KF-Offices-Story-beta1

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PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Disclaimer
First off, I wanna make sure I get this through: The map as a whole is the work of Tripwire Interactive and Alex Quick. All I did was add a little trigger here and there and a few extensions on the map. This is NOT an official release by Tripwire. I do not credit myself in any way by the look and atmosphere of the original map. Comprend
 
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PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Download: http://www.gamefront.com/files/20170151/KF-Offices-Story-alpha1.rar

This is a little confusing, I admit that. Starting a thread with no download link and adding a download link with a different name.
Well, I like to see this as a first beta, although technically it's an alpha.

Here are some shots:

action1.png

action2.png

action3i.png

action4.png

action5.png

action6.png

action7.png
 

Raziel

FNG / Fresh Meat
Mar 21, 2009
538
149
0
Valhalla
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Nicely done.
Not sure about how teams will be able to navigate through the vents, though.
Already tried it ?

Love how you can see the some of the lower areas through the grates.
Just a detail, but realy adds to realism and atmosphere.

Unfortunately I had to ghost through most parts of the map cuz I'm either too dumb or it's bugged.
I couldn't turn off the gas. (are there special requirements for using that valve ?)

The doors of the cubicle room closed again right after unlocking and opening them,
staying shut for all eternity and not allowing me to progress any further (and trapping all the zeds inside it)

Oh and the Shotty at the beginning didn't spawn for me once.

And a good thing at the end:
I dropped and broke my mouse because a stalker surprisingly backstabbed me while messing with the computer. xD
 
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Faneca

FNG / Fresh Meat
Sep 16, 2010
1,150
778
0
Portugal

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Thanks for the comments!
Nicely done.
Not sure about how teams will be able to navigate through the vents, though.
Already tried it ?
Yes, I have. Why not?

I couldn't turn off the gas. (are there special requirements for using that valve ?)
Since you ghosted through the map, it could be that. Other than that, no. However, it is corroded...

The doors of the cubicle room closed again right after unlocking and opening them,
staying shut for all eternity and not allowing me to progress any further (and trapping all the zeds inside it)
I see how that could easily happen, and I'm not entirely sure why I disabled the door trigger once it's open.

Oh and the Shotty at the beginning didn't spawn for me once.
Did your spawn as Support?

And a good thing at the end:
I dropped and broke my mouse because a stalker surprisingly backstabbed me while messing with the computer. xD
Haha. That's not the end though.
 

Raziel

FNG / Fresh Meat
Mar 21, 2009
538
149
0
Valhalla
www.facebook.com
Haha. That's not the end though.
I know, I ment I wanted to end my post with something fun.

Sooo...
I just finished it without cheats ! Yayifications !
Spoiler!
 
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SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
804
0
I couldn't get past that door that needs the code, figured it wasn't working yet.

But it turns out it is, so...where do you get the code from?

Anyway I think this map will be great when it's finished, I'm glad you haven't took the "Swarm them till they die from computer lag" route like most recent mission maps, it allows players to really take in and appreciate what you've done, let's them explore etc.

That little bit of extra freedom goes a long way in my opinion.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
Just played this recently, not a bad job. Few issues with the spawns seems like they dont have any meanin to the map. Really random, onesided action, (unless you really wanted 100 bloats at a time) Felt myself getting really bored. =D

Gameplay is also one sided, doesnt push or pull the player anywhere, or direct them where to run to (with zombies of course)

Other than the gameplay, its not a bad map :D
 
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PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Are you supposed to just walk through the gas on 2F ? (That's what I did.)
Yea, and that's what the message tells you as well.

You won't get a shotgun when spawning as Lv5/Lv6 Berserker because:
chainsaw's weight + shotgun's weight > 15
Good! That's what it was intended for from the start, come ot think of it. The shotgun spawns, and if nothing picks it up in 10 milliseconds it is destroyed.

  • Crawlers may get stuck inside the vents when in the keypad room.
  • Could you please add some text to confirm you've found the keycode ? I was waiting in there fighting off endless swarms of crawlers because nothing happened when I found the code.
Noted. Thanks :)

After having reached the unfinished ending, the elevator's doors crushed me.

That was funny. Again, supposed to work like that. :)

Fel said:
(...) doesnt push or pull the player anywhere
Not sure what you mean by that. I don't mean to push. My starting point with this map was to make a single player experience for a whole team.
Also, I wanted something that was challenging no matter what level you're on(which has proven to work quite nicely so far, as I've watched two lvl6 players just barely make it). It has puzzles, it has some quite unique elements in it and that's good enough for me, and for others who have helped me test it as well.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
Not sure what you mean by that. I don't mean to push.
What i mean is you can controll what direction the players go with the zombies. Force them into a corner or a designed hold spot. ANd since you know the player will be in that spot (cause its hell in others) then you spawn aFp behind them to scare the crap out of them or w/e.

If you play RTP or Obsidian you will notice that players tend to move to certain locations during the action events, because i want/force them there. Yea i know kinda controlling. LAWL
 
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PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Let me explain how the spawn triggers in this map works:


  • Entering what I would call a PresenceTrigger zone initates a coming spawn event. This is absolute. Once you've entered this zone, a monsterspawn is bound to happen either immidiatly or later.
  • Nothing will happen while players are still in it, even if the player who initially triggered it, has left the zone.
  • Exiting this zone will trigger the spawning.
Why? - To avoid enemies spawning right next to the players and, also to create some confusion.
 

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
triggermadness.png

Trigger madness (also showing a couple of new icons for Community Editor Icons V3.)