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Beta Map KF-Apartments

WhyMittens

Grizzled Veteran
Sep 16, 2011
116
14
Hey there guys and gals. This will be my 4th map attempt. Finally using no BSPs and all static meshes (which according to everyone is how its supposed to be done). I really do like this way of doing it now that I understand it. I really hope you like my first attempt using this new method. Enjoy!

KF-Apartments @ http://www.mediafire.com/download/o5uls6xxn1xv3dr/KF-ApartmentsV2.rar

Simple 3 story apartment building. 12 rooms, 2 elevators, a staircase, and a main lobby. This is NOT a large map. This is VERY close quarters and will rely on players working together to defeat the zeds. Don't get caught in the rooms alone, because there is only 1 way out!


Update V2: Removed the doors from the elevators until I get a better solution. Still the odd issue. But works way better overall until a fix is found.

Release notes: Im releasing this a tad early to make sure layout is right. And to start getting feedback right away for it! There are a lot of "detail" meshes missing. But layout and most detail is in. The feel for the map wont be changing much. Lighting tweaks to come for sure! Hope you enjoy and remember. Feedback is away appreciated

Known issues: Zeds will get stuck in the elevator sometimes. Other times they just refuse to open doors that 5seconds ago they could. Some pathfinding/ai to work out. But is still very playable!

Screenshots:
http://s17.postimg.org/ucx44fsqn/KFEditor_2015_05_05_13_19_09_147.png
KFEditor_2015_05_05_13_19_09_147.png

http://s17.postimg.org/c7k5qdt8f/KFEditor_2015_05_05_13_19_18_081.png
KFEditor_2015_05_05_13_19_18_081.png

http://s17.postimg.org/5nhdk1f7j/KFEditor_2015_05_05_13_19_47_173.png
KFEditor_2015_05_05_13_19_47_173.png

http://s17.postimg.org/4wone9cu7/KFEditor_2015_05_05_13_19_56_147.png
KFEditor_2015_05_05_13_19_56_147.png

http://s17.postimg.org/f2x8x8x8f/KFEditor_2015_05_05_13_20_57_078.png
KFEditor_2015_05_05_13_20_57_078.png

http://s17.postimg.org/uqyg41cu7/KFEditor_2015_05_05_13_21_12_168.png
KFEditor_2015_05_05_13_21_12_168.png
 
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You might want to put the images in spoiler tags, but it looks very interesting. Will definitely be adding it to rotation and checking it out.

Screens for reference:
http://imgur.com/a/s9mwm

So a few things I noticed are that there are some awkwardly placed seats that seem to just be there for the sake of being there (screenshots 1 and 2) in the large lobby downstairs, I don't know if it was intentional or not but they just seem so incredibly out of place. On the third floor in the room closest to the elevator, you can see one of the doors (I assume it is from the elevator at least) on the wall in the room (screen 3). I don't know if any of that was intentional or not but it did jump out at me while i ran around. One thing that was kind of frustrating is the elevators. I fell through the floor a few times and even got squished by it after I fell through once, and on top of that they are sort of choppy as to when they go. I don't know much about them and that may just be an engine limitation but it might be worth the effort of perhaps tying it to a trigger on the wall so that it goes and stops only when you want it to.

I know you have a bit planned for the lighting so there isn't any real point in mentioning much other than it might be a decent idea to keep the stairwells a little darker (darker as in not as bright as the rest, not the near pitch black I seem to be finding in a few other maps). Looking forward to see where you take this :) It can be a bit tight in the hallways but it seems like a pretty fun map so far!

Edit: Map has been added to Skillz public redirect. Two versions, one with normal capitalization, "KF-Apartments.kfm", the other lowercase, "kf-apartments.kfm"
 
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Played this map on my server while it was full. I noticed quite a few issues with all of the door ways. I read the previous comments but then didn't seem to mention that fact that they all are just a **** hair too small. Sometimes you'll get stuck in the door ways which sucks.

