KF-Filthscross-V3

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[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
First: The elevator is broken completely. You can stand on the edge between the door and the elevator and get crushed. You can trigger the elevator and get under or on top of it and get crushed. My suggestion would be to remove the elevator in general.

[url]http://i151.photobucket.com/albums/s158/Bej-Bej/Shot00023.jpg?t=1248922472[/URL]

Second: There are a couple of trees with odd blocking volumes (which causes some exploitable features):
[url]http://i151.photobucket.com/albums/s158/Bej-Bej/Shot00009.jpg?t=1248922527[/URL]
Objects that really should have volumes with collision above 0 (the player can move right through the chairs):
[url]http://i151.photobucket.com/albums/s158/Bej-Bej/Shot00020.jpg?t=1248922471[/URL]
 

JustFilth

FNG / Fresh Meat
May 15, 2009
332
10
0
UK
www.leveldesigner.co.uk
Thanks all,

[UIT] Akame: First , thanks for the report

Regarding the lifts they will be staying, if they are used normally they seem to work fine. I have an idea that should make them fool proof and will apply it in the next version.

Thanks for the heads up on the tree glitch will need to raise the blocking volume.

Regarding the collision on the wheel chairs now dont laugh when i tell you this as its a prize plonkers trick.

I placed a blocking volume from floor to ceiling around them to stop zeds from climbing and jumping around them but when i did it I must have copied a zombie spawn volume and not a blocking volume hence no collision, so If you see a really skinny bloat running around you know which spawn he has come from lmao.

Cheers guys

Filthy.

Edit: fixed the above issues and also updated lift system. Will hold off from releasing fixed version for a few days incase i get further reports. once again cheers [UIT] Akame


 
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Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
I don't know what you plan to do about the elevators, but right now they're simply far too easy to exploit. Draw all the specimens toward your position in the top level and then ride the elevator down. Wait for them to slowly walk all the way to the bottom level and then ride it back up. Wait for them to slowly make their way back up top and then ride it back down. You can repeat this tactic forever and you'll never, ever get hurt. I saw someone deliberately doing this yesterday in v2, and if nothing has been changed for v3/v4, then it's still very possible. The elevators honestly don't add much to the level other than an easy way to instantly teamkill, so I wouldn't miss them if they went.
 

JustFilth

FNG / Fresh Meat
May 15, 2009
332
10
0
UK
www.leveldesigner.co.uk
I understand this totally looking at it that way.. not played it like that so to be truthfully honest no thought of it . One solution would be to make the stay open time alot longer this would then make the effect you described alot harder to exploit. The only reason for the lifts is basically it was a mapping challenge for me to get them working with the flow that they have and nothing more, being new to the engine i felt it as an acheivement and as such have come quite attached to em lol.

Obviously this is a work in progress and if a happy medium can not be found then yes I will have to disable them for the final... who knows I may get there I may not but wont go down without a fight :)

Cheers trooper

Filthy.

Edit

Lifts disabled:


now moved to final and can be found here http://forums.tripwireinteractive.com/showthread.php?p=473926#post473926
 
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