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Beta Map KF-CryptidDescentionBeta

Prodigy

Grizzled Veteran
Feb 28, 2010
238
4
Umbrella Corp. HQ
ok, this is my first map, so i know it isn't going to be the most amazing. I've spent about 15+ hours on this, and what i need to do is work on aesthetics and details, such as crates and other things to give the map a more realistic feel. I would really appreciate some constructive criticism.

Download:
http://www.filefront.com/16511081/KF-CryptidDescentionV1-1.rar

Current Version:
Beta Over- Official 1-1
Fixed Invisible Boxes
Immaculate Pathing (Even the hole has pretty good pathing, and they can go up and down now, not just down)
Lighting Perfected
Worked On Keeping Camping Spots From Being Impenetrable
Wall Alignment and Hallway Size Corrected For Betting Play
Trader Added
Trader Door Added
Trader Teleports Added
Sounds Added




video removed by request.

Sorry for the poor quality. It was really good at 1.10 Gigs, but i made it into like 20 mb and sacrificed quality for the sake of quickly putting it on youtube.


Progress:
Trader - Finished
Pathing - Finished
General Map Design - Finished
Fix Exploits - Finished
Soundtrack - Finished
General Error fixes - Finished
Giving The Map a Realistic Feel - Finished
Add Good Aesthetics - Unfinished
Lighting - Finished
Fix The Invisible Boxes - Finished

Also, i would like to give major credit to Dextronaut for helping me out. He showed me a lot, ranging from how to fix/use pathnodes and exactly how they work, how to use a jump pad and force a path, and how to make ZombieVolumes. I probably would never have got this far without you man, thanks a lot!
 
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not bad for a first timer you got the ai PathNodes almost perfect :)

Code:
Tip for Forums
-I recommend always adding screenshots to level releases

Level tips
-Make sure there are pathnodes everywhere the player can go 
 the boxes in the room just ahead of the spawn i can get on there and the
 zombies won't follow me, just add 1 path node on the top of each of those 
 boxes, and a path node next to each of the boxes on the stairs as an 
 enterance and exit point

-don't be afraid to add a lot of ZombieVolumes, this allows the zombies to 
 spawn everywhich way around the player so that the ai won't have to travel 
 all the way from the other end of the level to get to you :) it also adds quite 
 a bit of pressure on the player.

-Always Add in a KFLevelRules actor and change the spawn frequency to a 
 good level. for example the average map like yours will do fine with it set to 
 1.0 this means 1 group of zombies every second, or if you have a more wide 
 open level set it to a lower value like 0.25 as in 1 group of zombies every 1/4 
 second or if you have a real tight closed in map with little room to move set 
 it so a higher value like 2.0 1 group of zombies every 2 seconds. it just helps 
 with level balancing. :) oh and this actor can be found in the actor brower
 Actor → Info → ReplicationInfo → KFLevelRules

-Music is always nice keeps the player from getting bored in a level :)
 killingfloor uses the actor KFMusicTrigger
 found in Actor → Trigger → MusicTrigger → KFMusicTrigger
 and the music can be found in  ...\killingfloor\Music 
 use the unrealed music brower to test out the music :) 

-Use Texture Scaleing :) this makes the textures look like they are modern 
 rather then from the 90's, and it's super easy too just select the face/plane 
 from a brush in the 3d viewer window an rightclick it to open the surface 
 properties then in that properties click on the "Pan/Rot/Scale" tab and in the 
 section labeled "scaling" change the simple to 0.25 or something like that and 
 press apply. you'll see the change and be like "oooo Very nass" :)

Errors Found
-in the very First Room there is an invisable object that blocks me, i can go 
 around it and all but it's very annoying :( i pulled up the editor tho and i 
 couldn't find anything that would do that so i would suggest redoing that 
 room entirely while it's still simple to do.

but all in all not bad for a first timer :)
 
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yeah, im very angry about the invisible box.
it's actually a actor with a null static mesh. by using the actor selector tool i can select it, but because i have a laptop for some reason the delete/backspace keys do nothing.

I would redo the room, but they would still be there seeing as how i can't delete them. if somebody could open my map and use the actor select tool which is located on the top tool bar to delete them, i would REALLY appreciate that. I'm in school right now so i'll add screenshots when i get home.

Note: the actor is called ChainPound, i believe there are 4 of them. ChainPound2-5. I'm not sure how i deleted 1.

Edit: Fixed the boxes myself, they used a static mesh that didnt exist, so i changed the mesh to a banknote, which made them visible. It's nice to be rid of them!
 
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