• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Beta Map KF-work service

name: work service
playable: yes
version: 4
version type: beta
description: your in a work service area and you have to try to stay alive without all the zombies taking over the service!
screen shots:
1.
ws1.bmp

2.
ws2.bmp

3.
ws3.bmp

4.
ws4.bmp

5.
ws5.bmp




other notes:
- There are custom textures in this map but it comes with the map!

v3 bugs:
- the door may be sometimes glitchy! I am trying to fix it but for some reason sometimes it may not function right...


version history:
V1:
- release
V2:
- fixed all exploits well most of them
- fixed textures
- added better sky
- made it more relistic
- made the doors smaller!
v3:
- fixed much more exploits
- added alot to the map
- fixed doors
- resized everything
- put more pathnodes in
- made it more cleaner
- made it foggy
- and more!
v4:
- fixed most of the exploits
- deleted the door to the hallway for exploit reason
- added doors in the hallway
- disabled fog
read the readme.txt in the .rar for more info


DOWNLOADS:

v1 download:
http://games223.com/work_service.rar

v2 download:
http://games223.com/work_servicev2.rar

v3 download:
games223.com/theworkservicev3.rar
v4 download:
games223.com/theworkservicev4.rar
 
Last edited:
Don't go too hard on him, hes still learning and new.

Notes:

The wall textures in your office room are not aligned right, not sure if it is because they are not aligned or if its because the texture does not tile well. There are plenty of good stock textures you can use if you want in the Architecture texture files.

If you scale your textures to .5~ , they will most likely look much better.

Skybox could use some work. There is a nighttime sky dome in the Hemisphere.usx staticmesh file. Or you could work on better texture/scaling on sky.

You might want to stick to this map and continue to upgrade it and make it better. It will give you practice and in the end with some polish, you may end up with a nice piece of work. ;)
 
  • Like
Reactions: J.D.*
Upvote 0
Don't go too hard on him, hes still learning and new.

Notes:

The wall textures in your office room are not aligned right, not sure if it is because they are not aligned or if its because the texture does not tile well. There are plenty of good stock textures you can use if you want in the Architecture texture files.

If you scale your textures to .5~ , they will most likely look much better.

Skybox could use some work. There is a nighttime sky dome in the Hemisphere.usx staticmesh file. Or you could work on better texture/scaling on sky.

You might want to stick to this map and continue to upgrade it and make it better. It will give you practice and in the end with some polish, you may end up with a nice piece of work. ;)
Yea i am going to be upgrading this map as the time goes on, by the way i fixed all the textures and all the exploits today and the update will be out sometime tomarrow!
 
Upvote 0
Come on, why do you people release maps like these? Its clearly a practise map, you shouldnt release EVERYTHING you make in the editor... I mean, static meshes are scaled wrong or more like not at all, same with textures which are also unaligned, and the design makes no sense either.

Ok I understand you must be thrilled about making your first map but that doesnt mean its worth releasing...
 
Last edited:
  • Like
Reactions: J.D.* and SMIFF
Upvote 0
Come on, why do you people release maps like these? Its clearly a practise map, you shouldnt release EVERYTHING you make in the editor... I mean, static meshes are scaled wrong or more like not at all, same with textures which are also unaligned, and the design makes no sense either.

Ok I understand you must be thrilled about making your first map but that doesnt mean its worth releasing...


Well, not everybody is a pro such as yourself. If I wanted to start making maps, Id probably post it here to gain "constructive" insight and feedback from the community in an attempt to better myself. The kids pumping out some unique maps, not copying or editing existing maps and despite all the negative and incredibly useless comments, he keeps on.

@ Gamemann, just keep pumping them out. The more you do anything the better you get each time.

Edit :

Just had a quick run around. I don't have the sdk installed so I'm just going off what I noticed in game.

- First thing off the bat I noticed is it looked like you were using the skydome inside the brush instead of using a skybox. Look into skyboxes and sunlight actors as well. I couldnt tell if you were just using ambient zone lighting or a sunlight actor.

http://udn.epicgames.com/Two/ExampleMapsSkyZones.html

- Pumping up the bloom a little and adding in some distance fog can make for some unique scenes as well as help the lighting and overall looks of the map a bit.

http://udn.epicgames.com/Two/LevelOptimization.html

- Detail is key in all maps. I see what you were attempting outside, add in more detail and mix it up quite a bit. For ex. The cars and vans. instead of neatly stacked in a row, just scatter them out maybe add some fire and smoke, oil puddles etc.

-Play around with the different lighting techniques. Mess around with varying hues, brightness to fake light bouncing and create some nice visual effects.

http://udn.epicgames.com/Two/LightingBasics.html

http://udn.epicgames.com/Two/EmittersReference.html

- Underground areas need more detail. The zombie spawns you have blocked off with a volume should have something physically there blocking you as well. For all the doors down below, cut out a little slot for them to retract in to. Pathing also needs work as the zombies spawn and just have their own little mosh pit where they spawn. Confused and just moving back and forth.

http://udn.epicgames.com/Two/NavigationAI.html

- I didnt spend too much time above ground but seems like it could use some more zed spawns.

- I noticed you did indeed scale down alot of the textures but also try to consider and explore different textures that may be more suitable for what you need. For example, the green brick that isnt a tiling pattern just doesnt look great when tiled up and down, using a tiling pattern or even clipping the brush in two to add two different textures on a surface is an idea.

- Needs some kf or custom music ;)

- Need the trader herself in there too! Also look into fixing the door, on the 2nd round it didnt open.
 
Last edited:
Upvote 0
Posting your map here is not the problem (since you are getting feedback, which helps you), but i don'tunderstand people who don't even start a thread about their first map and then submits it for the Whitelist.... i just dont get it :(
? I started a thread about my first map? Are you talken about other people or me?
 
Upvote 0