KF-HorzineOffices released now!

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MixMakMax

FNG / Fresh Meat
Jan 18, 2016
70
0
0
San Francisco
Hi there!

Offices is back again but this time it's SICKER, SLEEKER AND BETTER!

Creator of the the KF2 KF-Offices2009Remake brings you the brand new HorizineOffices which is still inspired by the original Tripwire 2009 KF-Offices map. HorzineOffices was built from the ground up for a sicker, sleeker and better design over my orignal remake, while maintaning the similar aesthetics of the orignal map but completly overhauling it with a better more fitting look for Killing Floor 2. The map is pretty much complete but I would really considered it a Beta since I cannot provide gameplay feedback myself to find issues and fix them asap, so that is where YOU come in, so please download this map and play the heck out of it and leave a comment, like or dislike if you can. Thank you.

Welcome to Beta 1 of Horizine Offices!

HorzineOffices brings all these to the table:
-Expanded areas never before seen.
-Custom meshes/materials.
-Environment Character dialogs.
-Environment sound effects.
-Complete versus mode support. (WARNING! Versus mode has never been tested on servers. If you own a server and enjoy versus mode please provide feedback if any. Thank you.)
-KF2s sewer, vents zed spawns mechanics.
-KF2s destructible lights mechanic (Balanced for now and testing requiered to increase more of it or none on later updates).
-COST FREE TO DOWNLOAD NOW!

Check it out now------> http://steamcommunity.com/sharedfile.../?id=820046643
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SpoolsOfWar

FNG / Fresh Meat
Mar 31, 2016
32
0
0
Slick indeed!

The added shortcuts make sense and I think improve the layout overall.

Couple things I noticed:

The player can get stuck and will be forced to die/restart if they walk into this corner.
20161219180731_1.jpg


Splatter maps could use some refinement in certain areas, particularly carpeted ones (just one example here)

20161219181601_1.jpg
 

MixMakMax

FNG / Fresh Meat
Jan 18, 2016
70
0
0
San Francisco
SpoolsOfWar;n2282229 said:
Slick indeed!

The added shortcuts make sense and I think improve the layout overall.

Couple things I noticed:

The player can get stuck and will be forced to die/restart if they walk into this corner.
20161219180731_1.jpg





Splatter maps could use some refinement in certain areas, particularly carpeted ones (just one example here)
20161219181601_1.jpg

Hey thanks for the screenshot sharing and reply.
I am aware players can get gang banged by zeds in that area but I can't think of how to remedy that, I mean you just have to kick some serious zed *** to not get trapped by them.

Also I will say that specific middle area of the hallway can be fixed (But I think there were some issues but I can't remember now) but some areas cannot be fixed since a few meshes receive outdoor lighting (thunder) and using a big mesh makes lighting weird and just doesn't seem right so I had to split some meshes. Also the engine gives shadow resolution problems (when I want to bump the sharpness) when I use a big single mesh, so instead I just split the mesh in 2. Splatter maps are never going to be perfect, even many of the official maps have splatter seams, I don't want seams but you just have to compromise.
 
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SpoolsOfWar

FNG / Fresh Meat
Mar 31, 2016
32
0
0
MixMakMax;n2282302 said:
Hey thanks for the screenshot sharing and reply.
I am aware players can get gang banged by zeds in that area but I can't think of how to remedy that, I mean you just have to kick some serious zed *** to not get trapped by them.
Oh I didn't mean overwhelmed, I meant the player gets physically stuck to the ground and can't move from that spot!

EDIT: I just played again and that corner seems fine now. Strange, every time I played yesterday I would get glued there. False alarm I guess, carry on!
 
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MixMakMax

FNG / Fresh Meat
Jan 18, 2016
70
0
0
San Francisco
SpoolsOfWar;n2282325 said:
Oh I didn't mean overwhelmed, I meant the player gets physically stuck to the ground and can't move from that spot!

EDIT: I just played again and that corner seems fine now. Strange, every time I played yesterday I would get glued there. False alarm I guess, carry on!

Ah that actually makes more sense, I feel silly but again I replied at something in the early 1amish or whatever and I have not slept as of now. I have been updating the map so maybe explains the fix? idk I never encountered getting stuck on the ground in that section, but hey it works now.
 

Seanchaoz

FNG / Fresh Meat
Feb 29, 2016
202
24
0
Denmarkia
www.synchaoz.com
MixMakMax;n2282302 said:
some areas cannot be fixed since a few meshes receive outdoor lighting (thunder) and using a big mesh makes lighting weird and just doesn't seem right so I had to split some meshes. Also the engine gives shadow resolution problems (when I want to bump the sharpness) when I use a big single mesh, so instead I just split the mesh in 2.
Even when overriding the mesh light map resolution? Try setting it to something high, like 512 or even 1024. It will get much better lighting and shadow resolutions.

lightmap.jpg


MixMakMax;n2282302 said:
Splatter maps are never going to be perfect, even many of the official maps have splatter seams, I don't want seams but you just have to compromise.
Splatter seams on floors, walls and ceilings should never happen. You need to combine your meshes and build new splattermaps. I have a video guide on how to do it if needed.
 

MixMakMax

FNG / Fresh Meat
Jan 18, 2016
70
0
0
San Francisco
Seanchaoz;n2282370 said:
Even when overriding the mesh light map resolution? Try setting it to something high, like 512 or even 1024. It will get much better lighting and shadow resolutions.

There are some meshes where I override the lightmap resolution but the problem comes when I build the lights, when I do the SDK crashes on me and I have to decrease or reset the lightmap resolution. I will give it a try once again tho.

Seanchaoz;n2282370 said:
Splatter seams on floors, walls and ceilings should never happen. You need to combine your meshes and build new splattermaps. I have a video guide on how to do it if needed.

It never came to my mind that I could combine any mesh, specially small ones. So I will absolutely try this and see the results. I will update the map today.
 
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