KF-Qubed

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KingKitNip

FNG / Fresh Meat
Jan 3, 2010
166
0
0
Qubed is my first effort in learning how to map, because of this, it remains a very basic map with no skybox or very many special actor classes. It's mostly just 4 floating quarters made up of "Qubes".

This map turned out much larger than I originally planned, but a friend insisted I finish it rather than move on to another map with more of a Killing Floor theme.

KF-Qubed does not match Killing Floor in the slightest but hopefully someone might find it fun.

The theme here is that ZEDs generally spawn from red lit areas that are, for the most part, inaccessible to the player. Expect to have ZEDs drop on your head from time to time.

Due to its floating nature, there may be bugs/exploits/etc around the map that players may take advantage of. If you spot any, please let me know so I might correct it as well as performance issues (though I experienced none whatsoever).


Two words of warning before you play:
1- The map has tons of Blocking Volumes designed to keep the ZEDs from falling, but not you. Watch where you step! (Though if you fall through the floor, that's an error that I'll need to know about!)

2- Again, the map is LARGE. If the trader is more than 100m away you might wanna run there before the final ZED croaks because transversing the entirety of the map can take well over 60 seconds. Hope you like holding the shift key down!

DOWNLOAD:
KF-Qubed V1 Download

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pierpa86

FNG / Fresh Meat
Jul 3, 2015
27
0
0
hey man you are crazy :D good job i love that style,small suggestion try to add some basic matinee animation on floatin cubes. i got the same idea but with glow material XD
 

KingKitNip

FNG / Fresh Meat
Jan 3, 2010
166
0
0
Looks very nice, loving the floating cubes with the red lights. Nice work!

Thank you!

hey man you are crazy :D good job i love that style,small suggestion try to add some basic matinee animation on floatin cubes. i got the same idea but with glow material XD

I was originally going to make certain "Qubes" glow green, like in the game Intelligent Qube, but the map was really just to learn the basics so I decided not to get too involved. I honestly don't know how to go about making a mesh glow a certain color and provide lighting like I wanted. As far as animating them goes... again, I have no idea how to go about doing that. I'm still learning the basics by looking at the work of Tripwire and other mappers from this community.
 

pierpa86

FNG / Fresh Meat
Jul 3, 2015
27
0
0
for making a glow mash you can use Material'Env_Mat_Lib.Glow.Env_Glow_PM' this is the name of material already exist in game but is only green for make other color you need make new material istance constant and use green glow material in "Parent" setting after that go in Vector Parameter Value and use "Scalar_Glow_color" for change green to any color you need. for matinee is simple see that simple tutorial for move object http://www.worldofleveldesign.com/c...-tutorials/petebottomley/udk-moving-doors.php ;)
 

Alex Milo

Member
Dec 21, 2010
86
5
8
You don't even need Matinee to animate some cubes. If you just want some spinning you can 'animate' that by having InterpActor Cubes, go to properties of the InterpActor and under 'movement' apply a PHYS_Rotating and then just put some random numbers in the Rotation Rate dropdown menu. Litterally takes 5 seconds.

Overall interesting map, a bit too big for my taste though. Maybe you should increase the skylight a bit, so there's no complete darkness, and maybe adjust the glare down a notch.
 
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KingKitNip

FNG / Fresh Meat
Jan 3, 2010
166
0
0
Overall interesting map, a bit too big for my taste though. Maybe you should increase the skylight a bit, so there's no complete darkness, and maybe adjust the glare down a notch.

I wasn't even able to figure this out. With the skylight, I can adjust the brightness a tad, but it has no affect on the dark areas of the map. If it's dark, it always remained that dark unless I put point lights or some other form of lighting in that area.

I was able to "fix" that a little by using the Indoor lighting volume for the whole map but that brought up different issues and increased the glare so much it made it even less playable no matter how I adjusted it.

I'm convinced I did something wrong along the way with the sky and dominant lighting overhead but I can't quite figure out what.
 
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