KF-Containment-Beta

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FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
Hey all. I have been working on a map for awhile and as everyone loves it so far on my server (where testing has been done for so far two versions and soon to bring out a third), I thought i'd see what everyone else on the TWI forums thought about it.

Mapname: KF-Countainment
Description: Horzine have grouped a couple of you soldiers to test their experiments in a containment they made purely to see how good the experiments will go up against soldiers. You will need to make your stand in the concrete containment they have locked you up in. Make sure you make a good show as Horzine is watching you!

Basically I am making a box room with one side where you spawn and the other side a concrete defencive wall. This wall will consist of a tower on each side of the wall (both left and right side) which will have slopes making you able to get into them. This main wall will have two different doors to allow which the only way to defend them is to use the opposite tower to the door to protect them (so left door is protected by the right tower). There will be thin long slots (windows) in the middle so that the other players (that aren't in the towers) can have a good view at killing.

Their will be like windows at the top of "Horzine" watching you (like a laboratory) right at the top front of the defencive wall (ontop of the spawn). The zeds will spawn in a nice style with "slots" in the side of the container walls (away from defencive wall so they don't jump into the "safe zone"). I have two small tunnel like openings for stalkers/crawlers to come charging at you from behind underneath the slopes to keep players on guard. Because of how close it is I would presume it will be quite hard to complete on high difficulties but every map has it's tactics of winning.

Current problems that im not sure of how to fix currently:
• Side spawns sometimes have the odd one left but if you just walk underneath the spawn they will automatically jump down after you.
• Sometimes on the "field" they seem confused. As soon as you shoot they will come after you.

Download link: http://www.fluxiserver.co.uk/files/KF-Containment-b3.rar

Pictures:
The concrete wall:
http://www.fluxiserver.co.uk/Pictures/ContainmentBuilding.jpg

Inside the wall at looking at slopes/two tunnels:
http://www.fluxiserver.co.uk/Pictures/ContainmentSlopes.jpg

Looking up at Horzine (three elite soldiers with trader in middle right) and side spawns from underneath middle tower:
http://www.fluxiserver.co.uk/Pictures/ContainmentUnderTower.jpg
 
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kingshinobi

FNG / Fresh Meat
Jul 9, 2009
271
21
0
germany
www.kshino.2page.de
shino

shino

It looks pretty lets say basic. Some distance fog would be good i guess also i would add more spawns ways rooms and textures. Maby some big glass window at the giant wall you look at and behind it some nature park where you see the zeds walking in or some. Also 2 spawns and then a fortress with doors to weld and a bridge to shoot down looks a bit like easy leveling but idk. I test played it tho. I guess its one of your first maps ?

peace
 

FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
It looks pretty lets say basic. Some distance fog would be good i guess also i would add more spawns ways rooms and textures. Maby some big glass window at the giant wall you look at and behind it some nature park where you see the zeds walking in or some. Also 2 spawns and then a fortress with doors to weld and a bridge to shoot down looks a bit like easy leveling but idk. I test played it tho. I guess its one of your first maps ?

peace

This is my first map for Killing Floor though I use to map for Unreal Tournament (UnrealEd 1/2 - the early version to this) so im rather rusty with such new stuff to the editor.

There is actually glass there but for some reason it's hardly noticable :S

Yes it's rather simple but you couldn't exactly do much for a containment Horzine has put you in lets face it. :p This is why I haven't done some sort of thing showing the outdoors because you're trapped in an underground facility for example Bioticlabs. Sorta fits to the story.

There is actually two lots of spawning rooms which is why I tried to force the players inside the building. There is the two top spawning as everyone would know but you also have the behind two spawnings where crawlers/stalkers come from which tend to get you in the back.

I have tried this on suicidal with up to 12 players and so far it's unbeatable as you need a lot of teamwork to play it. I can imagen a good six man team can win.

What sort of textures you think would suit this and where abouts cause I admit I found it hard choosing the textures and trying to vary the whole thing.

