KF-Labyrinth

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avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
No Story yet.

Current Release Version:
1.1 (790kb)
Current Work in progress Version: 1.1

Playable: Yes

Photo Gallery:

Shot00038.jpg


Shot00039.jpg


Shot00042.jpg


Shot00043.jpg


Description:


This is a a Labyrinth - survive or die. I made this map in less than an hour to see how it plays. I'll make a much more complex version over time and would greatly appreciate any comments on how to improve the gameplay.

Features:

  • Everyone spawns in a different location within the maze
  • And the end of each wave all the walls sink down to make it easy to get back to the trader.
Current Trader Count: 1

  1. Centre


My Team:

Level Design: Thats me 100%.

Textures: just me using the KF's standard ones

Music: just me using the KF's standard ones

Mesh Design: just me using the KF's standard ones

Release Date:

Start Date: Oct 2009
Current V Date: Oct 2009
Final Beta Date: ?


Beta Downloads:

Beta V1.1
 
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dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
when i hear labyrinth i think of a very confusing place where everything looks the same, would be "ok" for one small section of a map, but a whole map based on that?! :|

ill check it out sometime in the future.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
There you go some pix to keep you happy :)

The idea of a complete level just made up of a maze is very daunting but i had a few ideas i thought i'd have a mess around with and hopfully the map will turn out great.

V1.1 is a very basic maze made up of 1 L shape piece overlapped.

In future versions i'll have booby traps set up and moving wall pieces that shift throughout the level as you are playing it so you could turn around and find that you are completely cut off from your team.

Things i'd like to know are:


  • would it be best to have just 1 trader or should there be more?
Since i've made it easy to get back to the trader by having the walls sink down i don't much see a point in having more traders other than the fact that people may only stay in that area.

  • Would having multiple floors make the experience more enjoyable or just too complex?

  • Would it be more fun if you had to get to a certain area before the wave ended?
For example i could split it up into lots of small mazes and if you are not in the correct area when time is up you die; and by die i mean thats it for the game not just the wave since you won't be respawned for another wave. Once completing the task you move onto another small maze but of a different design.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
I think you need to focus on getting some variety into your map first. One trader, two trader, one floor...two floor, doesn't really matter, players probably aren't going to be able to see past the monotone design.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
i like doing mazes in the newspaper on a sunday morning with a cup of earl grey. notice no mention of KF in that sentence XD

-confusing, everything looks the same, needs more imagination.

-copy paste BSP that looks like it took an hour to do.

-the zombies are so few, and so spaced out.

i could go on. if you want good comments or good advice, do more than just an hours worth of work on the map before you show it off to us, otherwise some of us are just going to tear it to shreds.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
i like doing mazes in the newspaper on a sunday morning with a cup of earl grey. notice no mention of KF in that sentence XD

lol i see what you done there :D

-confusing, everything looks the same, needs more imagination.

-copy paste BSP that looks like it took an hour to do.

-the zombies are so few, and so spaced out.


  • Well yeah basic layout first then details after.
  • It did take an hour to do as stated :D
  • Its only a basic pathing setup.

i could go on. if you want good comments or good advice, do more than just an hours worth of work on the map before you show it off to us, otherwise some of us are just going to tear it to shreds.

Actually thats the point. I don't want to spend hundreds of hours on a map that everyone is going to dislike because i decided to make it one way when i should have made it another. :eek:

Any rippage at the moment is very welcome :D.

So far i've gathered that you would like a very different map with lots of variety in location with SOME maze sections or just 1 section and for the zombies to pretty much spawn on you or very close by.

Thats quite a bit of feedback and i havn't wasted time making something you would have all hated. Anything else you can think of?
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
dont be afraid to get crazy with the colors. one map i did (kf-grevona) i threw in purples, oranges, reds, browns, just whatever came to mind, and the result?

kf-grevona07.png


a map thats a complete maze that looks exactly the same everywhere isnt going to be really fun. need to divide it up with color, a few sparse emitters, toss some static meshes in there to increase the atmosphere, etc etc etc. also get the sizing down smaller, mazes are suppose to be claustrophobic, whereas this one you made is way too wide open and with so few zombies, it becomes tiresome trying to find my way around. give me tons of stuff to kill and look at while im going thru this maze.

-revise the size

-maybe make the maze one part of the map rather than the entire focus?

-get crazy with those colors, blues, greens, yellows perhaps!?

-throw in tons of spawns, drop the level rules spawn period to like 1 or .5 just to get the action going nonstop. otherwise ill be saying, "not only am i lost in this damn maze but theres nothing to kill!"

PS: it seems like you set it up to have all the walls drop during trader time? i wouldnt do this man, makes exploring your map pointless. why go out there in this demented maze when i can just stay here at this one trader? add another trader for sure and maybe rethink the having all the walls drop.
 
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avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Here's a crazy thought.

What if i had a small section of wall (mover) and have hundreds of them stored under the map.

When a wave starts a script will randomly move up whatever wall sections it wants to thus creating a completely different configuration for every wave.

would this be interesting enough without other sections?

of course areas will be filled with statics etc for eye candy as well as a variety of lighting arrangements.

I'm just trying to create a unique experience which hopefully will be fun.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
that would be fun if its the right size. like maybe 128x128 (thinking terrain size in case youre wondering, not sure what size cube that would be). have 2 traders opposite each other, with the maze in the center, 4 sections of the maze distinguished by lighting color:

zone 1: blue

zone 2: silver

zone 3: gold

zone 4: red

etc etc.............. and each area have its own theme but the walls aroudn it change (but keep same texture).. an easy part of the maze becomes a hard part and vice versa.
 

Maksimus

FNG / Fresh Meat
May 30, 2009
191
3
0
Can be done at each wave is different scheme of the labyrinth:)? As you an idea? Maps very much .. Thank you for the work ;)
 

ffjason

FNG / Fresh Meat
Oct 23, 2009
204
0
0
Love the concept. I think 2 or 4 traders in opposite corners would be a good idea.

Though I like the idea of walls dropping though I'm not sure how to tie this in, could you drop them for the first 20 seconds to give people a chance then have them come back up again. I don't really know what that would achieve. Maybe a chance they will drop at the end of the round? (see batman link later)

Random spawns is a great idea.

Sliding walls would also be brilliant, and if you do multiple levels you could have moving floors to change your level too.

You could style it like a theme park hall of mirrors or something, but lots of bright colours would suit that well. Alternatively you could go batman style like in arkham asylum and go really dark with riddles about & dark hallucinogenic colours on the walls.

On the batman theme you can have lots of freaky laughing in the background music.

You could make weapon drops risky by always putting them in dead ends (maybe with some hidden ways out)

Criticism side:
Its too open. Walls are spaced way too far apart. I'd say enough space for 4 or maybe 5 people to fit next to each other max. It looks like you could drive a bus around that map with little difficulty. I don't know any mazes that big.