KF-London-Night

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mmnicolas

FNG / Fresh Meat
Apr 7, 2013
370
0
0
peeps have been asking for a full night version of the London map I done so here it is!

But you worked so hard on that innovative day/night cycle, why not use it to provide a full night experience, starting with dusk, finishing with dawn. So that Hans may rest and his suit rust in the morning dew while you savor victory as the sun rises and the rain stops.

[/endofmy2cents]

Pretty good stuff, nice additions to the original westlondon design making it feel like it's been occupied and renovated while we we're fighting in Paris and now, 15 years later, we're sent back to westlondon.

I'm afraid that is all the feedback I can provide as there may be a thousand exploits and I wouldn't know because I'd be too busy being amazed. Sorry :cool:

edit: also, as a future server owner, I probably won't have clients download two versions of a 130mb map, I know the game expects you to have a better connection than in 2004 but internet providers still suck and I can't stand people whining about download times. So tis the dillemma you inflict on me :p
 
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-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
Thanks mate for the feedback!


In regards to 2 versions the day to night will be an exact duplicate but with the day to night cycle, meaning no one will miss out on any of the additions and server owners can choose which one to use :)


As for exploits me and gregs have tested and tested and tested lol soo much


hopefully when this version is released it should be all good.


Also bear in mind im not working on two maps concurrently as its a copy paste to the other one :) for anyone wandering
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
I for one still really enjoy the night only version because it is more consistent visually and is moody and atmospheric.

It is nice to offer the two options.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
ok you crazy lot betaE relased :)


there are bugs but heres the change log


- improved splatter maps (unfinished)
- Added night club
- better pathing
- optimisation
- added SM culling
- added a few more effects
- changed the caf
 
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Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
What type of issues?

We were going to play it last night on a server but when we kept switching to the map through the console it would return the server to BioticsLab.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
Not sure if it was something left over or a corrupt download but this version should be fine now
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
Played this on 10 wave suicidal last night. Went well and I hope to have some feedback posted soon after gathering it from everyone on Mumble.
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
Well most of the feedback I got from people when playing on a full suicidal level.

  • Most everyone commented on the skybox as well. I highly suggested looking at how the skybox is built and wraps around VolterManor. I had begun work to cut out all of the emitters and meshes for its skybox and paste it over in London Night but I haven't finished yet.

    Comments were mostly about how close the skybox mesh is to the players and the sky looks artificially close. Also they were related to its brightness as well.

    I need to crack open your map and see how you built it again. I'm still not sure what you mean about the emitters being visible to players seeing as actors are invisible ingame.
  • Comments on the dimensions of the map but you've already stated you aren't changing that.
  • Rain emitters are too heavy.
  • Rain sounds are too loud in comparison to the rest of the game sounds. Possibly reduce the amount of rain sound actors or lower their volume slightly.
  • As I touched on in a previous post several people commented that Zeds weren't dropping off the overpass. In the screenshot I included you did not have any Zed spawn volumes on the whole half of the overpass near the church.

A good majority of the feedback was immersion based around the skybox and the rain effects / sound.

Adding more locations from where Zeds can spawn on the overpass and the entrance of the police station would help a lot. Right now a lot of the Zeds funnel out the front of the station making it easy to take them out.

It was a bit weird how you doubled up the fencing in that corner by the entrance of the church in response to removing the blocking volumes but that's one way to handle it.

It seems like the map could use a few more ammo box spawns in the primary walking path area around the map. The only boxes I could rely upon were in the front of the cafe leading to the club and the second exit of the police station.

There isn't a lot of incentive to go to the other areas of the map but I guess that's how the original London sort of worked out.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
Most everyone commented on the skybox as well. I highly suggested looking at how the skybox is built and wraps around VolterManor. I had begun work to cut out all of the emitters and meshes for its skybox and paste it over in London Night but I haven't finished yet.

I would rather not any modifications made to the map whilst I appreciate any suggestions. I have not done the rain like manor, It is supposed ot be very heavy rain and is done my emitters and not static meshes.


