KF-Cove

  • 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/

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
Edit, Final now released(although it is not final as there were one or two bugs)

However the file is at http://www.filefront.com/16875815/KF-cove.zipx/

Title KF-Cove Beta 3

Description
wave based map with custom spawns that add to the main wave in a natural manner,
scripting used with permission of Fel

Information
Extra strength waves
custom meshes
full terrain beach
indoor and outdoor areas
sniper husks on rooftops
explodable walls

File http://www.filefront.com/16689991/KF-cove.zip
The file size is quite large at 31mb compressed this is because the models are hand made and they dont seem to have the resource efficiency of the meshes that came with the original game.

Frame Rate Frame rate is good for a graphically intense level, somewhere faster than Icebreaker and slower than West London.

Beta 1 May be some glitches or bugs although the level has been given attention to all areas of play including exploits and pathing, balancing and so on. Some graphical flaws in the meshes.

Notes The water waves might not be working in this version. The level is very challenging with Fleshies and Husks spawning in multiple numbers as well as the normal wave. There are caves off the main beach. There are a few buildings with interesting positions to defend against the specimens.

Images

cove.jpg



covegood.jpg
 
Last edited:

NR480

FNG / Fresh Meat
Jan 24, 2010
24
1
0
United States
In the back of the map there is a bench next to a statue and a rock, you can jump between the bench and rock and crouch there and the zeds become confused. You can kill the bloats and sirens close to you to not take damage but they are confused and glitched out. thought you might like to know. You can get stuck there also.
 

Attachments

  • cove.jpg
    cove.jpg
    30.4 KB · Views: 0
Last edited:

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
Same, but on the first picture, alot of the textures seem obviously wrongly aligned, on the left.
The end of the brickwall and part of the tree to the left.
Other than that, it looks good.
 

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
Thats good feedback, the wall is due for an overhaul it just didnt meet my priority in terms of time. I'll be making a new mesh in Blender.

The other spot will be fixed, although I guess it is not critical in terms of people enjoying the Beta. It does not sound like a major exploit but a minor one.

I wondered if anyone had found any major exploits, or any places where they, or any specimens have got stuck to the point they had to quit the game.

This is Beta 1 as such it is a work in progress, there are quite a few blockers and path adjustments already in place but probably some I havent found.

I also plan to add some mood and gore to bring this more into line with other KF maps, as at the moment it probably feels quite different. Any ideas are welcome and will be integrated.

covesmall.jpg


coveslit.jpg
 

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
Questions

Any major flaws found?

Any minor flaws found?

Any spots that are too easy?

Waves too easy or too hard(I have the ability in place to control additions of specimens per waves)?

Anything else that would make this level better?

Would you like distance fog grey and a moodier feel or prefer the sunny open level?

Is the level too large to consider for your server? Presently it is quite a hefty file size?

Frame rates? Does it run well(my CPU is slow so I get lag on high specimens but not so much on graphics)?

Thanks
 

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
A few changes and the file has been replaced with V1.2

The exploit mentioned has been fixed
The wall has been remade and looks much better

The level has been made moodier with fog and less light
Some meshes have been reduced in poly size

A crack projector has been added to give decoration to the cobbles
A leaf projector has replaced a 1 pixel thin static mesh I was using to generate leaves!

A steep pathnode on the beach has been moved so that the zombies can move more easily

beach12.jpg
 

Z-MAN

FNG / Fresh Meat
Jun 23, 2009
248
9
0
It is not possible to download it.
crush filefront ?:(

6/5
When executing it again now
Download success.

thx updated.:)
 
Last edited:

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
Actually theres another version with a river.

Not sure if I want to go with this version however it has already accidentally solved the issues presented.

I'll get this tested and uploaded today and amend to this post.
 

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
I've made some changes bringing this to Beta V3, note: please ignore the loading screenshot which says V1

http://www.filefront.com/16689991/KF-cove.zip

Prior to today I had made a lot of decorative changes so there are now many more projectors, some of these need a little perfecting but they add to the atmosphere

I've increased the streets available by a couple of small side streets, and pathed and blocked areas to the best of my ability at the moment

I am not aware of any areas that are exploitable however due to the sheer magnitude of this map there are going to be areas not covered.

I would like for someone to take this map and finish it in return you can put your name alongside mine so you'll get world famous. ^^

The level is really almost there however if someone likes pathing there are numerous minor flaws all over the map, I currently dont have time to spend on the level. Also balancing the gameplay. And if you can, find a way to reduce the file size, bearing in mind, all this file size is due to custom meshes. I dont know if they can be compressed or if its just poly count.
 
Last edited:

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
@ Rops, I really dig the look man nice job. Much better than v1. I wanted to mention this sooner. Working with shaders can be tough at first but when used they can really bring your map to life. Examples would be the brick texture you tried to apply a shader to and the metal texture you have a shader applied to.

You sort of were on the right track with the brick shader earlier but I think you need a little help with shaders. Your brick specular that you were using in the earlier version was on the right track but I took a look at the alpha and it was all black. Your specular map is all about the alpha channel and nothing to do with the regular rgb. Specular map will only work with the alpha, black = no reflection and white = full reflection. I like to use highly contrasted spec maps in this older engine it just seems to look better. If you copy and paste what you have in the rgb to the alpha, add and fade a little noise and adjust either levels or contrast your spec map will turn out pretty decent. This older engine, the spec map doesnt really need to be too accurate.

In the editor applying your maps in a shader should go, Diffuse = your normal texture rgb, specular should be a tex env map (I like to create my own) but there are plenty in the editor you can use. And finally the specular mask should be the texture you use with an alpha channel to tell how light reacts. On the rgb side of you spec mask map, doesnt matter whats there only the alpha counts. To cut down your file size, and if your not using any sort of emissive map, you can apply an alpha channel to the original texture and use it for diffuse and a spec mask.

So what ive found best in working with reflection in UeD is applying 2 combiners then a shader, so that you reflection works a little more realistic. This method, you will only see light when lights hitting it, in complete dark you wont see any reflection unlike the regular method.

If you want a simple example let me know, I can upload one as it doesnt take much time.
 

krispyk

FNG / Fresh Meat
Mar 15, 2010
208
31
0
Great aesthetics on this map. Very unique because of the custom meshes. I'm sure a lot of work went into making this map.

(Btw, does Fel open every map posted in the forums with the editor? :confused:)
 
Last edited:

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
(Btw, does Fel open every map posted in the forums with the editor? :confused:)

WHAT?!!! he just said he copied my triggers, and hes on my friends list in steam......so i know what he did

Like i have the time to do that.... on top of school and my own mapping projects, im to swamped to go into peoples maps, unless they request my help. Then i will help people

lol i haven't even gotten a chance to try this map out yet, but i will.

scripting used with permission of Fel
 
Last edited:

Rops

FNG / Fresh Meat
Jun 11, 2009
73
0
0
To clarify, I asked Fel if I could use his triggers, he agreed and allowed me to cut paste them. He has done no further work on the level.
 
Last edited:

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
To clarify, I asked Fel if I could use his triggers, he agreed and allowed me to cut paste them. He has done no further work on the level.

well yea, thats kinda obvious.

For the record, copy and paste any of my custom stuff/ triggers, BUT try and take em apart to learn how i do it. That way you can go 1 step further, and make my triggers better