KF-Forgotten

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Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
omg....omg... O...M...G !!!!

omg....omg... O...M...G !!!!

I just posted in the other thread about the awesome progress you have been making on this map, and then I come here and see a release version available for download. Oh crap, I think I feel that stroke coming !!! <clutches chest>


Ok, the rest of my plans for the day are now officially cancelled. I am downloading your map and my crew and I will run it through the paces to see how it fares. Will update you with information and bug reports after a few days. I'm so happy that I should shoot a zed in the face with a bazooka! :p
 

twothumbedfist

FNG / Fresh Meat
Jan 10, 2013
26
0
0
I've put this map on my server, I'll try and get a few full games on it tonight and let you know how it goes. After a quick solo run I'm very impressed though.
 

Swanky

FNG / Fresh Meat
May 20, 2010
447
44
0
Germany
Looks pretty good from inside the play area... from the outside... well could have been made a little cleaner. Doesn't matter much, though. Interesting use of meshes, and good use of lighting and fog. Will have to get some time for playing, but by looking at the editor certain dead ends don't look like I wanted to get through, especially one of the trader dead ends. Hopefully will have the time at weekend to make some screenshots...
 

Swift-Brutal-Death

FNG / Fresh Meat
Aug 18, 2009
902
35
0
Looks pretty good from inside the play area... from the outside... well could have been made a little cleaner. Doesn't matter much, though. Interesting use of meshes, and good use of lighting and fog. Will have to get some time for playing, but by looking at the editor certain dead ends don't look like I wanted to get through, especially one of the trader dead ends. Hopefully will have the time at weekend to make some screenshots...

Thanks for the feedback. I'm curious what you mean by "the outside...could have been made a little cleaner". Do you mean from a mapper point of view, like editor clutter? Or do you mean it should be aesthetically cleaner? Bear in mind that since it's a beta there are a couple points of the map I have left out for the time being simply because I wanted to get some feedback on what has been constructed so far. That will indicate what I should do with the unfinished parts : ) Anyways screenshots of what you're talking about would be welcomed. Thanks Swanky.

And thanks to the rest of you guys for the kind words. It's much appreciated!
 

Swanky

FNG / Fresh Meat
May 20, 2010
447
44
0
Germany
I am meaning the brushwork like edges and things. It's cleanly mapped, no thing to say against it, and you won't see anything ingame, just when you look at it in the editor, things feel... different. Nothing major and nothing that will disturb the ingame experience in any way. :)
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
I subscribed to it on the Workshop, hoping that lets me get any updates automatically.;)

Looks veery nice already. I love the use of complimentary colors. You don't see this often in KF!
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
bad news...

bad news...

hey Swift,

Sorry for the lack of reply and bug report. Me and my mates were ready to roll when the server decided to start spitting out a bunch of errors and hang itself with a crash loop. Rest assured, your map is not the culprit. My server finally experienced that stupid Virtual Memory issue and somehow has developed a memory leak that I can't seem to plug. I tried overhauling the server by removing disliked/unwanted assets and resources to reduce the strain on the engine and something got majorly fubared in the process. At this point, KF won't even load now without a flood of errors. I'm currently in the process of rebuilding the server (sigh... yet again) hand picking step by step which mods will make it in the newest build to avoid this issue again (hopefully). When I can get it up and running stably, I will report back with a MP bug submission report. Sorry for any inconvenience that this may have caused.

But for some good news !!! I did test it a little in SP with a bare bones rebuild of the server and all went well. The map is very nice and the screenshots do not do it justice. It is much better seeing it in action. I have not yet noticed any pathing issues, spawning issues, graphical glitches, or exploits at this time. I really like your use of lighting and the water reflection effect on the walls in certain areas. Some of the Fog volumes seem a little thick in areas, but will not critically judge that yet since it is only a beta build. Overall, I think that this is a wonderful map and you have done superbly in it's creation thus far. As always, I think you are one of the best KF mappers that the community has at it's disposal. You never seem to disappoint. I'm really looking forward to seeing where you go with this and can't wait to actually be able to experience it in a MP setup. Keep up the great work, kudos !!!
 

Swanky

FNG / Fresh Meat
May 20, 2010
447
44
0
Germany
Was able to have a look at your map ingame. Looks good actually and plays better than expected (with all the deadends I found looking at the editor). Below you find some screenshots with comments to each site. When looking at your map, I saw you've been using blocking volumes. They are good, but they can also block grenades and rockets, so you may want to use zombiezonevolume for places where you want projectiles to go through. :)

Spoiler!
 

Swift-Brutal-Death

FNG / Fresh Meat
Aug 18, 2009
902
35
0
Feedback! All right.

@Sanguivore Thanks for the kind words. I'm sorry you are having troubles with your server. I've gotten headache enough in the past just trying to host matches let alone run a server. Very time consuming and frustrating. Good luck!

@Swanky You bring up a number of valid points.

The stream. You're right it doesn't look "natural" I put that in there because nothing else in game looks good. I'm not good with making custom meshes so I'm not sure what will become of it.

Regarding blocking volumes. This situation is f**ked. There is no way around it. I use blocking volumes for two reasons. Keep players in line and keep zeds in line. So if I use a zombiezonevolume on say a railing where I don't want players to get through the problem is that I then have zeds jumping over it and getting stuck in random places. Then I have to add kill volumes to get rid of zombies that jump to some unreachable area. So then what do I do to account for the Patriarch? He jumps over a ledge and get insta killed? The whole thing is so f**king dumb. I don't understand why a patch can't come through to address the blocking volume problems. It's been brought up and I consider it game breaking. The idea of pubbers playing the game, shooting a rocket and having it just disappear in front of them? Game breaking no matter how you look at it.

The metal pads were intended to be askew. I thought that would suite it better, but, you are the second person who has mentioned them to me so I think I should listen and straighten them all out since it is standing out to people.

The dead end you almost died in, that's more of an alcove as it only extends 10 feet. There is no indication that the player can go beyond it. There is another section with dead ends that will be joined later and they seem more damning than this one, but, I will consider hacking it off.

Trimming can be done for sure. Those edges to stand out. Simple fix for a much better looking map.

The circle/pool room. Yes, another path way. I wish I could use one of those large open pipes for players to run through but I cannot for the life of me connect circular tunnels into each other at any sort of angle without critically destroying the entire map with BSP errors and such.

These are great points to work from and I thank you for taking the time to take pics, label them, upload them, and link them. I know how much time you invested in that and I will in turn invest some time to address your concerns/observations.
 
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slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
@the issue: "water looking unnatural"

I put together a quick texture test on Swift's map for water. The fluid surfaces are not configured so the splash effect is still there and they have huge waves when touched. Strictly for texture demonstration.(Original player starts are disabled, new player start is in affected room)

http://www.mediafire.com/?i29e3azf6gkekdw
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
I'm working on a new stream too but I figured since it's so small a sheet would do but so far I couldn't get the texture to look cool.:eek:

I'll take a look at yours and edit my opinion into this post.

EDIT: I like it a lot! My attempts were with beige-brown, opaque water but your clear water looks a lot better.
 
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