In regards to seeing the them what I mean is you can see the origin of where they spawn not the actual emitter texture.


The skybox is from my day to night map and will undergo changes anyway along with decals added also


Thanks for the feedback its all welcomed
 

Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
My modification was purely going to be a pm with a d/l just to illustrate another way of handling it.

Doesn't matter to me either way. I just know there are ways to address some of the feedback / make the skybox look a lot more natural and aesthetically pleasing within the map. It is outside of my control on whether any of the feedback is addressed or changed within the map.

Right now it isn't map breaking by any means but as myself and others have given feedback the skybox is still too close to the players, artificially lit / too bright and could use some additional fog/cloud type emitters to give it depth and help it fit into the map.

You make good use of volumetric fog and dust inside of the police station but it isn't used in a lot of areas of the map to add atmosphere. The map could even use a very slight touch of environmental fog to the overall map with it being rainy, in london and at night.


I would also make some slight adjustments to the rain emitters as well. It seems like the sprites currently overlap a bit and make the rain look artificially dense. Adjustments such as these would help improve the variation in the rain to make it more believable.

These adjustments would be:

- Slightly vary the raindrop sprite size so the raindrops don't all look the same.

- Slightly vary the raindrop sprite velocity so the raindrops have minor variations in their fall speed. I mean with gravity being -9.8 m/s^2 you are only given so much liberty with this. Right now the rain looks like it comes down in weird looking sheets with all the drops being the same size and velocity.

- Make sure the emitters aren't stacked so closely or that their x/y sprite spawn location varies. Usually you are defining a X / Y range in which the sprites can spawn. This is likely how they are configured in your map so there is only so much you can do regarding the the sprites overlapping.



You should be able to mask the origin of the raindrops through a number of methods / combination of these methods.

1. Increase the size of the skybox mesh.

Please take the time to open Volter Manor and look at how large their skybox mesh is. It is huge and encompasses almost the entire editor space. This is in order to distance it from the player.

You may not be able to increase the size of yours too much because in turn the assigned material / texture will increase as well and the size of the stars might increase a bit too much. I would tweak and adjust accordingly.

2. Add fog emitters / cloud emitters.

Volter Manor makes use of volumetric based emitters and fog emitters in the skybox areas to add 3-dimensional depth to the sky and to help mask the origin of the rain as you allude to.

If you created some various fog/cloud emitters in your skybox and set the source of the rain emitters to be above these the player will not see the source.

3. Place the rain emitter actors above the skybox mesh.

This is probably a collision issue. I'd have to see how emitter sprites interact with the meshes. My previous experience is emitter sprites collide with the first object it comes in contact with.

If you could turn off all collisions on your skybox mesh it would allow the rain emitters / sprites to pass through it and therefore the rain source would no longer be an issue.




I wish some other people would offer detailed feedback on the latest builds of the map so I didn't feel like I was the one harping on these items over and over. If feedback is only coming from one person or channeled through one person it makes it easier to tune out.

The main reason I've been providing so much feedback is because this map project is one of the best / better ones the community currently has out there and just trying to help you take it over the top.
 
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Oddjob82

FNG / Fresh Meat
May 22, 2015
114
0
0
Some small adjustment is for the starting area with the players.

If you pay attention to the player's feet you will notice they are sunken into the ground. You might need to raise that volume 32-64 pixels.


You have players starting out to the side of the church.

It would be nice if you added some additional detail to that general area so it looks nice when players are waiting in the lobby. If you look at some of the stock maps they put a lot of detail in and around the spawn locations so when players are waiting in lobby it showcases the map.

Ideas:

You could either add some more posters to that wall or add some diversity with the posters.

Add some wall lamps or some other lighting on that wall to give it more ambience.

Add some more general decor to that area whether it be benches, trash cans, hedges in planters along those walls, trash, etc.
 
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Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
878
5
0
Did the truck that tries to teleport the player under the ground if moving towards its front get fixed yet?