :)
 
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'Nother question. for all those people that know how to use scripted triggers. I want, once you get to the police station roof, and go up to the fence section that needs to be unwelded, for zombies to spawn behind you. And continue to do so until you get the fence unwelded. Now, I tried figuring it out myself, and I don't know if this is right or wrong...

Code:
Begin Map
Begin Actor Class=ScriptedTrigger Name=ScriptedTrigger38
    Begin Object Class=Action_WAITFOREVENT Name=Action_WAITFOREVENT35
        ExternalEvent="roof4spawns"
    End Object
    Actions(0)=Action_WAITFOREVENT'myLevel.Action_WAITFOREVENT35'
    Begin Object Class=Action_IFCONDITION Name=Action_IFCONDITION1
        TriggeredConditionTag="roof5"
    End Object
    Actions(1)=Action_IFCONDITION'myLevel.Action_IFCONDITION1'
    Begin Object Class=ACTION_DisableThisScript Name=ACTION_DisableThisScript0
    End Object
    Actions(2)=ACTION_DisableThisScript'myLevel.ACTION_DisableThisScript0'
    Begin Object Class=Action_ENDSECTION Name=Action_ENDSECTION0
    End Object
    Actions(3)=Action_ENDSECTION'myLevel.Action_ENDSECTION0'
    Begin Object Class=ACTION_SpawnActor Name=ACTION_SpawnActor29
        ActorClass=Class'KFChar.ZombieCrawler'
    End Object
    Actions(4)=ACTION_SpawnActor'myLevel.ACTION_SpawnActor29'
    Begin Object Class=Action_WAITFORTIMER Name=Action_WAITFORTIMER3
        PauseTime=4.000000
    End Object
    Actions(5)=Action_WAITFORTIMER'myLevel.Action_WAITFORTIMER3'
    Begin Object Class=Action_GOTOACTION Name=Action_GOTOACTION1
        ActionNumber=1
    End Object
    Actions(6)=Action_GOTOACTION'myLevel.Action_GOTOACTION1'
    bLightChanged=True
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=LevelInfo'myLevel.LevelInfo0',iLeaf=128,ZoneNumber=1)
    Tag="ScriptedTrigger"
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume0'
    Location=(X=3587.000000,Y=-89.000000,Z=-8.000000)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map
 
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