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Beta Map KF-SubCentral_Beta3

Wesker Luna

Grizzled Veteran
Apr 28, 2015
63
1
www.youtube.com
Hello Everybody! After all the nice feedback I recived from you Im glad to anunce the new and last Beta for SubCentral



New Features:

-New Areas!!!
-Added FX
-All Bugs fixed *I didnt find anything*
-New IA
-New Spawning Event *Team Spawn inside the metro and only spawned players can get out, with a lovely hand made animation for the doors*
-Fixed weapons not spawning
-Optimization



http://i.imgur.com/X8hQ2Eq.jpg
http://i.imgur.com/INfkwYn.jpg
http://i.imgur.com/AvEcXMI.jpg
http://i.imgur.com/vyvP8Qz.jpg
http://i.imgur.com/hTUO5bp.jpg
http://i.imgur.com/3FWWjpu.jpg

New Screnshots

http://i.imgur.com/KT7eJSp.jpg
http://i.imgur.com/3alEU6K.jpg
http://i.imgur.com/MgpFcsb.jpg
http://i.imgur.com/FV8kJ28.jpg

I will be testing the maps arround the servers.
I hope you enjoy !!!

Download

http://www.mediafire.com/download/415p8e705ia1xd2/KF-SubCentral_Beta3.kfm
 
Hi so i found a couple more things on the new version, you cna still get on top of the train and the 2 soda machines next to it. when you leave the train after you spawn you can't get back in don't know if it's intended.

1st: You forgot a texture here:

2015_05_01_00002.jpg



2nd: THere a wall you cna get to near the train where zeds can't get to you:

2015_05_01_00003.jpg



3rd: On the elevator room you can get to the zed spawn area using the shotgun jump:

2015_05_01_00001.jpg
 
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The level design itself is pretty great, plenty of room to move around wherever you are and very few rooms are a dead end. Ammo/weapon distribution feels good, enough so you can always find something but not too much.

One thing is the performance, especially in this area when there's bodies on the floor. http://i.imgur.com/hTUO5bp.jpg

It goes from 120fps when there's nothing there, down to about 35 if there's a bunch of bodies in the hallway directly to the right of where that screenshot was taken. Maybe it has something to do with dynamic lights in that area and there's just too many lights that casts shadows?

Overall you get two thumbs up, very well done so far.
 
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Best map by far of the current bunch, really great work.

A couple of minor points we noticed while playing it.
All to do with the room with the blue mist just down from the trains.

Standing in this corridor looking back into the room causes a major drop in frame rate (noticed by all players), seems to get worse as more bodies and more blood piles up. Hopefully there is some optimisation you can perform?

When the trader pod in the corner of this room is open there is no "wisp" leading to it.

The trader pod is too close to and conflicts with the door, when standing on the door side of the pod "e" interacts with the door rather than the pod.
 

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Hey man, great work on the map. One of the best layouts I've seen of the currently existing custom maps.

I found a major bug, though, and it's hilariously exploitable: zeds have no pathfinding to this platform behind the starting train if you stand near the middle.

Spoiler!


If you stay there zeds spawn in the platform area and just stand still before dying or, in the case of bigger zeds, teleporting to another spawn location.

Spoiler!


They can reach you if you're standing over near the rubble and fire (which does no damage, btw), but they'll accumulate on the tracks if you stand on the left side of the platform:

Spoiler!


Raging Scrakes can jump up onto the ledge, though.

Spoiler!


I also found out the hard way that Hans can hop up onto the ledge when he's in "hunt" mode, and I accidentally let him heal once before he trapped himself in the train.

Spoiler!


From there it took almost all my ammo to kill him, but he didn't budge.

Just wanted to make you aware of this, because it makes the map extremely easy as it is.

Also, as someone else mentioned, one of the trader pod locations has no guide arrow. Personally I'd do away with the fog on the ground of that one room, as well, because it looks weird from the stairs underneath.
 
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I have one major issue with this map.

For some reason on suicidal the zeds have a 30% chance of not initiating the first wave(Meaning you can run around forever and no zeds will spawn). I had this map on my rotation on hard for a few days with no issues.

For now it's been removed from my rotation. I've had visitors claim they have had similar issues on other servers with this map.

Not sure what the issue could be. Hopefully it's an easy fix.

Otherwise this is one of my favorite maps. Good job!
 
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I've got this map running in my server's rotations and it seems to be a hit so far! Very well done, if I didn't obviously know better, I would've guessed that it could be an official map. I haven't experienced the bugs that others have mentioned but it doesn't mean they're not there, so I'm looking forward to further updates!
 
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