KF-Defence_Thyself

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FNG / Fresh Meat
Jun 30, 2010
162
5
0
California, USA
The idea of welding the doors on this map is kind of ruined w the doors breaking after 1 wave. Is it possible to maybe add more doors or something so you can go more than one wave with welded doors? I don't know I guess this map does not really fit in with the way they want you to play the game now.
 

Mean_Machin3

FNG / Fresh Meat
Jul 16, 2009
239
12
0
The idea of welding the doors on this map is kind of ruined w the doors breaking after 1 wave. Is it possible to maybe add more doors or something so you can go more than one wave with welded doors? I don't know I guess this map does not really fit in with the way they want you to play the game now.

I noticed that too. I should be able to make the doors spawn again if they break after a wave ends like in KF1.
 

SkyeHeart

FNG / Fresh Meat
Apr 5, 2013
122
0
0
This just doesn't have the same feel as the first map. People are just farming zeds out in the open as they spawn. They need to be protected somehow. Spawn them closer, and hide them behind an invisable wall. People are standing in the doors just feeding off them.
 

cfreyrun

FNG / Fresh Meat
Apr 27, 2015
30
0
0
Why not just make a blocking volume that blocks weapons either the entire way in or at least halfway to their spawn to give them a chance.
 

Mean_Machin3

FNG / Fresh Meat
Jul 16, 2009
239
12
0
cfreyrun said:
This just doesn't have the same feel as the first map. People are just farming zeds out in the open as they spawn. They need to be protected somehow. Spawn them closer, and hide them behind an invisable wall. People are standing in the doors just feeding off them.

Why not just make a blocking volume that blocks weapons either the entire way in or at least halfway to their spawn to give them a chance.

At first I had the spawns right next to the building but ran into a bad issue. The zeds would start to teleport back to the spawns with the new zed teleport mechanic. To counter that, I had to move the spawns far away enough to fix the teleportation issue.

What I can do is add more trees and hills so players won't be camping the doors. The trees will block bullets as well. Thanks for the suggestion.
 

kherby

FNG / Fresh Meat
May 3, 2015
11
0
0
This just doesn't have the same feel as the first map. People are just farming zeds out in the open as they spawn. They need to be protected somehow. Spawn them closer, and hide them behind an invisable wall. People are standing in the doors just feeding off them.

Play on a harder difficulty is my suggestion. On suicidal I have no issues with players killing zeds on the outside. Why? because we're all kitting them on the castle walls because there's too many.

Kiting does seem like a rather ways accomplishment on this map though.

You can also confuse scrakes using the stairs causing them to get stuck for a good amount of time.
 

cfreyrun

FNG / Fresh Meat
Apr 27, 2015
30
0
0
Another idea for it would be to have heavy fog to make it like a snowstorm around the map, sortve like an eye of the storm type of thing but I feel like you were going for a crisper aesthetic.
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
Nice straight forward map.

A lot of the textures need to be properly aligned on adjacent surfaces.

The large rectangles you used to build the walls overlap in the corners which looks weird when the blood pools and its cut off by the end of the brush.
 

Mean_Machin3

FNG / Fresh Meat
Jul 16, 2009
239
12
0
KF-Defence_Thyself_v2_beta

KF-Defence_Thyself_v2_beta

Thanks to all who played the map and left feedback.

Version 2 of this map is up. Link is in the original post.
 

JackSheepson

FNG / Fresh Meat
Dec 14, 2011
119
4
0
www.kfrpg.com
hey did you add blocking volumes on the trees higher? people can shotgun jump on top of the blocking volume of the V1 trees and also on top of the edge of the walls so zeds cant touch them.
 

Mean_Machin3

FNG / Fresh Meat
Jul 16, 2009
239
12
0
nice remake well done, used to love this map, even much so I done a remake for kf1 lol

Thanks Sniper!

hey did you add blocking volumes on the trees higher? people can shotgun jump on top of the blocking volume of the V1 trees and also on top of the edge of the walls so zeds cant touch them.


No I didn't fix that. Do you have screen shots?

I placed path nodes all along the wall so even when people are standing on the wall, they get swarmed and attacked.

Haven't heard of the tress though.
 
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MultiSlayer

FNG / Fresh Meat
Jul 16, 2014
317
0
0
This is definitely the best remake of Defence so far. No offense to the other authors, but this is the best one in my opinion. Keep it going! :D
 

djm0

FNG / Fresh Meat
Jan 1, 2012
2
0
0
I didn't realize how much I missed this map before I played it again, good solid fun and a faithful homage to the original.

As mentioned previously I really wish they'd add some way for the doors to respawn between waves.