KF-BioticsLab-UK

  • 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/

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
Thank you, thank you! It's great to see you are looking forward to this! :)

I was wondering if you guys would like to have the sounds from the old Biotics lab or should we use the new sounds from KF2?

My opinion is to use whatever YOU think would be best for your map. You guys have always made solid content and I'm pretty sure that nobody will complain with the direction that you go, unless they are a complete troll.
 

Azra3l

FNG / Fresh Meat
May 10, 2014
73
0
0
Looks awesome, I was waiting for a remake like yours! The gritty atmosphere of the original is here, you translated it to KF2 perfectly! I can't wait to give it a try. :D
 

Dragontear

FNG / Fresh Meat
Apr 29, 2015
98
3
0
Ol'Blighty.
Recently watched demo-footage all the way from years ago, original Biotics Map survival, this does have a very remarkable similarily to it, if you were aiming to do that, you have succeeded - bar the dirt previously sprayed on every single surface. Certainly possesses a more lived-in feeling, bar the dirt sprayed on every single surface. XD

If I may ask, would dropping the lighting by a few points seem appealing to you?
 
Last edited:

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
If I may ask, would dropping the lighting by a few points seem appealing to you?

maybe we'll get lucky and Jack will make all the lighting destructible. So that as the waves progress, the map starts getting noticeably darker and darker until pitch black.
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
834
232
0
31
More screenshots will be coming today ;)
Concerning the lightning: we are still fine tuning it and some lights also will be destructable. We just have to fond the sweetspot.
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
More screenshots will be coming today ;)
Concerning the lightning: we are still fine tuning it and some lights also will be destructable. We just have to fond the sweetspot.

No worries. I'm sure the final product will be amazing. You never disappoint.
 

Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
1,078
324
0
At this rate by release we'll have a couple dozen variants of biolabs, and maybe one other map from the original.
 

-=Ivan=-

FNG / Fresh Meat
Oct 27, 2009
235
105
0
Hey,

Here are some sreenshots of the middle floor. Keep in mind that the lightning is still wip and might be too bright. At the moment we are fiddleing how much destructible light there are going to be. The third floor is already finished in maya and we will export it tomorrow into KF.

Spoiler!
 

Dragontear

FNG / Fresh Meat
Apr 29, 2015
98
3
0
Ol'Blighty.
Oh my... I love it. The atmosphere is definitely suited to the map, and the size+proportions seem very good for mobility yet retaining a claustrophobic feeling. However I must point out, images 2 and 3 are the same one, and I can see the paper-decals are floating above the ground, may I suggest fixing that by reducing the drag-grid to '1' or turning it off, and lowering the paper-decals to the ground?

Aside from the nit-picking, I really, really like it
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
834
232
0
31
Hey thanks for the feedback and for pointing that out :)
I will fix that asap.
We just looked at our map on a color true monitor and found some lightning "problems" which will get fixed soon too.

Stay tuned for more screenshots the third floor today :)
 

TheMutant

FNG / Fresh Meat
May 31, 2012
562
4
0
Germany
To me this is the most appealing port visually-wise (so far).
According to the former screenshots I'd reduce the brightness of all lights, maybe even add some flickering ones to increase the immersion.
Furthermore, in KF1 the ceiling lights where placed behind most of the ceiling decoration (those pipes and vents, etc); this resulted in shadows being casted down to the floor and walls which helps to avoid them from being equally lit all the way down (a big thing when I compare those maps).

The high-tech doors somehow do not fit the scene that well imo, especially when mixing them with conventional doors in the same hallway. Imo, you should decide for one of them style-wise.

The first of your latest screenshots shows a scene with three "hard" colors (red, blue, yellow) mixed together without any gradients. I'd suggest to tone down the saturation of those yellow lights as they should rather serve as indirect ligthing instead of being used to light up an area.
I like the "shadowplay" in the second screenshot, maybe make it stand out a bit more?

All in all it's a solid work! Looking forward to get my hands on it. :)
 
Last edited:

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
834
232
0
31
Thanks for the constructive feedback! :)
The lightning is still wip and many things will change. We will take you suggestions into account.
We are now also using a color true monitor to get the lightning right.
Screenshots of the 3rd floor should be ready very soon.
 

videofreak

FNG / Fresh Meat
Dec 24, 2011
60
8
0
Maine, USA
Whoa, man, this is awesome! Skell's map is good functionally but your version translates the classic Biotics Lab atmosphere perfectly into KF2. Can't wait for a release. Good luck!