KF-Darktunnels

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Krayzie

FNG / Fresh Meat
May 19, 2009
53
0
0
The Netherlands
Since Darktunnels had some bugs

I already fixed these things:

- Fixed the trader rooms
- Trader Paths working
- Zombie have better paths
- More zombie Spawns
- Faster zombie rate for a little bit more excitement!:p
- Added doors for welding
- Tweaked the lights
- Added title/author/description + Loading screen image


killingfloor2.jpg

killingfloor5.jpg

killingfloor8.jpg


Download link(Megaupload): None Atm.

Await the new map, Will be released in a few days!
 
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Aerowinder

FNG / Fresh Meat
May 21, 2009
51
0
0
I can't decide what exactly this is supposed to be - let me explain:

With the walls, it feels like you're in a building. But you clearly aren't, because the ground is dirt, grass (in the tunnels at least), etc.

It seems to be a combination between a lab of some sort (I love the test tubes), and a cave. The problem is the map doesn't have enough defining factors of either to make me believe I'm in one of them.

Maybe these ideas would be better if they were separated into two different maps. One facility-based, and one cave-based. The spotlights made me think of the cave. The tunnels would look good if they were changed to look like a network of tunnels underground, with varying depth. Big tree roots blocking certain paths is a good idea.

Of course the lovely test tubes would be out of place in a cave. How about this: half of the map could be caves, and the rest of it could be an underground bunker (separated by a weldable blast door).

I see some really good ideas here, and I'm interested to know where you're thinking about taking the map.
 
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Duke Striter

FNG / Fresh Meat
May 2, 2009
185
1
0
Not a bad first map. The biggest problem I think is you don't have trader doors but you have two traders. So I can by at both traders between rounds instead of just one being open.
 

Krayzie

FNG / Fresh Meat
May 19, 2009
53
0
0
The Netherlands
Maybe I planned it to be an old castle dungeon of some sort with a research lab, It's just an random idea..

I'll await some more comments
 

Sren

FNG / Fresh Meat
May 11, 2009
34
1
0
I really like the look of this reminds me a little of sewers back in the day :D.

Oh how i miss sewers.
 

Krayzie

FNG / Fresh Meat
May 19, 2009
53
0
0
The Netherlands
Hehe I know the name is a little plain, but yeah it's a first try ;)

Thanks everyone for their comments

Not a bad first map. The biggest problem I think is you don't have trader doors but you have two traders. So I can by at both traders between rounds instead of just one being open.
I don't see why this is such a big problem..

Since people need doors to weld I thought I'd make normal doors at the trader rooms so people can increase their weld skills...(Support Specialist)
 
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Chickenfeed

FNG / Fresh Meat
May 24, 2009
20
0
0
I don't see why this is such a big problem..

Since people need doors to weld I thought I'd make normal doors at the trader rooms so people can increase their weld skills...(Support Specialist)

It's a problem because people have no reason to keep on the move, they can just stay by one trader, and continually buy at her, rather than moving to the other one you placed.
 

lethalvortex

FNG / Fresh Meat
May 16, 2009
331
14
0
Its nice map;) about the traders it will tell u to go to the other trader and u cant buy wen a wave started so i dont see the problem:p
 

Krayzie

FNG / Fresh Meat
May 19, 2009
53
0
0
The Netherlands
Sorry for the double post, but check the time..

Bumping this thread since It will be updated in a few days :D

Thanks everyone for finding bugs and commenting!:cool:
 

thrash242

FNG / Fresh Meat
May 18, 2009
437
4
0
I don't see why this is such a big problem..

Since people need doors to weld I thought I'd make normal doors at the trader rooms so people can increase their weld skills...(Support Specialist)

The whole point of having multiple traders and only one active at a time is to keep players from being able to camp in one spot the whole game. It forces them to keep moving.