KF Howling Forest ( and Wood )

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Mlle-Sierra

FNG / Fresh Meat
Dec 25, 2010
11
2
0
Hi guys!
Here is a new map for you i hope you'ill like it!

There is two versions of the map : Howling-Forest is the bigger one and Howling Wood is the little one.
Simple design map but i think it can be fun !

Screenshot :
http://i.imgur.com/FF9ETzZ.jpg
http://i.imgur.com/8nC2mLV.jpg
http://i.imgur.com/x6qJvW2.jpg

______________________________
- Fix low detail mode on staticmeshes
______________________________

KF-Howling-Wood_A1 ( 6~ players ) :

http://www.mediafire.com/download/2cxe5cle9nb1tdu/KF-Howling-Wood_A1.rar

_____________________
KF-Howling-Forest_A1 ( 16+ players )

http://www.mediafire.com/download/lmcwl7b6iw7m8rg/KF-Howling-Forest_A1.rar

Enjoy!
 
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Dragontear

FNG / Fresh Meat
Apr 29, 2015
98
3
0
Ol'Blighty.
I think, from the screenshots, it looks quite moody, wanted to do something similar myself - a few dozen smallish structures, kinda like a village, in the woods/rocky biome.

Out of curiosity, did you make a terrain-shape and import it as a static mesh, or have you used the terrain tool in-editor? As I heard terrain isn't directly supported in the KF2 UDK.

Will try this out, and add my thoughts.

Edit; Alrighty, had a quick wave or two in each map, and currently poking about them in the editor in curiously. This will be my first 'first impressions' so I hope it will be helpful.


I'm far from an expert, both as a player and as a mapper, but I do like the idea of being stuck in the woods with a few lonely wood-structures. There is an immense amount of space to move about in for both maps, so it is not very difficult to retreat from the Zeds, and sight lines are easy to maintain... although people used to locking down very narrow and specific lanes will be caught off-guard. It might be possible to hold out in either of the wooden buildings in the early waves, themselves being rather well made from a variety of statics. The terrain itself seems composed of Outpost outdoor-statics, pretty well fitted together imho.

The textures are blurred on the static meshes, but that is most likely due to scaling the meshes up quite a bit. How the fog is thicker at all the areas where the Zeds arrive is a nice touch in my opinion. The light-level perhaps could be lower, if you want to go for a near-dusk feeling, potentially forcing people to use the flashlight if they want to be more visually precise. Speaking of light, the light of the campfire in Forest does not seem to render correctly.

The trees do block the player and the Zeds, but has no hit-collision set to them or their volumes, same for the Trader pod, which do not change state between waves. I would honestly recommend beefing up the amount of vegetation - perhaps in tight clusters that prevent the movement of players, but allows Zeds to move through certain paths, making denser areas risky?

I wouldn't mind seeing more run-down structures in groups, perhaps the remains of some cabins alongside the two sheds so-far, as well as perhaps adding some things to interact with, such as windows, doors and lights that can be damaged throughout the waves.

So far, certainly different, I hope you continue to develop these two maps.
 
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Urbah

FNG / Fresh Meat
Apr 13, 2015
37
0
0
Nice map :) but the ground texture is bugging out. i cant see it and im running on air

*Re: cant see ground texture unless map graphics are set to ultra
 
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Mlle-Sierra

FNG / Fresh Meat
Dec 25, 2010
11
2
0
Thanks for your feedback i'll try to fix all of that!
I'm not an expert but i'll do my best

( For the tree collision i choose to make a blocking volume cause the basic collision of tree are blocking the fireshot )
 

Mlle-Sierra

FNG / Fresh Meat
Dec 25, 2010
11
2
0
Okay so i fixed the most important thing for now : the low detail mode for the floor SM and any trees

And sorry for this!
 

Down

FNG / Fresh Meat
Jun 30, 2010
162
5
0
California, USA
By the way you didn't edit your links properly, the display text shows the new A1 link but the clicked link is for the old file.
 

Rexar

FNG / Fresh Meat
Apr 26, 2015
57
1
0
ohh, yeah... i actually thought i downloaded A1, and the kfm didn't have a version number >.>
 
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EternalReaper

FNG / Fresh Meat
Apr 21, 2015
31
1
0
Hey!

Just wanted to say your map is awesome and the atmosphere it gives is certainly very nice! I just wanted to ask if you plan on adding any ammo/item spawns to it? It could definitely use some of them around the map!
 

Mlle-Sierra

FNG / Fresh Meat
Dec 25, 2010
11
2
0
Oops my bad ... sorry about that it's fixed now
And thx Rexar for the link!

PS: Yeah i'll add ammo for sure for the next patch!
 
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Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
878
5
0
This is probably a long shot and would require a lot of work, but I think something like this in an objective mode where there's no trader and is designed from the ground up as a survival horror type thing would work really well. I got that vibe from the screen with the clot coming out of the fog. The whole coming across houses thing is perfect for random pick ups and extending the players' abilities to defend themselves.
 

okungnyo

FNG / Fresh Meat
Aug 5, 2013
269
0
0
This is probably a long shot and would require a lot of work, but I think something like this in an objective mode where there's no trader and is designed from the ground up as a survival horror type thing would work really well. I got that vibe from the screen with the clot coming out of the fog. The whole coming across houses thing is perfect for random pick ups and extending the players' abilities to defend themselves.

That would be amazing.

A map with no trader and only one house with zeds coming from all sides and an "ammo dump" that gets dropped every X minutes would add a true 'survival' feel to the game for sure!
 

EternalReaper

FNG / Fresh Meat
Apr 21, 2015
31
1
0
EternalReaper you have the old version, take the new on and it fix the problem

I wasn't even aware there was a newer version, but thank you. Can you post change logs and change the version # when you make updates, please?

EDIT: Ignore the bold/underline question, I apparently can't read and didn't notice the version difference. Thank you again.
 
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