A Concept...

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KiCk3R

FNG / Fresh Meat
Mar 20, 2009
390
57
0
Shropshire UK
Ok, so ... from the progress of Story maps, we figured not many people enjoyed them right?

It didnt keep to the KF feel, and likewise, led to some small bugs.

So... i propose to you, A story mode... that joins in with a wave based system.

Just like the beginning of Degeneration, it follows a story, but lets say the story doesnt end there. You were sent on that plane for a reason... and then it takes you on to a wave based system (without changing map)

EG. Leaving Degeneration (in a plane) That takes you on to a wave based map (Eg FilthsCross / or any other map that can be joined together)

That way we solve both problems... we is knobbin two birds with one connie init! (those who might get that quote)
 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
Personally I have never been interested in a story mode and never will. One of the appeals to me of current KF Co-op gameplay is we can go where want when want and that's what I like about it. If I want to play a story and be forced along a script I'll fire up L4D. Same applies to other mutations of the game be them vehicle based / Team Deathmatch etc.
 

Outsider

FNG / Fresh Meat
Aug 15, 2009
244
2
0
I don't agree.
There could be a good story mode but i don't think the same wave system would fit. As I said in an another thread, there should have some other objectives than just killing ZED like rescue people, go check something, or collect information, ...
 

KiCk3R

FNG / Fresh Meat
Mar 20, 2009
390
57
0
Shropshire UK
Well that could be part of it.
Im not sure if you understood the concept.

It would be a story... then it turns into a wave based slaughter with traders etc.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Some people love the idea of a structured story and others like me are just into the do whatever you like.

Game Types:


A map that you have to get from a to b:
this is the typical single player campaign type which bores me to death.

a map that changes to other maps as you progress through the waves: this would be something similar to quake wars, an interesting idea which just doesn't work because people end up having to play levels that they just don't like.

kf style wave game: the typical KF game allows you to go wherever you want to in a map and do whatever you can to survive. only flaw i can find is when maps are so small that people always go back to the same spot. (bioticslab for example)

What i would like to see

A map in the style of KF wave based system but if you defend room 1 when the wave is over room 1 is now no longer playable because the roof caved in. wave 2 we defend a different room and at the end of the wave that room has now filled with water and so you are forced to use different places to defend. In this instance you would try and keep the best defense areas until last. With this kind of map you could just place a single trader in the middle of the map since she won't be the one that decides where you are going to fight next.

I'm not sure if its possible to get a script to work like this but whatever room / area you used the most in a wave becomes unusable in all the following waves
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
wow kicker, i was just talking to you about this through steam.

What you could do is have a trigger that will change lvls after the mission is done, and then they will be in that same area, but in a wave based area, right after. I don't think what your talking about is possible because you cant turn off and on the traders. You might be able to if all your shops are the same name, but then they will all be open during the trader period.

I am making a Perkable Mission, however, here is how its done.

1: Only have 1 trader, placed off the map somewhere
2: Have a scripted trigger that is controled with the trader, in this trigger have it like this;

9-17-20099-20-42AM.png


3: you need 10 counters, 1 for each wave. all with the same name. these counters will control your doors.
4: Thats it. You have a perable mission that people can lvl up on and also choose their own perks.

Before wave and After wave are message triggers used to tell the players where to go next after each wave.

When you make the layout have it something like this.

Wave 1 fight, when its done the door will open and you progress through the lvl a bit. Then you find a "weapon room" where the player(s) can stock up a bit, then they continue through the mission.

I have it on mine where at the very last wave, you FINALLY get to the trader, and you buy crap. Once the PAT wave begins, i will close all the doors, so the players HAVE to progress through the lvl, or they wont be able to kill the PAT because he will be "locked" in his area

Oh yea, also don't forget to move the player starts around too.

ANYONE WHO WANTS AN EXAMPLE

Or just wants to copy and paste what i did.

I will keep this file available for dl for a few days or w/e

BTW I need beta testers for my new mission map if anyone is interested SteamId: Fel350
 
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YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
Some people love the idea of a structured story and others like me are just into the do whatever you like.

