KF-Colosseum v1.08a

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Colonel Panic

FNG / Fresh Meat
Jul 5, 2009
313
5
0
Map Name: KF-Colosseum

Version:
1.11b

Playable:
Yes

Description of map:
open arena survival map under-slung with contrasting claustrophobic areas.

What testing is wanted: ZED balance/pathing/AI testing, balance & difficulty testing. Also looking for input and suggestions on overall feel of the map and how to improve it. I especially want testing done with larger teams, 4-6 players on a server, for difficulty. To save you configuration time you're welcome to use my server, which has the map already installed and redirect set up. (It's on Hard 10Wave)
killingfloor://kf.skycommand.org:7707

Changelog:
fixed multiple AI pathing issues, improved zed balance and spawn, increased darkness for extra "atmosfear" and additional difficulty, tried to strike a balance between locations for overall difficulty at different stages of the game. Added some new lighting and projector effects, movers.

Known Bugs:
none! find some so I may fix them!
Please report any bugs or unusual observances in this thread.

EDIT: Known Bugs:
* projectors don't work in multiplayer on KFDS--Status: looking for cause/solution
* flashlight doesn't illuminate blast door--Status: fixed in v1.12b
* Zeds ignore pathing and go to the other side of the unbreakable door, breaking the game.
Map Download: http://skycommand.org/savage/KF-Colosseum-v1-11b.zip

Whitelist Status: This is a Release Candidate for version 1.5. If no significant bugs or potential exploits are found, it will be submitted for whitelisting.

The map is still rather bare, and additional hallways, rooms and eye candy will be added with version 2.0 at some point in the future, though assuming the map is, as I expect, now in a reasonably balanced state, additional work on the map will take a back burner while I work on other, more important things in life.

Please let me know what you guys think!


Special thanks goes to Murphy for giving me pointers and help with the ins and outs of the engine, and for writing some of the best tutorials I've ever seen, and to Slavek for helping tweak my skybox for me. You guys are great.
 
Last edited:

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
ok, I fixed your skybox. The top texture doesn't blend in quite right, it looks like the colors are a little off. You could probably mask this some by using a fog ring in your skybox or you could just keep it as it is now.

Sent you a link in PM. ;)
 

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
ok, I fixed your skybox. The top texture doesn't blend in quite right, it looks like the colors are a little off. You could probably mask this some by using a fog ring in your skybox or you could just keep it as it is now.

Sent you a link in PM. ;)

Where can i find the Fog Ring?
 

Colonel Panic

FNG / Fresh Meat
Jul 5, 2009
313
5
0
ok, I fixed your skybox. The top texture doesn't blend in quite right, it looks like the colors are a little off. You could probably mask this some by using a fog ring in your skybox or you could just keep it as it is now.

Sent you a link in PM. ;)

Thanks! Yeah, the colors do look off, though oddly, I think it's the engine doing it, and not the texture. I'm not sure how to fix, honestly... I can tinker with the texture itself, but ultimately, that may cause more headache than it's worth, trying to get it just perfect, which -probably- won't work out perfectly in the end anyway. I may just leave it as it is and deal with it, at least until the surface properties window starts working again so I can mess with it when I need to.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
Quote:
Originally Posted by slavek
ok, I fixed your skybox. The top texture doesn't blend in quite right, it looks like the colors are a little off. You could probably mask this some by using a fog ring in your skybox or you could just keep it as it is now.

Sent you a link in PM. ;)


Where can i find the Fog Ring?
There are some fogrings used in the stock maps I think (Its basically a ring shaped staticmesh). You can put one in your map and make a custom colored texture on it to give your skybox a "Haze/Fog" effect.
 

Sharp13

FNG / Fresh Meat
Jan 29, 2010
52
0
0
I played it for a few minutes and liked it, however, it's dark as hell when you enter the underground thing and it's rather easy to get lost...which I guess isn't too bad as it adds to the difficulty since up top it's rather easy to avoid getting hit by the zombies due to the open space.

The dark shadows up on top look a bit ugly though so perhaps the lighting on that should be improved. I gave this a try with the Specimen Versus mutator as well and due to the wide open space, I don't think it'll work too well with it however, I only tried versus bots, I'll probably put it on my server a bit later and give it a shot to see how it plays out with human players as it looks like a cool map for that gametype.