Kf-gnx57

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Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
Please to announce that Version 1.02b is here. Wish I had more time to spend but i don't too busy atm,

Caution : i had a problem earlier this week with one of the packages that i used on the map somehow i messed it up and everything i had used was wiped out and i think i got everything back to how it was... if you guys notice anything odd *** always let me know.

102b.jpg




Added something cool this time,

At a random time between 6-15 mins indoor lights will toggle off and if you want the lights back on you'll need to find 1 out of the 4 generators on the map and USE it to make the lights come back on... but it will go on a random pick making you guess which one is the correct one.

if you guys really like this ill tweak it or i can make it harder to find... because to test it out

1. when ever the lights go off, if you press the "P" key a small text will appear for 5 sec and it will guide you to finding it. Keep pressing it when needed untill you use it it won't work no more unless a new generator calls for it. ( if you guys really like this text floating thing ill leave it or ill remove it if it's too easy to find)

2. a spotlight will also glow near it, and should go off once you use it... haven't tested but i should have lol. ( this too will be removed later on )

ps. there's a very small chance the light might not even came back so flash light make use of it

Spoiler!


Version 1.01
  • Fixed minor path issues
  • Added couple extra ammo and guns
  • Fixed Traffic, before 1.0 the traffic kept coming every 30sec but it was overpowered if someone would abuse this. version 1.0 had a delay of 90sec. Version 1.01 traffic has been rearranged a bit not much. Cars do hurt and will kill you upon impact.
  • Added an extra fire location and fixed the old one i had setup... now it burns 1HP to 5HP ever second when your touching the fire upon leaving it will keep on burning moderate for few to several seconds depending on the difficulty... so be careful wanted it to have a realistic feel.
  • Gave 3 stairs better lighting
 
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Le_Tasty

FNG / Fresh Meat
May 20, 2015
17
0
1
Denmark
You are right, even with a gtx 980 my fps dropped to 30 at some places at spawn. With that thing aside, the map does look damn good and it's very nicely detailed.

There are some things that could be improved and this is what i found. A few of them are minor details, but they should still be fixed if you want to release this map as final at some point :)
---
There is an invisible wall here and i can see them spawn on the other side
Spoiler!


Also an invisible wall
Spoiler!


The plant goes through the glass
Spoiler!


They can't reach you if you stand here
Spoiler!


Shouldn't its size be scaled down a little
Spoiler!


There's a gap between the wall and floor, not sure if intentional
Spoiler!


Grass goes through the wall
Spoiler!


Invisible wall that zeds can't go through either
Spoiler!


The light is floating in the air
Spoiler!


Another invisible wall at the top of the stairs
Spoiler!


You should probably add some lighting so the player can see his character
Spoiler!


Same goes for the "trader" Btw i really like the way you made a human trader :D
Spoiler!


Cage goes through the ground
Spoiler!


Weird place to put a tree?
Spoiler!


As for the trader, try to pull the KFTraderTrigger out of the BlockingVolume and into the navmesh, that should fix it. For me, the map doesn't need to be brighter, i think it's fine as it is.

Phew that was all i noticed, good luck with the map :)
 

Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
Spoiler!

Thanks bud,

as for the invisible walls, it's areas where the zeds spawn off map i didn't really want players to reach that area but i guess i can add props to say " you can't go there " ie: chairs, boxes, etc...

i'll fix the floating stuff, plants going through walls, cage and that weird tree out of place ill come up with something.

And it's weird because that door that leads to the street most of them are able to walk through the door path... i guess i'll fix the path a bit more or even swap the door entrance worse comes to worst.

keep it up on the feedback guys... fixing these issues as im typing this. will update when sometime this week. If there's not much after this i'll release this as a final.
 
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Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
i could, but the problem is if i add more stuff to it which im sure i will add more content soon enough... atleast we can have a single package for all the maps ill be making... and ill be able to reuse materials/meshes with a single pack
 

Down

FNG / Fresh Meat
Jun 30, 2010
162
5
0
California, USA
Well unless you are gonna be adding a lot more mats i think 367kb is not big enough to warrant a seperate package. And as far as that goes, I keep all the files for each map in it's own directory on my server so the package would just be duplicated anyway. That way maps can be updated and removed without having to figure out what materials belong to each map.
 

Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
Well unless you are gonna be adding a lot more mats i think 367kb is not big enough to warrant a seperate package. And as far as that goes, I keep all the files for each map in it's own directory on my server so the package would just be duplicated anyway. That way maps can be updated and removed without having to figure out what materials belong to each map.

Would be stupid to have multiple upk with the same materials and meshes for different maps. I'm currently creating a large UPK with tons of meshes and materials... My plan was to have my packages that i can use for multiple maps that i was going to create. I guess i'll remove the Sporting57 logo currently on my map and ship the beta2 with no UPK. Untill the 2nd map that i'm currently working on.

And as long as the UPK has the same name even if i update it and you replace it with an older version, it will still work. as long as i dont change the name of the materials currently using.
 
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Helaas

FNG / Fresh Meat
May 10, 2015
45
0
0
Would be stupid to have multiple upk with the same materials and meshes for different maps. I'm currently creating a large UPK with tons of meshes and materials... My plan was to have my packages that i can use for multiple maps that i was going to create. I guess i'll remove the Sporting57 logo currently on my map and ship the beta2 with no UPK. Untill the 2nd map that i'm currently working on.

And as long as the UPK has the same name even if i update it and you replace it with an older version, it will still work. as long as i dont change the name of the materials currently using.

I never seem to be able to get UPK downloads working properly when hosting maps though. When the player doesn't have the pack manually installed in his folder already, it seems it doesn't want to download. Haven't tried it with this map yet, but still.
 

Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
I never seem to be able to get UPK downloads working properly when hosting maps though. When the player doesn't have the pack manually installed in his folder already, it seems it doesn't want to download. Haven't tried it with this map yet, but still.

The one who created the UPK is supose to tell you where to place it, my upk is placed in the maps folder same place where the map is simple and easy. but if i had placed it in the package folder... and you placed it in the maps folder it wont work. it all depends where the mapper placed it.
 

Helaas

FNG / Fresh Meat
May 10, 2015
45
0
0
The one who created the UPK is supose to tell you where to place it, my upk is placed in the maps folder same place where the map is simple and easy. but if i had placed it in the package folder... and you placed it in the maps folder it wont work. it all depends where the mapper placed it.

I'll give this a try.
 
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Helaas

FNG / Fresh Meat
May 10, 2015
45
0
0
The one who created the UPK is supose to tell you where to place it, my upk is placed in the maps folder same place where the map is simple and easy. but if i had placed it in the package folder... and you placed it in the maps folder it wont work. it all depends where the mapper placed it.

I'll give this a try.

It actually worked :p
Client downloads the package too. Great :D
 

Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
Absolutely gorgeous map. My FPS issues are gone as well.
The problem I have with it now however is that the wave doesn't end when all zombies are dead.

I've tested the map like 20 times, before releasing it. This happend to me once.
It's the sirens at the lobby, i trigger them to die once the waves starts but i guess very rarely it misses one... i need to find a better way to nuke them.

edit: shouldn't happen often though... but still it's suck when ever you get a group a 6 on a server and not able to skip map... will fix this issue tonight
 
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okungnyo

FNG / Fresh Meat
Aug 5, 2013
269
0
0
I noticed that the "KF-Sporting57-PACK.upk" file is gone in beta 2, did you combine it into the .kfm?

If so, thank you.
 

Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
I noticed that the "KF-Sporting57-PACK.upk" file is gone in beta 2, did you combine it into the .kfm?

If so, thank you.

i removed it, like you guys said it was worthless. untill i get my map pack done... i wont add any custom content until then
 

Sporting57

FNG / Fresh Meat
May 9, 2015
101
0
0
Got my NUKE working, if you guys have any more problems it's the time...
suggestions... anything...

Seems the map is pretty much complet as far i can tell... there's not major issues left all of em have been fixed... might release a Final version if there's nothing else
 

Helaas

FNG / Fresh Meat
May 10, 2015
45
0
0
Got my NUKE working, if you guys have any more problems it's the time...
suggestions... anything...

Seems the map is pretty much complet as far i can tell... there's not major issues left all of em have been fixed... might release a Final version if there's nothing else

Not sure what your latest changes are but, there are a few places where there are open doors / openings in the wall and the player can't pass through. I understand that these are the bounds of the map but it would be cool if the edges of the map are marked better. There's this one door that's just open and you can see a field outside. You can't actually pass through it but it looks like you can. Maybe you could add some obstructions or something.