Game Types:

A map that you have to get from a to b: this is the typical single player campaign type which bores me to death.

a map that changes to other maps as you progress through the waves: this would be something similar to quake wars, an interesting idea which just doesn't work because people end up having to play levels that they just don't like.

kf style wave game: the typical KF game allows you to go wherever you want to in a map and do whatever you can to survive. only flaw i can find is when maps are so small that people always go back to the same spot. (bioticslab for example)

What i would like to see


A map in the style of KF wave based system but if you defend room 1 when the wave is over room 1 is now no longer playable because the roof caved in. wave 2 we defend a different room and at the end of the wave that room has now filled with water and so you are forced to use different places to defend. In this instance you would try and keep the best defense areas until last. With this kind of map you could just place a single trader in the middle of the map since she won't be the one that decides where you are going to fight next.​



I'm not sure if its possible to get a script to work like this but whatever room / area you used the most in a wave becomes unusable in all the following waves​

The roof collapsing and having to go to different rooms is like the best idea that has ever entered my brain while on these forums. That is just seriously the best idea for KF ever!
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
I had originally thought of bioticslab which had 10 zones and after using a zone something would happen so that you wouldn't be able to use that zone again.

So strategically you would want to keep the easiest to defend zones until last.

this would make maps like bioticslab full of life again instead of just a campers paradise.
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
156
0
34
Syria
yeah i like story modes that you have to go to different places, not like normal maps that players always camp in same spot for 10 waves
 

zYnthetic

FNG / Fresh Meat
Mar 20, 2009
1,069
168
0
Atlanta-ish
www.zynthetic.com
It might be old news (it is old) but if you want a good example of working within the limitations of the engine to make a true sp/story map(s), check out Seven Bullets mod for UT. The actual storytelling element aside, there are a lot of special actors you can take advantage of that don't really have any practical use in MP games. It is UE1 but there's a lot that carries over that may be useful either directly or that has been absorbed by another actor. This along with Xidia and ONP were some of the most successful sp mods out of the entire Unreal series games so it's a given that a few things could be learned from them even just from the technical aspect alone.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
yeah i like story modes that you have to go to different places, not like normal maps that players always camp in same spot for 10 waves
Like candlesmoke.

And the 2 other mission maps Dex and I are working on. They will be released about the same time. :D

The actual storytelling element aside, there are a lot of special actors you can take
advantage of that don't really have any practical use in MP games. I/QUOTE]

The 2 mission are more objective based and have special actors that would only be probable for Mission Maps.

Btw these are still wave based mission meaning each wave area is a new area, and people can spawn after the wave is done.

For example the wave 1 in city mission takes 15 mins and has 850 kills. Plenty of ammo and weps. Then you progress to wave 2, inside the church. Whole new area. Takes about 20 min to complete, around 700 kills. and so on

each wave area is the size of a normal lvl

the editor is not limited, you can do tons of custom stuff, just takes some creative thinking
 
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driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
yeah i like story modes that you have to go to different places, not like normal maps that players always camp in same spot for 10 waves

Agree exactly. And I don't know why you think people don't like story maps, I just assumed people would. In general, community maps don't get the exposure they deserve I think, aside from the ones that Tripwire added in patches. Kicker's maps are fantastic but HiveV2 has bugs that can halt progression (though I'm not sure if I'm with the latest release - but you'll post in Final forum when ready won't you?). And if Degeneration doesn't get hosted much is that because doesn't it have the end of map server crash problem? Saaur is just bad and unfinished, we got stuck within 5 minutes. Candlesmoke is good if players take the advice in the game description.

I guess all I'm saying is that players probably do like story maps but there's only a handful of such maps and most admins apparently don't like to keep up with current events, and as a result most non-forum-dwelling players are ignorant of what maps are being made.

Also I'm still planning on converting KF-RE1-Mansion to story mode because I'm certain there are enough unique paths through the map to make it work. Fel is gonna help if I need it, only prob is I'm low on time now that I'm back at work.

[edit] having said that, I'm all for "campaign" style map lists if it can be done
 
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