Didli-doo is it really a new map?

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Aleflippy

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Sep 18, 2012
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That... Looks very similar to KF_Mountainpass actually.

I mean yeah, it's basically a bridge with cars and a mountain, wow. Hardly something that Mountainpass invented.

... But it still reminds me a lot of Mountainpass lol. A map which I always loved to hate and hated to love. I found it to be waaay too big, making it one of the easiest map to clear in KF1. However, now that KF2 has more ranged Zeds, and more agile ones too... I believe more open maps also have a chance. Plus, the night version of Mountainpass was scary as hell !
 

Aleflippy

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Sep 18, 2012
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Nah it´s Dystopia or something completely new because I´ve seen some maps from Sean that hasn't been released.
I believe I played a map called Dystopia, quite a few years ago too... It was in a pitch-black city right? With tons of advertisements that were very bright, Blade Runner style?
 

Kittenmittens

Tripwire Interactive Community Team
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Mar 11, 2016
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Killing Floor Discord :)
Haha. Zedspolsion is some silly fun. I wonder how many people bring friends to it without explaining what happens on the map letting them find out for themselves. I remember playing it so that we tried to kill each other with the map. Good times.
 

Aleflippy

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Sep 18, 2012
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Haha. Zedspolsion is some silly fun. I wonder how many people bring friends to it without explaining what happens on the map letting them find out for themselves. I remember playing it so that we tried to kill each other with the map. Good times.
Honestly, I grew on to LOVE dynamic maps where crazy stuff happens. Sanitarium, ZED Landing, Black Forest... All of those are great.

I believe the one that shocked me the most by how incredibly clever and well-made it was is definitely "Training Grounds". I can't wait for the map to become official : not only did it remind me of Portal, but I imagined tons of cool scenarios while playing it. As someone who's a bit fed-up by futuristic labs and military facilities... It truly impressed me.
 

Breadsticks_

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Nov 5, 2018
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Honestly, I grew on to LOVE dynamic maps where crazy stuff happens. Sanitarium, ZED Landing, Black Forest... All of those are great.

I believe the one that shocked me the most by how incredibly clever and well-made it was is definitely "Training Grounds".
That's actually a fantastic point now that I think about it, using training grounds as the basis of my point, why isn't the "Objective" Mode based off things like this. As the game progresses, more environmental **** starts to kick in.

With "nuked" the map could just be the result of the outbreak, with the broken buildings and all the abandoned vehicles like on Burning Paris, then the big red button is pushed to drop a nuke on the map. The DoT effect from being outside is implemented from the obj mode and lots of debris is thrown into the mix because of the blast; altering the layout of the map.
"Outpost" could have been rather similar to what it is now on obj mode, but when you interact with the computers it activates a signal that could bring the chopper back around to bring hellfire on Zeds caught outside (for example) or later into the game the blizzard comes crashing down, making outside fighting difficult to actually see. Or better yet, going through certain rooms that are "restricted" or "off-limits" could sound alarms and temporarily lock you in, and finding keycards could prevent that from happening in the first place.
Zed Landing could have ramped the chaos up to eleven with the volcano, a gradual increase of magma flow that seeps into more areas of the map and eventually down to the shore line; creating hot cobblestone, which can be walked along to access the broken plane, and with it you could interact with a radio to call for evac using the heli that is already in the obj mode.


I honestly hoped that Volter Manor could have been a cool objective mode with this in mind. You start outside and the heavy rain ensues. You head into the manor to "look for clues" as to what else goes on with Dr. Hanz Volter; finding secret levers or bookcase-doors to go down into the labs below. The longer the game progresses, the rain could actually cause flooding from the courtyard to enter the manor and down into the basement, making it very difficult to navigate your way around certain areas. Some doors that have not been found could be found this way as the water starts seeping through the gaps of the fake doors.

I would be quite fine with the objectives being very "copy-paste" like in nature like they are with the few obj maps we have, if this kind of thing is implemented more to introduce chaos that you wouldn't normally find on survival.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
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That's actually a fantastic point now that I think about it, using training grounds as the basis of my point, why isn't the "Objective" Mode based off things like this. As the game progresses, more environmental **** starts to kick in.

