KF-London-Day/Night

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Gregs2k2

Thank you please
Mar 21, 2009
1,850
164
63
UK
www.ragequitters.co.uk
Nice to finally see a release. This has been quite a journey. Thanks for listening to me rabble on with ideas, feedback and the other drivel that I spout. I hope people enjoy it, it's a true labour of love. Also thanks to Alan and Yoshi for me nagging them to hop on for a test. Congrats. :)
 

Hosav

FNG / Fresh Meat
Sep 19, 2011
46
0
0
A very worthy remake of the good ol' KF-WestLondon from Killing Floor 1. Just like the original it has just the perfect amount of scale to battle those god darn' Zeds! New Killing Floor player or veteran, I do recommend trying this custom map. It even has some things I have not seen in many maps before. A time dependant night/day cycle with weather effects, including amazing rain and thunder effects. And events that make the map feel much more dynamic. After a while, a new area of the map is accessible. Ofc, the map is WIP, but in the current state it is an amazing map gameplay-wise according to me. The only complaint I have so far is that the subway tunnel feels a bit empty, but that is all. My favorite map for KF2 so far.

Did I just do a review?

Anyways that is my feedback for now!

"I'll be back!" :cool: :IS2:
 

Lazarus

FNG / Fresh Meat
May 28, 2015
30
0
0
Germany
Finally London is back - yeah. Thank you so much for that outstanding work. I truely loved my first turn on the map :)
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
Finally London is back - yeah. Thank you so much for that outstanding work. I truely loved my first turn on the map :)

Thanks give this version a try first and let me know what you think :)
 
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s1nk0

FNG / Fresh Meat
May 3, 2015
68
0
0
I just have to say you literally set the bar for map making. I don't think I've seen anything like this in any KF map. Fantastic work, mate.
 

Immortal

FNG / Fresh Meat
May 10, 2015
4
0
0
Hoping for a night only version, daytime lighting looks terrible and I really like how it looks at night.

Rain doesn't seem to work in the alley.
Spoiler!

Also, apparently the safest spot in the map is on fire.
Spoiler!

Liking the map overall, looking forward to updates.
 

Hosav

FNG / Fresh Meat
Sep 19, 2011
46
0
0
I have some tips for the subway tunnels. I am not sure what assets you have available. But add stuff that people would leave behind in a subway perhaps? Maybe add a bench somewhere? Also in the tunnel connecting the two parts of the subway you could add a maintenance door, that would be cool. I kept thinking of drums all the time. An instrument that a street-musician would have left behind in the tunnel, like 3 small drums or maybe a guitar? Just a thought, could be nice with some of these additions.
 
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JokeTriple

FNG / Fresh Meat
Jan 26, 2013
48
0
0
Really love this map. Was one of my favorites in KF1 and is better than I could have imagined in this game... I hope to see some more classic maps form you, I'd think that you would put a really nice spin on a classic outdoors map like MountainPass with those weather effects you can pull off.

Also, do you plan on touching up on anything once they allow custom props and textures to work on maps?
 

Mean_Machin3

FNG / Fresh Meat
Jul 16, 2009
239
12
0
Wanted to see what all the fuss was about so I downloaded the map and gave it a go.

Really loving the atmospheric effects. The plane crash caught me off guard. The way it crashed tho... lol.

Never thought I'd ever see the sun shine like that in London skies. Liking all the ambient sounds too.

Not too sure about all the bodies on the wall in the church though, some demented church. Why can't we jump all over the pews?! I can't play "floor is lava" game like I used to in KF1 westlondon.

You mentioned about the dark spots when the sun is shining. Usually, there are directional lights that cause no shadows facing opposite to the main light to give an effect of light bounce. That technique was used a lot in the KF1 maps. The new UDK has some more ways to do it using volumes but it might be too much work.

Map plays like WestLondon and looks like it took a lot of work. Nice work!
 

Gregs2k2

Thank you please
Mar 21, 2009
1,850
164
63
UK
www.ragequitters.co.uk
Yeah, the lighting is a little off during the day, might be an idea to experiment with the sun, adjust it for the best possible lighting, perhaps make it higher so more of the map is illuminated then have it set a little faster? I'm not sure of the technicalities of the lighting engine but hopefully some tweaks will make it a little better looking during the day.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
I am experimenting with additional lighting so expect a few changes in the next few versions,

There are more props ,decals etc to be added also.

I was considering removing the blockers from the pews so will prob do this in the next beta.



Also the plane crash was something added for fun but am looking to do it nicer and better than currently is
Cheers
 
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Sk1n-Walk3r

FNG / Fresh Meat
Mar 26, 2013
212
2
0
Valhalla
First things first. I really like that remake, the plain, the subway after wave 1, the rain :eek:
Thats bloody awesome Mister!
Hope too see moah and moah of this map. :D
Thumbs up! +1
 

Blow-Ya-Mind

Member
Oct 12, 2010
63
2
8
Just tried your beta release wow I'm gob smacked its amazing, its changed so much since I last did a play test with you, at the start of this week.


The fire truck by the burger van that blows up has a slight pathing issue, if you stand between it and the wall it is almost a safe spot, the zeds struggle to get there, most of the time they just run around in circles.


You should add some of those moving zeds to the prison cells for affect, and add some manhole covers to the roads for zeds to spawn from.


The subway tunnel is very narrow and long (I know its still work in progress) but it makes a good place to camp if you stand in the middle of it, (I've only tested this solo) maybe add a side tunnel that zeds can spawn in to prevent this.


Keep up the good work.
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
Just some general feedback on aesthetics. I know you are set on the day/night cycle.


The lighting is harsh during the day as in too bright / washed out and the shadows/unlit objects are completely blacked out.

The color saturation of the sun light actor is a touch too yellow and gives everything a yellow cast when its at its peak. Maybe pick a lighter hue or reduce the saturation level.


The nighttime lighting with the lamps looks a lot better than the lighting during the day and provides a lot more atmosphere. Especially with the thunderstorm. Great job on that.



EDIT:

I found a decent page covering some of the various level lighting configuration settings. It looks like a lot of it is handled in the worldinfo actor under lightmass. It is controlled by enabling global illumination.

(This is to help the lighting bounce better and provide more ambient lighting to the harsh shadowed areas. )


From there you have control using these variables:

Num indirect lighting - Increase this to control the amount of times the light bounces / bounces off geometry. This will help take some of the harshness off shadows.

Environment intensity - Controls the overall lightness of the scene. The higher / lower the number the more it brightens / darkens the overall scene.

Shadow Exponent - Controls the gradient fall off of the shadows. Will help smooth / roughen up the shadows.

Diffuse Boost - Works in some ways similar to Num indirect lighting. It controls how much the light diffuses off objects / materials in your scene. This can help bounce the lighting more believably as well.

http://www.chrisalbeluhn.com/UDK_Lightmass_Tutorial.html
 
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-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
Hi once again many thanks for the feedback :)


In regards to the lighting, the way I have had to do the DN cycle is by not using a dominant light which would have been the best method, due to the lighting channels only being indoor or outdoor the main light illuminates inside along with outside, so I had to do this the way I have.


Adjusting the lighting too much would mean lagging people with slightly lower end Gpus/Cpus and I want this map to be enjoyable by all.


If the general consensus is people do not like the day to night then I will just make the night version instead, I only created this as people said its what they wanted when I initially starting making this map lol