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Beta Map KF-Taganka

Map Name: KF-Taganka
Beta Number: 0.8.1.6
Playable: yes
Pictures:






Description of map:

I decided one of Moscow Metro stations could be interesting setting for specimen`s atack. So this is my attempt to recreate vestibule of Taganskaya station ([URL="http://en.wikipedia.org/wiki/Taganskaya-Koltsevaya"][URL]http://en.wikipedia.org/wiki/Taganskaya-Koltsevaya[/URL][/URL]). I found some schemes and photos but still have problem with internal structure of this building so some parts of this map I have to invent by myself. And you can find some new textures here (it`s not mine, so this one goes past competition). Right now there are 3 internal zones (basement, 1st and 2nd floor) + small street area and 3 Trader`s posts here. This map is not really big but is pretty dynamic. I hope you`ll enjoy it. Any feedback is welcome.

Links:

http://sneer.ru/maps/killingfloor.rar (~10MB)

Storyline:
In spite of all metro stations have been taken by militaries at the beginning of zeds invention specimens were be able to occupy a few vestibules and got into subway. Your mission is to clean out this one and close the main gateway...

Sorry, my english isn`t so good to tell some stories :)
 
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Yes it really could come with video settings because I try check possible problem with video performance (so turned on all options). And right now I`m not satisfied with light effect in spite off I use lightmap 4.
Mb I should use corona light but it looks unnaturally in building (or I just don`t know how to use it in right way :) )...
To tell you the true I`ve already try escalator from Degeneratio. It`s a good model but it didn`t fit because of angle of slope.
 
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Map Name: KF-Taganka
Beta Number: 0.4.9
Playable: Not yet
Pictures:





Description of map:

Ok it`s my 2nd try :)))
I decided one of Moscow Metro stations could be interesting setting for specimen`s atack. So this is my attempt to recreate vestibule of Taganskaya station ([URL="http://en.wikipedia.org/wiki/Taganskaya-Koltsevaya"][url]http://en.wikipedia.org/wiki/Taganskaya-Koltsevaya[/URL][/URL]). I found some schemes and photos but still have problem with internal structure of this building so some parts of this map I have to invent by myself. And you can find some new textures here. Right now there are 3 playing zone (basement, central placement and roof space). I`m not sure I can create a part with platform but may be I`ll add small street part around the building. Whatever I think Prison`s gameplay can fit for this map. But any other ideas and remarks are welcome :)))

p.s. mb somebody can help me with escalator`s model?

Hello! Do not do please this card too dark or create two variants
 
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Optimization :))) It`s hard but it really works. Terrible 16 fps were improved to 40-45. Because of my messy architecture`s "style" I got a lot of trouble with adding zoneportals but it is worth the effort especialy "ForcedVisibilityZoneTag" for static meshes (there is one helpful link - [URL="http://www.angelmapper.com/gamedev/tutorials/optimization1.htm"][URL]http://www.angelmapper.com/gamedev/tutorials/optimization1.htm[/URL][/URL])

And just one new pic. All time was killed by optimization (and right now there are 2 tradrers and 2 spec spawn but I`ve already add street part around main building)
taganka.jpg


Another thing I can`t understand - specimen`s activity. I use zombiepath and it works not bad but in original lvl you can find only standart path. It doesn`t work for me. Mb I should use them with kfzombievolume?
 
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Very cool work Subsneer, I like the architecture. I will take a look at the real station, but some things in ur pics that I find wierd are the lights under the tube lights. There are strong intense lights on the ground, i would think u copied them from bioticslab but u should just get rid of them completely. It looks very unnatural for tubelights to have such intense lights. The second one is the door frame, it doesn't go with the surrounding architecture. Maybe the ambient glow on the door frame is too high, it looks brighter than the surroundings. There are other door frames in the foundry map that could fit in there.
 
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Thank you for sharing your mind. I think this screens are old an should be refreshed but about door you are right I need another mesh. About this light spot. You know ))) I thought it would be cool and add special projector there. Mb I should change brightness. Any way good light environment is a big work. I `ll post new pics of this area and we can compare them
 
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I`m glad you`re ready to help me :) But I still have smth to do and smth to learn.

From my point of view right now my map is too big for normal server with 6 players. And it can crush all gameplay because you can just run around and killing `em without any problem. Manor or WestLondon have same gameplay but area isn`t too big and spawn points located in key position.

So I try cut playarea by some fences and etc unfortunately it looks unrealy and artificialy :(

But any way I`m going to present 1st playable beta on this week. So hope you ll help me with testing
 
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Ok. It`s still so raw but I really need your help and your comments about it. Some areas should to be improved but map looks like almost playable :)) I know about problems with zed`s stuck in some doors (and it`s my major error T_T I didn`t think about right size of doors) and wrong arrow point at one of traders but...but I hope it could be a fun map anyway (just take a look).

[URL]http://sneer.ru/maps/KF-Taganka_v_0_7_4_1.rar[/URL]
http://sneer.ru/maps/KF-Taganka_v_0_7_4_1.rom.uz2
http://sneer.ru/maps/MetroPackage.utx

and I started ded server right now to test
you can find it here - 77.41.47.129:7707
 
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Somebody, plz, help me with fps :) Now I have separate zones with portals (and it works if I check it by editor`s zone\portal view), I replace a lot of small brushes by their static mesh copies. I even add ForcedVisibilityZoneTag for all (almost) static mesh in each zone but result is poor. I just can`t understand what thing has so huge
influence at fps in my case :((
This pic without zeds and you can imagine wthat happens with zed`s crowd
 
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Somebody, plz, help me with fps :) Now I have separate zones with portals (and it works if I check it by editor`s zone\portal view), I replace a lot of small brushes by their static mesh copies. I even add ForcedVisibilityZoneTag for all (almost) static mesh in each zone but result is poor. I just can`t understand what thing has so huge
influence at fps in my case :((
This pic without zeds and you can imagine wthat happens with zed`s crowd

anti portals? zone fog? do you have them?
 
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