KF-Roofhop BETA 1

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Ninjakitty

FNG / Fresh Meat
May 23, 2009
73
0
0
Map Name:KF-Roofhop
Beta Number: 1
Playable: Yes
Pictures:
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Description of map:Your squad is dropped off in front of a building, your orders are to go up through it and check it for hostiles. And then the chopper will pick you up on the roof.....but the specimen have other plans for you. You reach the roof only to find out that the chopper can't get to where you are till you clear the area. They say they're....taking heavy fire. Wondering what could be attacking them, you go across the roofs clearing it of specimen as you go. And finally you reach the place the chopper has been taking fire from. Once you clear it, the chopper lands and you get the hell out of there.
What testing is wanted: Bug, Playability, funness.
Map Download/Download Size: [URL="http://www.megaupload.com/?d=ZELF779Z"][url]http://www.megaupload.com/?d=ZELF779Z[/URL][/URL] 8.2mb.

Need to figure out how I can have the map end. Dunno what I could do. -Shrug.- Any ideas appreciated.
 

Stixsmaster

FNG / Fresh Meat
May 14, 2009
170
3
0
32
www.stixsworld.com
Could make it so each wave spawns specifically in each part of level that you are sposed to advanced to...and make it so if you dont advanced in time to the next part...you get instantly annihilated...

That way people would be forced to always be advancing between each roof and what not...

---Stixsmaster
 

acidchalk

FNG / Fresh Meat
May 24, 2009
156
0
0
If it killed you for taking too long then it would get rid of the whole exploration aspect of the map.
 

Stixsmaster

FNG / Fresh Meat
May 14, 2009
170
3
0
32
www.stixsworld.com
If it killed you for taking too long then it would get rid of the whole exploration aspect of the map.

This is saying that the Trail Of The Woods sux then...because it has it setup so if you are on the truck then jump off it kills you instantly...and many actually like that feature...

---Stixsmaster
 

Sheezwack

FNG / Fresh Meat
May 15, 2009
164
1
0
Could make it so each wave spawns specifically in each part of level that you are sposed to advanced to...and make it so if you dont advanced in time to the next part...you get instantly annihilated...

That way people would be forced to always be advancing between each roof and what not...

---Stixsmaster

Is this sort of thing actually possible for the custom maps? I wanted to make a map where you advance through stages but not sure if it would be playable on normal servers etc.
 

Ninjakitty

FNG / Fresh Meat
May 23, 2009
73
0
0
~.~ Why are we debating the way my map is done when I've said I prefer it this way because it gives a better feeling of exploration. And yes, I'm pretty sure it is. Didn't Pix's OldeTower do that? I wouldn't know. Nevar played it...~.~
 

PsYchOTicA

FNG / Fresh Meat
May 25, 2009
27
0
0
This is a good concept for a map but was way too short. Once done there was really no need to play it again.
 

Flamma

FNG / Fresh Meat
Jun 18, 2009
42
0
0
I never finished it... Lol... the patriarch + 2 FP's at the same time at the end really messed me up... hehehe...
 

Sambopukka

FNG / Fresh Meat
May 20, 2009
272
77
0
Anyone have any ideas for how I can expand the map? o.o

More roofs, and just a tip, copy the sky box over from farm and place outside the map it would look a lot better, you should also learn how to scale textures they look oversized and ugly.

You could also to add a sunlight actor and colour it dark blue to look like moonlight.

And if you do make a proper sky box remember to make the walls around the map all have the property of a fake backdrop.
 

Bronzen

FNG / Fresh Meat
Jun 23, 2009
127
5
0
Make the copter crash and force the players to hold out on another roof until the backup helicopter arrives......getting to the to other roof can require going through another building or two and then a final roof hop. :D
 

Ninjakitty

FNG / Fresh Meat
May 23, 2009
73
0
0
ZOOOOMBIEE POOSSSST

Wow.....Over 2 years old. Damn. Anyways. I've FINALLY decided that I need to complete this map. Already got a lot of ideas, but I think my main problem right now, is I need some help.

More specifically. I need help from a mapper to make this map look a little...better. As it stands. Frankly. It looks kinda craptastic. And I am not good with the prettyifying of things. If anyone would be willing to help, I would be greatly appreciative, and you would get credit where credit is due.

You can send me a message on here if you wish you provide some assistance. Seeing as steam is not being nice at the moment.
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
156
0
33
Syria
well I could help you with that, I used to play this map along time ago and it was pretty fun :)

u can pm me here and tell me what to do or contact me on steam
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
ZOOOOMBIEE POOSSSST

Wow.....Over 2 years old. Damn. Anyways. I've FINALLY decided that I need to complete this map. Already got a lot of ideas, but I think my main problem right now, is I need some help.

More specifically. I need help from a mapper to make this map look a little...better. As it stands. Frankly. It looks kinda craptastic. And I am not good with the prettyifying of things. If anyone would be willing to help, I would be greatly appreciative, and you would get credit where credit is due.

You can send me a message on here if you wish you provide some assistance. Seeing as steam is not being nice at the moment.

Welcome back, also, we all start somewhere.


Some suggestions:


  • Add a proper skybox to the map
  • Add trim on edge of rooftops, most roofs are not completely flat on top, they usually have some short walls or rails.
  • Scale your textures a little smaller, .5 is usually a good start.
  • Make the ground on your cargo container screenshot use a better light map(4 or 8 for very detailed shadows, don't go overboard on everything or your map size will swell up). Do this by right clicking on the surface, open texture settings, under Pan/rot/scale you can change the light map detail.
  • To add to above, you seem to be going for a dark map. Use better light maps to make your shadows more detailed and less blob-y, experiment with lighting(Colors,shadow detail etc). It will pay off in the end.
 

Ninjakitty

FNG / Fresh Meat
May 23, 2009
73
0
0
Alright Slavek. I've poked at a few things. Got a question for you, about the second point, do you know the max jump height for the character in the actual units? It'd help quite a bit with the trim bit.

Also. I might make a steam group, for testing/help with ideas. Would anyone be willing to join if I did so? I've got a lot of ideas, but I don't know if they're good or not. And I'd like to pitch them to someone/a group of people.