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Final Map kf-derelict

HorseFeathers

Member
Feb 19, 2011
12
2
Hello, first kf map here.

First serious kf map here.

I tried to keep the Bioticslab theme in mind while making this map; I used a lot of props from the bioticslab package as well as some very nice props from departed and waterworks. I also used some stuff directly from bioticslab like the windows and fire.

The layout could have used some more thought before I actually started the map, but I didnt expect to really finish it; I am happy with the turnout though. I basically went from room to room, filling each with props and stuff before moving on. Some things might have gotten neglected, like weapon placements and ammo, but I was conscientious of were the players would hold up and tried to make each spot intense but not impossible.

pics:
http://dl.dropbox.com/u/17419604/Derelict06.pnghttp://dl.dropbox.com/u/17419604/Derelict06.png
http://dl.dropbox.com/u/17419604/Shot00008.bmphttp://dl.dropbox.com/u/17419604/Shot00008.bmp
http://dl.dropbox.com/u/17419604/Derelict01.png
http://dl.dropbox.com/u/17419604/DerelictPreview4.pnghttp://dl.dropbox.com/u/17419604/DerelictPreview4.png
http://dl.dropbox.com/u/17419604/Shot00009.bmphttp://dl.dropbox.com/u/17419604/Shot00009.bmp
http://dl.dropbox.com/u/17419604/Shot00010.bmphttp://dl.dropbox.com/u/17419604/Shot00010.bmp
http://dl.dropbox.com/u/17419604/Derelict01.pnghttp://dl.dropbox.com/u/17419604/Derelict01.png

download link if you please
http://dl.dropbox.com/u/17419604/KF-Derelict.romhttp://dl.dropbox.com/u/17419604/KF-Derelict.rom
 
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so i played the map, it looks great so far, good coronas/lightmap shadows.
now all you need is detail, trash and stuff, projections of blood maybe, more stuff in disarray. there was a doorway i had trouble with, i think in the spawn, the doorway needs to be higher a little.

i didnt play it enough to find any exploits, but i did have fun jumping through glass windows to get away from zeds.
 
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haha, hi spicy.

There was a door that had some lighting issues in the first big room; dont really know how to fix that. I can see that there is a lot more that I could add to the map to enhance the atmosphere, but right now im burned out on the sdk. I would like to just enjoy the map with some friends and add the really detailed parts whenever.
 
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just do more details bro, trash, blood, etc. i loved the layout (adjust doo heeight for umm one door or so) but so far the layout is good, i ran into a dead end for some rason, like you had a room off somewhere for some reason (wrap it tothe main so ppl dont use it as a camp mass killing area) but so far the layout and effects are excellent, i loved the palcement of certain lightmap=8 areass, where you could tell the shadows were from a specific mesh. i cant think of any now, but if you want, i could tell you how to do some crazy effects for your map (want to have a power plant out of whack effect?>)
 
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Had a fun time with your map! :D

For me the lack of blood and gore is a welcome change; makes the map feel more abandoned (pre-outbreak), and is only being attacked for the 1st time (explains the lack of gore).

You can probably make it more dilapidated (for that more abandoned feel). :)

Well that's only my opinion, excellent job on the map.

BTW; the long hallway makes it a "camping" favorite (maybe you can add vents were crawlers can spawn).

9819993_3fe80a583e_b.jpg


Larger pic:

[url]http://static.zooomr.com/images/9819993_69ae409db7_o.jpg[/URL]
 
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Thanks for playing the map; im glad you enjoyed it.

That hallway is a bit too kind to the players; if you hold near the end you can take out most of the zeds that come from the long side. As long as you whatch the short side youll be okay. I agree it needs more of a danger element, perhaps I could direct more zeds to the short side so that the players really have to be ready for scrakes and fps, and of course crawler vents to break up the group. I think the hallway is too long on the one side though, but i just did that because I was out of ideas.

There are many other spots that I tended to; above the long hallway is a small room with a green light sinning up. If you hold there, the zeds come from down the stairs and the hall to the right; there is also a crawler spawn in the escape route effectively behind the players, so that spot can get intense.
 
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Defying the rules

Defying the rules

So, I ended up working on it some more even though I put it in the 'final' section of the forum.

I added a sort of generator room in between the long hallway cutting it into two parts. The room was pretty easy to hold by myself for a couple rounds, but the zeds come from both directions and there is a crawler spawn in it, so it might not be so easy with more people and later in the game.

pics:
[url]http://dl.dropbox.com/u/17419604/Shot00006.bmp[/URL]
[url]http://dl.dropbox.com/u/17419604/Shot00005.bmp[/URL]
[url]http://dl.dropbox.com/u/17419604/Shot00004.bmp[/URL]
[url]http://dl.dropbox.com/u/17419604/Shot00007.bmp[/URL]

Thank you all for the comments and suggestions, Keep them coming.

here is the updated version:
[url]http://dl.dropbox.com/u/17419604/KF-Derelict.rom[/URL]

again sorry for abusing the 'final map' section
 
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Thank you very much! But this seems to be an outdated version of the map-- the hallway has no vents and the room's opening does not spawn crawlers.

My only complaint with this map is that it is too damn big! My squad ended up traversing the entire map between every wave. The traders are far too spread out. We never once got to a trader before the :30 mark unless it was right where we were defending.
 
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