KF-Silo-Of-Despair

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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
My first map was KF-THEDDLE. Just to test it out. Check out the link to see what it used to look like. This is the evolved map of that. I wanted to learn more before posting this far. It has the main Silo and stairs that go up to a single room and down to the bottom of the silo. I may change that up. It has side halways with rooms. Such as Control Center, Bunk Room, Dining Room, and Bathroom. I am still working on the rooms and decorations through out. I thought about making a couple more traders. Still working on ideas for that. This has a working Elevator to get up to the catwalks in the main silo plus several stairs. Do not jump into the Silo YOU WILL DIE. LOL.

The map is Playable. Big Map. Great for Hard or Suicidal.

The AI and Patriarch will follow you into the spiral stairs and kill you. So do not think they can. Watch the left side of the spiral stairs you will fall and die. I am going to run wires, piping, or something on that side.

I will upgrade the link below everytime I upgrade the map. So when I post new version out check the number here.
Silo-Of-Despair (FINISHED) UPDATED ON 7-02-09

THIS IS MY FIRST MAP SO ENJOY WAS VERY FUN TO LEARN HOW TO DO!!!!!!!!

Silo1.jpg
Silo2.jpg
Silo3.jpg
Silo4.jpg
 
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JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
Tested your map today in the server with more 5 friends and it worked well, no problems to report. Interesting map, maybe too easy to beat, with lots of weapons and ammo in the floor and a few exploitable spots like the elevator and the walkway around the silo. Thanks and congrats for your good and hard work.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hello.

Hello.

Thank you. I will be updating the beta today hopefully. With a few more tidbits. I figured this would be a good map for suicidal or hard.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hello.

Hello.

I just updated it to Beta 5. Which pretty much is the final version unless someone finds some bad glitches.

I added a couple more traders. Made one downstairs and one upstairs outside. I added a few more doors inside to the bunk house and bathroom. I added more detail and decorations.

If someone could point me in the right direction for adding my pic and info to the start up I would be great full. After I get this figured out I will make it final.

This was my first map that I made so enjoy. I want to do a outside one next. I also need to learn how to do running water and fire.
 

JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
We tested your map today and finded the following problems.
Exploit Area (you can sleep there if you want :) )
silo1.jpg


The red smoke that shows the path to the trade at the roof is not working very well, here is the picture.
SILO2.jpg
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Not sure how to fix the red smoke issue. Will work on it. As far as the exploit. Wouldnt you get kinda of bored. there. Do any monsters even come in there? I do not think they do. Unless they fall of the rail. I found some other issues I have to fix also last night with the path nodes. If any monsters actually come there let me know.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
Not sure how to fix the red smoke issue. Will work on it. As far as the exploit. Wouldnt you get kinda of bored. there. Do any monsters even come in there? I do not think they do. Unless they fall of the rail. I found some other issues I have to fix also last night with the path nodes. If any monsters actually come there let me know.

put a blocking volume around that railing then it'll be fixed for good, you dont want players to sit up there and camp while they shoot the fleshpounds etc.

the red smoke (path to trader), is created by the path nodes you placed for the zombies. check your pathing again and be sure to place a path node inside the trader room, this will create an even more accurate path to trader.
 
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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hello.

Hello.

Are you talking about the pathnodes for zombie or the smoke emitter? I will test it and find out. I might just move the wires down. It is a big pit. You jump to far and it will kill you. I want people to be able to look down in. I have a couple of ideas I will try.

Since you feel like helping. Do you know how to add a pic to the start up change it from untitled.

Thanks for the info. I will work with it.
:D
 
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dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
Are you talking about the pathnodes for zombie or the smoke emitter? I will test it and find out. I might just move the wires down. It is a big pit. You jump to far and it will kill you. I want people to be able to look down in. I have a couple of ideas I will try.

Since you feel like helping. Do you know how to add a pic to the start up change it from untitled.

Thanks for the info. I will work with it.
:D

the path nodes serve two purposes:

to guide specimen

to show you the path to the trader (red smoke)

jubal was saying that the red smoke (path to trader) is shooting upwards (showing you in the pic). so you might want to check that out.

if its just a big pit, and you want ppl to be able to look over the railing down into it, adding a blocking volume will do two things:

to stop players from jumping to their deaths

and it will still allow players to look down there without actually falling down to their death.

adding a screenshot for your map when players are loading? ok, the screenshot has to be 512 X 256 size. import it as a texture, save it as mylevel. while it is selected go to View - Level Properties - Level Summary - Screenshot. then click USE in that bar, and it will select the screenshot.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hello.

Hello.

Ok I added the player block already. I have path all the way up the stairs. However it shows it still where it is. I guess I can try to add a path node at the top and over at the trader and see what it does. Upstairs is one huge trader. I mean huge. I made it a small outdoors trader. Thanks for the info on the screen shot. I will work on that also.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
the path nodes serve two purposes:

to guide specimen

to show you the path to the trader (red smoke)

jubal was saying that the red smoke (path to trader) is shooting upwards (showing you in the pic). so you might want to check that out.

if its just a big pit, and you want ppl to be able to look over the railing down into it, adding a blocking volume will do two things:

to stop players from jumping to their deaths

and it will still allow players to look down there without actually falling down to their death.

adding a screenshot for your map when players are loading? ok, the screenshot has to be 512 X 256 size. import it as a texture, save it as mylevel. while it is selected go to View - Level Properties - Level Summary - Screenshot. then click USE in that bar, and it will select the screenshot.

