KF-Candlesmoke (WB MP Mission Map)

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havoc

FNG / Fresh Meat
Oct 21, 2009
30
2
0
dextro & fel pleas make a candlesmoke 2

i know fel is working on his mission map but why dextro don't you work on an other mission map also :p. could be interseting.. you have good skill in map making
keep good work guys
 

mamoo

FNG / Fresh Meat
Jun 19, 2009
2,465
542
0
30
East Sussex, England
i noticed it does it on other maps as well. I think its a bug with the ammo. Everything is set correctly.

I was playing Defence b2 and i also didnt get the extra ammo. must be an ammo bug

Why not try setting the max firebug ammo to 4 and see if that works?
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Why not try setting the max firebug ammo to 4 and see if that works?

can someone please explain this to me in more detail ^^. I am also making a mission map.

A little tip for Candlesmoke. If you are experiencing "wait for the timer to reach 0" waits, this is because the "regular wave based zombies" are still spawning. However the only reason they didn't spawn during the wave was because there were already a lot of zombies in the level. The fix is unfortunately only for server admins. Increase the max zombie count, way beyond the default 32. That way the normal wave zombies will spawn throughout the wave. Actually to be honest this is just a theory I haven't tried it. But the only assumption I'm making is that triggered zombies contribute to the max zombie count server setting.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
I tried using normal spawns for mission maps. maybe for smal maps its ok. but for big maps, They will spawn in wrong area (aka behind locked doors) and not know where to go. Its alot easier to spawn scripted zombies cause you can put them w/e the hell you want.

Drop a Fp wave 1 on top the players head if you wanted
 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
Every day at the same time a same group of individuals play this map at least 4-5 times on my server. They always fail miserably, the chat log is hilarious and then they quit for a day only to resume their forlorn hope the next day. I hate the drabness of the map personally (why is it so brown ack) but saying that it clearly has addictive qualities that others embrace. So well done.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
Every day at the same time a same group of individuals play this map at least 4-5 times on my server. They always fail miserably, the chat log is hilarious and then they quit for a day only to resume their forlorn hope the next day. I hate the drabness of the map personally (why is it so brown ack) but saying that it clearly has addictive qualities that others embrace. So well done.

i really hate that feature you have on your server gusone. the feature that takes words and changes them to other words. and to top it all off, it will take something small like, "lol" and turn it into, "OH HOW I LAUGHED OUT LOUD WITH GREAT VIGOR AND THUNDER" or something verbose like that. its really hard to enjoy the game with friends when it turns common words into that. ive quit going to your server since youve added that.
 

kingkong

FNG / Fresh Meat
Jun 26, 2009
442
17
0
I tried using normal spawns for mission maps. maybe for smal maps its ok. but for big maps, They will spawn in wrong area (aka behind locked doors) and not know where to go. Its alot easier to spawn scripted zombies cause you can put them w/e the hell you want.

Drop a Fp wave 1 on top the players head if you wanted

only problem is, something about those scripts are causing massive lag. every server I played on going to be areas that lag for at least a few seconds when something major happens, by the time you can move again could be half your health is gone and hopelessly surrounded as those specs warp in around you. agree they're addictive as hell tho, it's always fun cause teamwork is mandatory, until some bastard joins and runs up ahead to smother us in zombies.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
only problem is, something about those scripts are causing massive lag. every server I played on going to be areas that lag for at least a few seconds when something major happens, by the time you can move again could be half your health is gone and hopelessly surrounded as those specs warp in around you. agree they're addictive as hell tho, it's always fun cause teamwork is mandatory, until some bastard joins and runs up ahead to smother us in zombies.


Yea you should play Damnation. *points down at sig*

Spawns and gameplay is SOOO much better

and let them run ahead, There are blockers and stops for the triggers so they will only trigger when the team is there
 
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kingkong

FNG / Fresh Meat
Jun 26, 2009
442
17
0
yeah they're both good, damnation has improved on the flow of zombies especially with those blocks, but we had major lag there too. the parts I remember most are at the final massive spawn for end of wave 1 near the door to the cathedral, and random parts inside the halls of wave 2. also there are certain sections where it seems someone can run up the stairs and trigger like a 100 zed spawn, not sure if they were just staggered waves or what. and in the hall with the trader hanging from the ceiling where the zeds drop from above, a single person can trigger another wave as soon as they walk in.

furthest we ever got was near the exit back into the courtyard where those zombies just pour into the place from both directions, never made it out of there alive yet (only tried suicidal/hard).
 
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Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
the parts I remember most are at the final massive spawn for end of wave 1 near the door to the cathedral,

Lol it wasnt suposed to do that. I re posted the Link with a fixed version.


not sure if they were just staggered waves or what. and in the hall with the trader hanging from the ceiling where the zeds drop from above, a single person can trigger another wave as soon as they walk in.

What im doing is hold some zombies in rooms, so when the player reaches the stairs/ whatever They will be unblocked and MOB at you. Thus force you back down. But if you stay back a little, that blocker is released on a timer.


In the Trader Rescue Area, The zombies are being retarded, but they are infront of the player, so you have to kill them anyways

furthest we ever got was near the exit back into the courtyard where those zombies just pour into the place from both directions, never made it out of there alive yet (only tried suicidal/hard).

You go to wave 4 on hard? Good Job!

This map was ment to be easy on normal, but once you put it in hard mode, it is very challenging.

Glad you like my map ^^

PM me with Steam id, Ill add you
 
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OHsnapcojax

FNG / Fresh Meat
Feb 15, 2010
196
11
0
34
Beech Mountain, NC
www.facebook.com
11-27-20096-26-34PM.jpg


Things Improved

Ammo pickups, More ammo in the tunnel and wave 2 area.

Opened the gate when the pat comes.

Evened out weapon placements for all classes

Exploits fixed

Lovin' Candlesmoke guys, nice work. This is definitely keeping my attention. :)
 

OHsnapcojax

FNG / Fresh Meat
Feb 15, 2010
196
11
0
34
Beech Mountain, NC
www.facebook.com
If this map gets your attention, Check out Damnation.

I have learned a lot about game play from candlesmoke, and made it even better in Damnation :D

Yeah, same here. I've played Damnation as well. Just as good. :)
Keep up the awesomeness.

I have tried my patience with SDK and editing, and I swear to god, for the life of me, I get so frustrated. You both are clearly very tolerable. I'm sure though, once I get the hang of it more, which I slowly am, I'll be able to put up with it. xD I basically rage quit creating a map. ;.;
 

Flasher2112

FNG / Fresh Meat
Dec 16, 2009
2
0
0
Thats TOTAL Wrong! ! !

Thats TOTAL Wrong! ! !

The Enemys in Killing Floor are not "Zombies". They are CLONES! ! ! Remember this please.:mad::mad::mad::mad::mad::mad::mad::mad::mad:
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
The Enemys in Killing Floor are not "Zombies". They are CLONES! ! ! Remember this please.:mad::mad::mad::mad::mad::mad::mad::mad::mad:

how long have you been playing KF? ive been playing for like 4 years now, and theyve been called alot of things in the past:

Zombies
Undead
Freaks
Clones
Specimens

even the creator of the game, Alex, refers to them as Zombies, and Undead.
 

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
The Enemys in Killing Floor are not "Zombies". They are CLONES! ! ! Remember this please.:mad::mad::mad::mad::mad::mad::mad::mad::mad:

Epic post :p
Hey Dex (edit: and Fel), got a comment on your map. When you go right after the tunnel. You start to go underground, but SPECIMENS will get stuck in the hallways at the lower level. See screenshots....


 
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