With "nuked" the map could just be the result of the outbreak, with the broken buildings and all the abandoned vehicles like on Burning Paris, then the big red button is pushed to drop a nuke on the map. The DoT effect from being outside is implemented from the obj mode and lots of debris is thrown into the mix because of the blast; altering the layout of the map.
"Outpost" could have been rather similar to what it is now on obj mode, but when you interact with the computers it activates a signal that could bring the chopper back around to bring hellfire on Zeds caught outside (for example) or later into the game the blizzard comes crashing down, making outside fighting difficult to actually see. Or better yet, going through certain rooms that are "restricted" or "off-limits" could sound alarms and temporarily lock you in, and finding keycards could prevent that from happening in the first place.
Zed Landing could have ramped the chaos up to eleven with the volcano, a gradual increase of magma flow that seeps into more areas of the map and eventually down to the shore line; creating hot cobblestone, which can be walked along to access the broken plane, and with it you could interact with a radio to call for evac using the heli that is already in the obj mode.


I honestly hoped that Volter Manor could have been a cool objective mode with this in mind. You start outside and the heavy rain ensues. You head into the manor to "look for clues" as to what else goes on with Dr. Hanz Volter; finding secret levers or bookcase-doors to go down into the labs below. The longer the game progresses, the rain could actually cause flooding from the courtyard to enter the manor and down into the basement, making it very difficult to navigate your way around certain areas. Some doors that have not been found could be found this way as the water starts seeping through the gaps of the fake doors.

I would be quite fine with the objectives being very "copy-paste" like in nature like they are with the few obj maps we have, if this kind of thing is implemented more to introduce chaos that you wouldn't normally find on survival.
I remember RE1-Mansion and Candlesmoke in regards to that... I loved those "story maps". It was difficult, required all players to be not only good but have great coordination, but it was a nice idea. The main issue I see (besides stepping a bit on Left 4 Dead territory) would be that each playthrough probably wouldn't be all that different... But yeah, that's how I would love the Objective mode to look like. But I guess it could become its own thing at that point.

I agree that every map should have had its own fair share of unique lore and objectives. Besides a quick description than most people won't even see, we know very little of the different Killing Floor maps. And the objectives are usually "go weld that", "escort that thing", "defend the zone" ... It's sadly not very stimulating, and gets annoying after a few maps of the same thing. Hence why I also believe that it should have had a somewhat coherent structure from the get-go, instead of being grafted post-launch. I get that they tried some things, but it should be there at the very beginning for KF3 (or whatever is planned next)

So yeah, I'm demanding... I would love to have both lol : dynamic maps AND objectives more or less unique to each of them (even if it always ends up by "escape the area" or some ****). But having either of those would already be a great step forward.
 

TheMersodusGames

FNG / Fresh Meat
Apr 5, 2020
26
1
3
The stuffing turned out to be ridiculous, okay my guess still it could be an Overflow map. This map reminds me of Spillway and it looks cool
 

Breadsticks_

Member
Nov 5, 2018
70
28
18
21
I remember RE1-Mansion and Candlesmoke in regards to that... I loved those "story maps". It was difficult, required all players to be not only good but have great coordination, but it was a nice idea. The main issue I see (besides stepping a bit on Left 4 Dead territory) would be that each playthrough probably wouldn't be all that different... But yeah, that's how I would love the Objective mode to look like. But I guess it could become its own thing at that point.

I agree that every map should have had its own fair share of unique lore and objectives. Besides a quick description than most people won't even see, we know very little of the different Killing Floor maps. And the objectives are usually "go weld that", "escort that thing", "defend the zone" ... It's sadly not very stimulating, and gets annoying after a few maps of the same thing. Hence why I also believe that it should have had a somewhat coherent structure from the get-go, instead of being grafted post-launch. I get that they tried some things, but it should be there at the very beginning for KF3 (or whatever is planned next)

So yeah, I'm demanding... I would love to have both lol : dynamic maps AND objectives more or less unique to each of them (even if it always ends up by "escape the area" or some ****). But having either of those would already be a great step forward.
I don't mind it going into L4D territory for that sake. Just because it isn't original doesn't mean its fun. Hell look at the infestation of Battle Royale, it got popular through PUBG, but the competition outgrew it so quickly (Call of Duty, Fortnite, Apex: Legends). Even now the L4D formula is being reused in the Back 4 Blood, World War Z, Zombie Army. All it takes is a KF twist; taking advantage of the trader, arsenal, characters, game mechanics etc.

