KF-London-Night

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-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
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SERVER OWNERS PLEASE UPDATE TO LATEST VERSION AS OF 26/06 VERSION BETAJ


Well peeps have been asking for a full night version of the London map I done so here it is!


Few changes have been made , things to point out


- Bluish Manor Rain




Why did I start another thread? Well this is a different map and I do not want them mixed up with multi download links etc..


DOWNLOAD https://www.dropbox.com/s/a8idu2i6d1oq48d/KF-londonbetanightJ.rar?dl=0


As always have fun!


In a Thanks to Gregs2k2 for extensive beta testing, I have added a nice little advert for Ragequitters.co.uk :)
 
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Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
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Tested it yesterday with Sniper and I really love the atmosphere at night with rain! :)
 

MX3

FNG / Fresh Meat
Jun 4, 2015
17
0
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I tested this map on my server and its big fun!
Very good job
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
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Feedback. I cracked this open in UDK and ingame and have some screenshots to help.

Sorry some of them are so large. Don't feel like resizing the steam screengrabs.

1. Turn off box collision on the church pews, in the mesh collision properties. (The mesh has its own collision mesh you don't need to assign it a simple collision mesh)

You can turn off collisions on the church pews so you can stand on them and people can jump on them. It shouldn't affect Zed pathing or reach-ability. I saw another guy mentioning the inability to jump on these.

Spoiler!


2. You really should remove the blocking volumes around all of the cars. People used these to stand on in most maps (BurningParis). There's really no reason to block them off like this.

Spoiler!


3. I retooled some of the blocking volumes in this corner by the church. There's no reason to cut off that corner area with blocking volumes.

I removed the volume around the fenced areas and added thin ones for the fence. I removed the angled one you had closing off that corner by the lightpost. I can see logically cutting off areas with fencing/walls but invisible volumes are just weird.

Zeds should be able to path over these volumes as well. As a player I could walk up on top of the blocking volumes for the fences.

OLD (with removed blocking volume for fence area):

Spoiler!


Spoiler!


4. The tunnel is still pretty short compared to the original. You could duplicate the tunnel mesh and in turn double the length. I looked at your map in the editor and it looked to be doable although you'd have to move quite a few actors/meshes.

There were two double decker buses in the original almost back to back to give you a good measure for scale.

Spoiler!


5. I was looking at your Zed spawn locations up on the overpass. Why only have these spawns on one half of the overpass?

It seems like you would balance these spawns or at least put some additional spawns on the top that can go either direction on the right end in the photo.

I do like how you are routing these spawns.

Spoiler!


6. Maybe put more/different posters here? Not that it matters a whole lot but there are 4 different posters ingame and you could put them in poster frame boxes.

Spoiler!


7. I get a lot of visual lag looking down this street coming out of the police station. You have a lot of fire emitters down this entire street in comparison to the other side (buildings and cars). It affects performance. One street gets 10-30 fps or more than the other street that has no fires.

I get bad performance down most of the entire street. Maybe these emitters could be dialed back so the amount of sprites they are spawning / effect count is a bit lower or slower. Could dial back the draw size of them slightly as well.

Spoiler!
 
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-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
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Hey mate thanks for all that

Nearly all of those have been corrected now I did not bother before as it was a beta and I was aware of those issues but had them sorted over a week ago in beta 2 coming out

The performance thing in glad to hear as that's the hardest to get right

As stated before I will not be resizing the tunnels due to all the work involved remebmber this is a similar not a duplicate of westlondon :)

Cheers
 
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Hosav

FNG / Fresh Meat
Sep 19, 2011
46
0
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Hey mate thanks for all that

Nearly all of those have been corrected now I did not bother before as it was a beta and I was aware of those issues but had them sorted over a week ago in beta 2 coming out

The performance thing in glad to hear as that's the hardest to get right

As stated before I will not be resizing the tunnels due to all the work involved remebmber this is a similar not a duplicate of westlondon :)

Cheers
The performance needs a fix on the other maps too. I am having low fps from the church to the police station.
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
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I can understand your reasoning on the tunnels. There are enough other areas to go. It was feedback.

Surprised to see you didn't move the double decker bus in there but maps looking great so far.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
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I can understand your reasoning on the tunnels. There are enough other areas to go. It was feedback.

Surprised to see you didn't move the double decker bus in there but maps looking great so far.

Who says it's now not in there ;)

There will be some performance issues until the final version as it will take abit to get it right but hopefully in the next beta you will see a vast improvement
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
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Right new version is coming very soon :)


Have culled a lot of emitters so performance should be ALOT better overall but still might need so adj.


New things added and extra decals added.


Wont be long now peeps


This next version should be a "close" to final version hopefully
 
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Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
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Awesome :)

Only other thing I was going to add is the skybox looks a bit bright / artificially lit for a night time map.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
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the skybox is unlit those are clouds, unfort they have to be like that to hide the emitters, I could raise the emitters or their spread but that would mean lag.


I have culled the emitters now so only a few are activated around you hopefully this will raise fps for most
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
Yeah I suspected it might be unlit (had not looked at it in UDK as of yet). Sometimes it can give an artificial look to skybox textures. Personal preference but might be worth leaving it lit and putting a low intensity light actor inside the skybox to light it.

Either that or export the skybox material (sky/stars) and darken it in a photo editor and reimport.

It just looks abnormally lit for a night sky. The last version of your london night map I couldn't see any clouds so maybe it was just an issue with that release.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
hoping to get new beta released tonight!


Just a few pathing bits to do


Also there is one or two surprises in the map now too :)
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
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Hidden within the map is a little "bonus" room, can you restore the power to the old abandoned night club?


This is just a little fun thing added as it not required to be unlocked to enjoy the map.


Also its not finished yet either :)


https://youtu.be/BTqOVo9-gGE


To quote Gregs2k2 "Your one crazy B**tard, Love it" lol
 
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