I'll keep the nature park in mind but it does sort of make you think why a concrete block with funny noises are near a nature park? :p
 
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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
What would happen if eg. 4 guys were welding the doors all the time? Can the specimens still break through?
 

FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
What would happen if eg. 4 guys were welding the doors all the time? Can the specimens still break through?

If you want the truth I have been experimenting only on suicidal...On my 12 player server we are still beaten by the map at wave 7 max. The plan we have tried to do is a support on each door with a commando atleast shooting the stalkers/crawlers BUT all three can't actually handle the amount of spawns behind (inside the buildings). On the normal spawning, since i've improved the pathing since the first two betas, they seem to jump the doors pretty easily as I have made the doors slightly weak in "health". Specially when scrakes and flesh pounds start to join you really need to think twice about what/where you are. This usually forces everyone to the top of the wall but is very and I mean very hard to keep the hordes in control.

I dunno if this explaination helps. I have tried to make this map hard so that it is a real challenge for a defencive map.
 

kingshinobi

FNG / Fresh Meat
Jul 9, 2009
271
21
0
germany
www.kshino.2page.de
shino

shino

Well texture wise i would at least give the stairs some diffrent textures and scale them down to some detail view. But well i would still add some more stuff and make the map more complex. Also distance fog. For your first maps its not bad sometimes simple layouts work out well but well from the layout its like the very basic 2spawns 1room. When i remember the first map i made for KF was colloseum in the mod :) it had a 4ways 4 spawns layout from north south east west income and a platform in the middle wich actually made it challenging even if it might have looked a bit crappy at the time. Technicly the same layout i later used on Arcade action just a bit changed with the bunkers and hills. But the basic layout is still dope for small simple maps. ;)
 

FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
Well texture wise i would at least give the stairs some diffrent textures and scale them down to some detail view. But well i would still add some more stuff and make the map more complex. Also distance fog. For your first maps its not bad sometimes simple layouts work out well but well from the layout its like the very basic 2spawns 1room. When i remember the first map i made for KF was colloseum in the mod :) it had a 4ways 4 spawns layout from north south east west income and a platform in the middle wich actually made it challenging even if it might have looked a bit crappy at the time. Technicly the same layout i later used on Arcade action just a bit changed with the bunkers and hills. But the basic layout is still dope for small simple maps. ;)

So what exactly would you suggest?
I have noted the distance fog (when I find it) into it but how can I make this look more visual?
I have huge problems knowing getting the map to look good when I don't know where anything is lol.
Yes it does remind me of the whole 2 spawns 1 room sorta thing but I have 4 spawns 1 room :p
 

kingshinobi

FNG / Fresh Meat
Jul 9, 2009
271
21
0
germany
www.kshino.2page.de
shino

shino

Well i would add ways textures and stuff to the map. But actually personal i would start new with a new basic more challenging layout like maybe some base in the middle and zed coming from all side. If you new to mapping testing around untill you find what works good is important. Till you got a concept that really works and ppl like to play. I mean 1 room 2 spawns might be to basic even if it gets hard in the end on suicidal. The more the better so you get real action and challenge in a nice ambient with a cool view. Hope you not offended by it, its just my honest helping opinion to it.
 

FluX

Grizzled Veteran
Oct 26, 2010
5,395
234
63
www.fluxiserver.co.uk
Well i would add ways textures and stuff to the map. But actually personal i would start new with a new basic more challenging layout like maybe some base in the middle and zed coming from all side. If you new to mapping testing around untill you find what works good is important. Till you got a concept that really works and ppl like to play. I mean 1 room 2 spawns might be to basic even if it gets hard in the end on suicidal. The more the better so you get real action and challenge in a nice ambient with a cool view. Hope you not offended by it, its just my honest helping opinion to it.

I'll keep this in mind. I have not taken anything badly as this is what I asked for. The only way to improve is to listen to it all. Thanks.