More importantly the boss zeds gets stuck in the door ways. Scrakes were stuck on the first floor for an entire wave. Had to go hunt them down. Fleshpounds didn't seem to get stuck very often though.

I also noticed sirens seem to like riding the elevator system. Seriously. I didn't see a single siren roaming around. I did happen to see 4-5 on an elevator together each wave though!

With all this in mind this map is incredibly easy to farm XP on.

Now for the good stuff,
The map in all is pretty fun. Like others mentioned it's easy to get trapped on certain floors / rooms. Which leads to the "oh **** feeling" that us gamers seem to enjoy. The detail is good -- could probably use some more props. Seems a little too "clean" if ya'know'what'i'mean.
 
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Played this map on my server while it was full. I noticed quite a few issues with all of the door ways. I read the previous comments but then didn't seem to mention that fact that they all are just a **** hair too small. Sometimes you'll get stuck in the door ways which sucks.

More importantly the boss zeds gets stuck in the door ways. Scrakes were stuck on the first floor for an entire wave. Had to go hunt them down. Fleshpounds didn't seem to get stuck very often though.

I also noticed sirens seem to like riding the elevator system. Seriously. I didn't see a single siren roaming around. I did happen to see 4-5 on an elevator together each wave though!

With all this in mind this map is incredibly easy to farm XP on.

Now for the good stuff,
The map in all is pretty fun. Like others mentioned it's easy to get trapped on certain floors / rooms. Which leads to the "oh **** feeling" that us gamers seem to enjoy. The detail is good -- could probably use some more props. Seems a little too "clean" if ya'know'what'i'mean.


I do I do (the clean part). Not much I can do about the doors other then switch out to double doors. Which wouldnt look right. I cant understand why these doors dont work well. They come right from the door template. Nothing should be wrong with them. Looking at the actual KF2 maps. They dont seem to use single doors either much. Which makes me think they gave us a template to something they themselves know doesn't work lol. Im still very new to this, so I could just be missing some key to it all. But yea, by there lack of use of them. And me running into this exact issue on other maps with single doors. Im thinking the single door sizing is incorrect. I will scale them up a tad too see if that helps

Also LMAO at the sirens. I had not run into this myself but it sounds hilarious. ELEVATOR PARTY!
 
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I really want to like and recommend this map, but I can't. The reason for this has already been brought up: the map is a hotel with many apartments of the same type. The problem is that the ZEDs can't get inside those and usually only one or two get in after a while. You and your team can literally stay in the main room of any apartment and the ZEDs will fill the entry area, where you can then shoot them without being hurt. :(
 
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Played this map, it was fun but we had a few reoccurring issues. The main one being that quite a number of zeds (usually bloats and scrakes) would get stuck in the various apartments. We'd all be waiting in the lobby and if it was down to the last one and it wasn't coming down, then we just climbed our way up each floor and combed all the rooms till that one errant Zed was found and shot like a fish in a barrel.

The other thing was that other than the lobby, all the floors looked nearly identical to each other. At times I'd forget what floor I was on and I'd have to get on the stairs and figure out if I had a floor above me or below me to see where I was. My suggestion would be to throw some chaos and destruction into the details. These zeds do a crap ton of property damage, so maybe try to reflect that in some of the apartments, or by blockading some of the homes with rubble in the door ways and designating those spots as spawn points? I also say blow a few holes in these walls between apartments, and make it look like something really wanted to get through to the other side.

Also, maybe you can add another spawn point in the lobby? It was really easy to just head down there each time and cover the two elevator entrances (and occasionally the office). One way you could go about it is having the main entrance of the building spewing out zeds from the "outside" and just put a haphazard barricade of various furniture in a semi-circle around the entrance to prevent the players from going "outside."

I definitely enjoyed the map when I played it, so I can't wait to see this polished up. Good luck!
 
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