Thanks for the info. Also showed me how to make custom textures. Now just need to learn custom meshes. I looked at some of the programs. To much money.
 

JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
Not sure how to fix the red smoke issue. Will work on it. As far as the exploit. Wouldnt you get kinda of bored. there. Do any monsters even come in there? I do not think they do. Unless they fall of the rail. I found some other issues I have to fix also last night with the path nodes. If any monsters actually come there let me know.
Nope, no bots there, just fishing in a barrel.
 

Stixsmaster

FNG / Fresh Meat
May 14, 2009
170
3
0
32
www.stixsworld.com
Unno if anyone else pointed this out but there appeared to be a hole in the map for me in beta4d or w/e

Here is an animated GIF I made of several pix I took of where it happens...

silohole.gif


---Stixsmaster
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Stixsmaster I went in and tested the newer beta. Could not find it. Must have been eliminated in 5 version. So not sure. I am working on 6 right now. Trying to get the smoke to work right. Not having any luck. Not sure why it is going up there. Working on path nodes. They where having problems around stairs. I think I got it fixed. I noticed a couple spots on the higher platforms that monsters just stop looking for you. So working on those nodes also. Thanks for the info. I could not re do the glitch. So I hope I got it fixed. I am ready to get this one finished up. I have ideas for some others. :D

THEDDLE
 
D

Dragonfel666

Guest
do you want me to make a silo, show you how its done?

Or just take ideas form Hl2 Ep2 they have a great silo there.
 
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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hello.

Hello.

do you want me to make a silo, show you how its done?

Or just take ideas form Hl2 Ep2 they have a great silo there.

Not sure what your talking about. Are you saying you dont like my silo or have a different idea? Hl2 Ep2? What is that? Just let me know what you are thinking.
 
D

Dragonfel666

Guest
at least you didn't take offense like most people and can take criticism from a good designer.

its out of place......everything.......look a pictures of silos,, make numerous lvls down to the bottom, contain the missile in a big circular room, like the REAL SILOS..... Maybe make it so you can see the daylight from the launch zone Whats up with the out of place square? doesnt look real....looks fake like you threw it together w/o taking time to even draw it out first. Maybe start the map with the players looking up into the opend hatch of that missle, and they see another missle blasting away into the air, that would be cool.

Oh and add steam at the bottom of the missle, like its being prepared for launch.


SRY HL2 Ep2= Half Life 2 Episode 2

take a look at this to get an idea of realism. and time, this map took about 500 hours.

http://forums.tripwireinteractive.com/showthread.php?t=34195


only thing positive is good work on the missle.

If you want i can sketch a quick layout for your lvl.
 
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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
at least you didn't take offense like most people and can take criticism from a good designer.

its out of place......everything.......look a pictures of silos,, make numerous lvls down to the bottom, contain the missile in a big circular room, like the REAL SILOS..... Maybe make it so you can see the daylight from the launch zone Whats up with the out of place square? doesnt look real....looks fake like you threw it together w/o taking time to even draw it out first. Maybe start the map with the players looking up into the opend hatch of that missle, and they see another missle blasting away into the air, that would be cool.

Oh and add steam at the bottom of the missle, like its being prepared for launch.


SRY HL2 Ep2= Half Life 2 Episode 2

take a look at this to get an idea of realism. and time, this map took about 500 hours.

http://forums.tripwireinteractive.com/showthread.php?t=34195http://forums.tripwireinteractive.com/showthread.php?t=34195


only thing positive is good work on the missile.

This is my first map. Plus I am teaching myself. So I am sure things will not be perfect. I started out with something else and developed into this. I am learning a lot. I would love to do like flames and steam out the bottom. However I dont know how yet. YET. LOL. I want to learn water also. I have several great ideas. Just a matter of figuring out how to do it. Thanks on the missle. I also want to learn how to make custom packages for meshes and textures. The mesh programs I looked at are really expensive. Every time I talk to someone I learn more.

Also look at KF-THEDDLE. Thats what I started with.
 
D

Dragonfel666

Guest
well on your next map a little advice.

take time planing b4 you start making it, look a pictures for ideas for realism.

and take your time. no need to rush perfectism. Rember to make a good map, nothing is to be out of place to keep the gamer amused. If something is out of the ordinary, the gamer will notice it and it will immediately throw them out of the game and back to reality. (hope you understand what I mean) REALISM IS KEY. if you don't exactly know how something is supposed to look, like i said look at a lot of pictures so you can plan in your head how your going to make that 1 area as realistic as possible.

also make sure that you map "flows", nothing out of the ordinary.

If you need help in layout just let me know, I draw out lvls in my free time for future projects
 
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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Dragonfel666 thanks for the advice. I came to that conclusion while building the map. Baby steps I guess. Every time I talk with someone or add things I learn new items and techniques.

For the rest of you that have been playing this I have updated it to Beta 6. See link above.

I fixed some issue with nodes. So they should not get stuck on stairs like they did on occasion. I also worked on the high platform and stairs so they will not just hang out at bottom.

I could not get the smoke fixed no matter what I tried. Not sure to do with that.

I do not have this version on my server yet. I will get that later.

I added a player block to stop exploit on wires.

I also added a player block at the bottom of the missile so players who decided to jump in between the fins would not get stuck and have to work there way out.

Other then that minor cosmetic stuff here and there. Please play with the map and let me know if you find anything else.

Like I said I intended this for more Hard to Suicidal.

Enjoy. Thanks for playing.