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/

Inci

FNG / Fresh Meat
Jan 1, 2015
79
0
0
Man the map looks so AWESOME, I really hope you can get it done soon so we can start "testing it" :D If its plays as good as it looks you have to do "Offices-UK" :)
 

Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
1,078
324
0
Man the map looks so AWESOME, I really hope you can get it done soon so we can start "testing it" :D If its plays as good as it looks you have to do "Offices-UK" :)
Offices is supposed to connect directly to Biolabs, why not combine the two into a single map? That would be something interesting and very different.
 

Gregs2k2

Thank you please
Mar 21, 2009
1,855
164
63
UK
www.ragequitters.co.uk
Looking good IJC guys. :)

My initial thoughts so far:

- Lighting needs to be "moodier" - I know you're still tweaking things.
- The Horzine floor texture seems excessive, it's everywhere. Not sure if it's feasible to mix it up a little? It just looks too repetitive. That or add some grunge here and there to break things up?

I like how you're going for an almost 1:1 remake. I recognise all the areas you've shown in the screenshots. Are you going to add any extra areas or are you being strict on the layout?

Overall, looks very nice so far. Keep at it. :D
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
834
232
0
31
Thanks for the feedback guys! :)

Offices is supposed to connect directly to Biolabs, why not combine the two into a single map? That would be something interesting and very different.

I tried this back in the KF1 times however there were some pathing problems and the gameplay got very slow. I did not spend too much time on it so this might be very possible now.
However we want to get this map 100% fionished before we start another project ;)

Looking good IJC guys. :)

My initial thoughts so far:

- Lighting needs to be "moodier" - I know you're still tweaking things.
- The Horzine floor texture seems excessive, it's everywhere. Not sure if it's feasible to mix it up a little? It just looks too repetitive. That or add some grunge here and there to break things up?

I like how you're going for an almost 1:1 remake. I recognise all the areas you've shown in the screenshots. Are you going to add any extra areas or are you being strict on the layout?

Overall, looks very nice so far. Keep at it. :D

Actually these are good ideas.
Yeah we are still optimizing the light to get it into the direction you suggested. Atm many lights which are destroyed in the old labs are now enabled due to KF2 destructable lights. Its actually quite hard to find a spot betweent good initial lightning and how the map looks after all the destructable lights are destroyed.
Concerning the floor: For the beta version we will release the map with this floor but it's no problem to change it during beta testing and add some "destroyed" or different areas of the floor.
We might also make an extended version of the map with more areas. Maybe even an elevator which connects the labs with some kind of entrance area or the first part of the offices (ideas are always welcome :))

It should not take too long till we release the first Beta version ;)
 
Last edited:

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
834
232
0
31
Thanks! :)
Yeah within a week might be very possible. We just redid the whole lightning and added some "special effects.
The map now has a very creepy kf mod 2.0 feel to it imo.
 

Chuckdatass

FNG / Fresh Meat
May 24, 2011
10
0
0
This is beautiful.... It will be on my server being played by my friends the moment it is released :O :IS2::IS2::IS2::IS2::IS2::IS2::IS2:
 

Dragontear

FNG / Fresh Meat
Apr 29, 2015
98
3
0
Ol'Blighty.
Oh Yay. Oh Yay. Ohh Yaay.

I look forward to this, very, very much, spacious areas and claustrophobic passages sounds wonderful. Would also love the original (if possible, of course) sinks+cabinets on wheels you could nudge about, maybe create temporary physics-based barricades?
 

-=Ivan=-

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

Here are some new screens of the new versions. Let us know what you thing about it!

Changes:
+ Collision added for walls and floors
+ New lightning
+ Emitters & fog added
+ 3rd Floor added
+ Doors added
+ Performance optimisation
+ Staircase added
+ Spawn volumes added

Spoiler!
 
Last edited:

-=Ivan=-

FNG / Fresh Meat
Oct 27, 2009
235
105
0
The release got a bit delayed as I got sick this week. The map is nearly finished. We just need to do some minor tweaks.
 

-=Ivan=-

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

We would like to release a Closed Beta today for 5-10 players. The goal of this beta is to find major bugs and errors. If the beta goes really well we consider releasing the final version this week.

Please keep in mind that everyone who wants to join the Closed Beta should really give us feedback. Therefore we are searching for player who already have a lot of experience in KF2. So leave us a post with your game hours in KF2 (or also even KF1) here and we will update you with the results by tonight!

Thanks!
 

Hosav

FNG / Fresh Meat
Sep 19, 2011
46
0
0
Hey,

We would like to release a Closed Beta today for 5-10 players. The goal of this beta is to find major bugs and errors. If the beta goes really well we consider releasing the final version this week.

Please keep in mind that everyone who wants to join the Closed Beta should really give us feedback. Therefore we are searching for player who already have a lot of experience in KF2. So leave us a post with your game hours in KF2 (or also even KF1) here and we will update you with the results by tonight!

Thanks!

I am not sure why hours matter in this case though? That does not define the actual experience one has with the game.
I often try to find bugs to report in any game I am playing.

I am interested, but who would not be with a map looking this good? ;)
 
Last edited: