KF-Renovations

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
So after hundreds of hours of work I'd like to present you all with my very first level design:

KF-Renovations: http://kf2.gamebanana.com/maps/188178

"Within days the outbreak had spread it's way across Europe. Capital cities were flooded with Patriarch generals and their cloned legions of "children"-the Zeds. Paris, Amsterdam, Rome, Madrid, Prague, Dublin, Stockholm, Vienna, Warsaw -- they were everywhere & resistance measures could only hold-out so long. Berlin, however, was fully overwhelmed. Hundreds of thousands of Kevin Clamely's creations surged through Berlin's streets. Neighboring countries initially sent what aid they thought they could spare. Whatever had been planned for Berlin was huge.
For weeks, Horzine attempted to create a foothold in Berlin. Helicopters where shot from the skies - engulfed in flames as they spiraled out of control. Trains derailed & rendered open like tin cans. But, eventually, a weak point was found along the Spree. .50 Cal. MG-mounted patrol boats were able to secure a temporary route into the heart of East Berlin & reclaim a thought-to-be abandoned building on M
 

Attachments

  • 2015-11-23_00002.jpg
    2015-11-23_00002.jpg
    32.5 KB · Views: 0
  • 2015-11-23_00010.jpg
    2015-11-23_00010.jpg
    73.8 KB · Views: 0
  • 2015-11-23_00016.jpg
    2015-11-23_00016.jpg
    29.8 KB · Views: 0
  • 2015-11-23_00029.jpg
    2015-11-23_00029.jpg
    59.1 KB · Views: 0
  • 2015-11-24_00010.jpg
    2015-11-24_00010.jpg
    45.2 KB · Views: 0
Last edited:

scootzilla

FNG / Fresh Meat
Oct 4, 2015
55
0
0
I like it, really big and lots a stuff. was a few times i didnt actully have enough time to get to the trader though haha. and also i noticed at this spot you could get out the map from the boxes:
Spoiler!

and also you can get stuck here where im standing
Spoiler!
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Cool thanks for the screens; I'll add some blocking volumes & prevent those traps/exploits by the next build. I've also had reports that blood is dripping through the floors. Thanks again scootzilla!
 

-0-A2ra3L-0-

FNG / Fresh Meat
Apr 24, 2015
85
0
0
Looks like a nice map with a good layout but zeds are getting stuck every round so far. I have had bloats, crawlers and gorefasts all get stuck and had to go hunting at the end of the round it doesn't seem to matter where we defend they get stuck somewhere, :p

The underground cave is funny in multiplayer, the roof must be a bit low because even though you walk normally on other peoples screens you are crouch-running. Pretty funny to watch.

There are also a few places that are very narrow or where things hang from the ceiling that you get stuck on. I will take some pics of trouble spots later, I am wondering if these are also where the zeds are getting stuck?

Great job on the map layout though. A bit of polish and it will be a really fun map to play on
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Looks like a nice map with a good layout but zeds are getting stuck every round so far. I have had bloats, crawlers and gorefasts all get stuck and had to go hunting at the end of the round it doesn't seem to matter where we defend they get stuck somewhere, :p

The underground cave is funny in multiplayer, the roof must be a bit low because even though you walk normally on other peoples screens you are crouch-running. Pretty funny to watch.

There are also a few places that are very narrow or where things hang from the ceiling that you get stuck on. I will take some pics of trouble spots later, I am wondering if these are also where the zeds are getting stuck?

Great job on the map layout though. A bit of polish and it will be a really fun map to play on

I have noticed the pathing having problems primarily with Bloats from interior to exterior areas. I've tried to circumvent some of these problems with teleporters but I guess it still needs some work. Bloats AI seems somehow fundamentally worse than the others.

Hahahah- yeah that cave bit I noticed last night. It is a Precomputed Visibility issue- although the fog is Non-Collision set it made it into a climbable object. I'll fix that in the next patch.

As for the low-hanging objects - I can only think of the stalagmites so screens or descriptions as to what or where would be great.

Thanks for the Bug Report I;ll try and get on it tonight!
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Update listings:

Update listings:

Update- KF-Renovations-
-(Beta 2-0); released [27.11.15]
*Overhaul: Listened to user-reviews & made map smaller- removed basement (toilets, labs, caves)- moved a few features up from basement before deletion; added doors in main garden; all open double windows are now able to be navigated out of (both for players and Zeds); new Trader Pods; new spawns; fixed & created new ammo\gun spawns; reworked pathing; new water graphic; altered some lighting; fixed some shading problems
-(Beta1-2); released [25.11.15]
*Hotfixes: Cave mist fixed to non-collision (before had collision on, forcing a crouched animation on all); Fixed drop into caves from basement; Upgraded phonebooth's glass to FractureGlass; Added more Spawn Points; Tweaked a few placings (mostly glass); fixed a broken Blocking Volume; added a few emitters in lab hallway; reworked Pathing and added more Zed teleporters to help minimize lost Zeds
- aka Grindhouse Competition Entry (Beta v1.1): released [21.11.15]
*Added Decor to empty hallways
*Fixed some Material mismatches and errors.
*Fixed flickering textures (Library Ceiling)
*Added & Rebuilt Pre-computed Visibility (24hrs spent Rendering, sheesh)
*Added blocking volumes to avoid snags and possibility to leave map proper
*Oh, and new photos that are current.
 

scootzilla

FNG / Fresh Meat
Oct 4, 2015
55
0
0
Im liking the new update man. Peformance is much better now differently, a lot easier to navigate as well now being slightly smaller.

Some issues I found: (sorry about the image sizes lol)

Spoiler!
 
Last edited:

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Thanks for your continued support and help in knocking out some problems scootzilla! I just got home and have to clean up after the little one but after that I'll get on making the changes. Thanks again for the detailed photos. You are a master map-escapee I must say.
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Update Beta 2.1 [28.11.15]

Update Beta 2.1 [28.11.15]

Ok, well posting 2.1 with all those PawnBlocking issues resolved, added some more pathnodes on the scaffolding, and turned off 100s (all) of "Blocking" errors - of and some pesky super-shadows were taken out.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Tried this map yesterday. The map looks great, but on several occasions the path arrows to the trader did lead downwards to the floor. When we went down, then the arrow pointed upwards again. As a result we had to search for the correct path and some didn't make it in time.

An other issue is with the garden. You can go all in their and wait 'till most zeds are inside. Next move out and weld the gate. It allows you to stand in front of the fence and shoot them down.

The version we tried was KF-Renovations(BetaV2). Didn't yet try the newest version.
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Tried this map yesterday. The map looks great, but on several occasions the path arrows to the trader did lead downwards to the floor. When we went down, then the arrow pointed upwards again. As a result we had to search for the correct path and some didn't make it in time.

An other issue is with the garden. You can go all in their and wait 'till most zeds are inside. Next move out and weld the gate. It allows you to stand in front of the fence and shoot them down.

The version we tried was KF-Renovations(BetaV2). Didn't yet try the newest version.

Yeah, that bad Trader Pathing is due to the pod on the roof; due to the many one-way forced paths it suggests a vertical assent when players are below the 3rd floor. It seems as long as the player is on the 3rd floor that it gets it right. I think I'm going to try and move it into the attic room (4th floor) and see if the pathing works better. Strange that one-way nodes are viable for Trader pathing.

As for the garden, yeah I've noticed that too with the front fence. One of the side garden doors allow a fish-n-barrel shoot too. I have mixed feelings about it. I like welding to be useful and the window "exploit" I don't find overly strong as Zeds still pile out the windows above you but the front gate seems a bit wonky on the pathing and generally too exploitable. I could either unhinge it and make it broken on the ground or otherwise unuseable... or I could clutter the street more and add spawns closer to the street-side fence opening to off-balance it, weaken its breaking point, & give the Zeds more of a chance to break it down. Any opinion on the matter?

Thanks for taking a look Ducky. I appreciate the feedback. It's great to get feedback from Mods, Commiunity creators & people that usually play Custom maps.
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
I could really use a surrogate cpu...

I could really use a surrogate cpu...

New (Beta-v3); release [30.11.15]
Overhaul: changed garden fence & doors, made garden smaller & main stairwell wider; improved pathing; changed Trader Pod locations; fixed some ammo factories; fixed some lighting errors; added a Trader Pod; opened up new path top 4th floor; (currently no PCV support- will added in next build)
 
Last edited:

-0-A2ra3L-0-

FNG / Fresh Meat
Apr 24, 2015
85
0
0
Loving this map. Even better after the update.

Noticing Bloats and Clots getting stuck on these rails
2015-12-01_00003.jpg

Not sure if you can shorten the rails so they don't go past the stairs or make zeds able to pass through them so they don't create a chokepoint. But I didn't notice any other problems in my last couple of playthroughs.

Great job and thankyou for keeping the map updated
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Loving this map. Even better after the update.

Noticing Bloats and Clots getting stuck on these rails
View attachment 16788

Not sure if you can shorten the rails so they don't go past the stairs or make zeds able to pass through them so they don't create a chokepoint. But I didn't notice any other problems in my last couple of playthroughs.

Great job and thankyou for keeping the map updated

Do you have the Beta3fix version? Either way I'm glad to hear it's working. After publishing it, it had screwed up the functionality for every double door in every level (custom & official maps). I removed the file from Game Banana ASAP but later determined it was a localized glitch (one I'm still trying to get rid of).
Anyway, I had noticed the snagging on the railings & will edit it next build. Thanks though for the reminder, I would have forgotten considering the circumstance. I'll also be adding some more roof top work & spawn tinkering to intensify the rooftop survival. Thanks for the feedback! Really good to hear the level has some fans :D
 
Last edited:

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Any fans still interested in this map will be happy to know I haven't abandoned it. KF-Renovations has been renamed KF-BackToBerlin (due to complications with Game Banana). I will be reposting as soon as I am happy with it's playability (eta: January 1st). The upcoming re-release will feature a few: new spawners, new details, new pathways, destructible changes & reworked lighting.

Cheers!
 

liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Update

Update

Build v1.1 (24.1.2016): Photos are out-of-date, Tinkered with Fog graphics & surrounding atmosphere, eliminated unseen details from prior builds, added more rooftop spawns, added hanging rooftop garden, added a pawn blocking volume on the 2nd floor to prevent exploit