Yeah it would just be nice to have something that identifies the map's identity beyond the layout and the colour palette. My main example being one of my favourite maps, Tragic Kingdom. All the mini-games you can interact with and the power + fairground interactables (Merri-go-round, Rollercoaster) make it so unique from the other maps. It's clever use of thematic traps and a "gimmick" that keeps the mood light-hearted, while also achieving a spooky & eerie vibe with the run-down circus and thematic Zed Skins.

This kind of thing isn't particularly ground breaking but it really does keep reeling me back in because all the different features to a map like this are small cogs that makes a larger machine running. If I was smart enough to code, I'd love to go back to the official maps and incorporate things like this, the maps that aren't Laboratory #42069 or Military Base #1776 could really benefit from a spruce-up. TW were on the right track with Nuked rework and the radiation for Objective Mode, just make it a more common sighting in the other modes.
 

Aleflippy

Grizzled Veteran
Sep 18, 2012
2,738
265
83
Belgium
I don't mind it going into L4D territory for that sake. Just because it isn't original doesn't mean its fun. Hell look at the infestation of Battle Royale, it got popular through PUBG, but the competition outgrew it so quickly (Call of Duty, Fortnite, Apex: Legends). Even now the L4D formula is being reused in the Back 4 Blood, World War Z, Zombie Army. All it takes is a KF twist; taking advantage of the trader, arsenal, characters, game mechanics etc.

Yeah it would just be nice to have something that identifies the map's identity beyond the layout and the colour palette. My main example being one of my favourite maps, Tragic Kingdom. All the mini-games you can interact with and the power + fairground interactables (Merri-go-round, Rollercoaster) make it so unique from the other maps. It's clever use of thematic traps and a "gimmick" that keeps the mood light-hearted, while also achieving a spooky & eerie vibe with the run-down circus and thematic Zed Skins.

This kind of thing isn't particularly ground breaking but it really does keep reeling me back in because all the different features to a map like this are small cogs that makes a larger machine running. If I was smart enough to code, I'd love to go back to the official maps and incorporate things like this, the maps that aren't Laboratory #42069 or Military Base #1776 could really benefit from a spruce-up. TW were on the right track with Nuked rework and the radiation for Objective Mode, just make it a more common sighting in the other modes.
The Battle Royale allegory isn't the best, considering I despise that genre, but I get where you're going and I can't blame it. I wasn't saying that it was a bad thing to get inspired, far from it. Even more so when the inspiration is that good (honestly, I struggle to name any other game where cooperation is that prevalent... even in other team-based games like Overwatch, Rainbow Six Siege or Team Fortress, you can do somewhat decently by playing the lone wolf. You absolutely cannot in L4D)

As long as it's not a mere clone, I'm all good. For all intent and purpose, Back 4 Blood IS Left 4 Dead 3. Even the HUD is the same. It's okay considering it's Turtle Rock Studios but I wouldn't want for Tripwire to do the same thing. But it can definitely get inspired by the objectives, the characterization, the storytelling (with the writings on the walls ! ) or even the versus.

I grew a bit bored of Tragic Kingdom, but it was one of the first of its kind and it's still one of the best in the game. A perfect map should stand out in multiple ways : by its layout, by its atmosphere, by its functionality (the traps and gimmicks, as you put it!). Many people dislike Catacombs but I actually find the map pretty clever and unique. Volter Manor didn't have anything too crazy happening, but the mood is still top-notch AND it brings some interesting lore just by existing (Volter is wealthy enough to own a manor, and that's where he's been conducting its crazy experiments). I know I keep pushing that forward, but I'm honestly tired of labs and military bases :\ ... If you want to do so, at least bring some flavour to it. With traps. With lore. This kind of stuff.


And definitely agree about Nuked ! It's funny because I don't like the map layout all that much, but the atmosphere is one of my favourite... Reminds me of "Aftermath" from Call of Duty 4. I guess I would have liked it better if you were in a bunker, kinda similar to the Fallout Vaults (or just like Wyre in KF1)