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Beta Map KFO-ManufracturedB1

SMIFF

Grizzled Veteran
Sep 19, 2009
1,811
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A map set in some sort of warehouse location.

It's probably impossible on higher difficulties with more players due to lack of ammo, but that's why it's a beta.

Feel free to post about any suggestions, bugs and stuff.

UPDATED:Version is now B2.

Fixed a whole bunch of stuff.
Removed Husks from all squads.
Increased time it takes to unweld the gate slightly.
Added some message triggers.


Link for B2: www.mediafire.com/download/au8s38aq4v8k8qp

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=172817252

Screenshots:
Spoiler!
 
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Your server only has 1 map and the map selection is disabled...

Mission 1 - Forgot the name
So i went on Solo and picked Normal, already it was becoming bull**** with the endless amount of zeds spawning. I already wasted all ammo and was cornered. So i enable god mode and infinate ammo since i was just gonna die from the first part.
Opening the door wasnt any better since now there more spawn points for the zeds to appear.
So i guess everyone should just go zerk then.
At the very lease when you open the door to the bathroom and jump on the cargo boxes, the zeds cant get you, so thats very helpful if playing with other players even though its a exploit.
Having new objectives added after completing one is something pretty to see since now your HUD looks cluddered up (6 Objectives).
I also fail to see the "Finish off the remaining Zeds" showing up after the door is welded. With no ammo you might as well let them in so you can knife them...but the door doesnt even open after unwelding :/

2nd time playing this it was much easier when you spawn as a support and already know what to do. Went much quicker then the 1st time too since you already know where to get the key.

Mission 2 - Explore the area
Fix the door (you know which one), its not a good thing to have a door you need to open that wont open because you are blocking it.
The hidden key...oh you, it took a while to find it, and thats a problem. If a bunch of players cant find the key then its already a failer and players would just map vote. A example whould be this map A hint of where or what to do would be good, unless you have that player(s) who already know what to do, but to new players to the map, its not.
Zeds cant go up on the 2nd floor, so the scrake went in the corner and cried until i killed him with medinades.

2nd time i just hid in the hole.

Mission 3 - Explore the next area
"Its pretty useless but its all the rage these days"
lol
I got mix feelings for the YOU MUST HOLD THE USE or it depleats.

2nd time went fine just like the first time.

Mission 4 - Top roof
You and your keys! They are everywhere, for a place with a lack of ammo, no one knows how to properly but their keys away.
Lots of zeds loiter the start room of the building. So i dont see the point of even opening the baracaded door, might as well leave it blocked...to bad they bust it open anyways.
In such a small room with a lack of ammo, you can already get raped in the bottom floor, i couldnt go up due to the zeds crowding the stair case.
Again with the kill off zeds, weld door and i couldnt get me.
Picked up the key in the room and the text "There is a key in that room" still appears. Died here the 1st time by siren rape on the roof, didnt even noticed them since they were attacking the roof door.

2nd time there was too many zeds and blocked the stair case, no ammo left and i didnt wanna go through all that **** again, i enabled god mode.
Also the zeds attack the 1st door you weld (the entrance to the warehouse thing).

Mission 5 - Confrontations

I couldnt finish this one, i threw nades at the door for the roof and went inside and said that all players need to be here in order to continue...
So i guess that was the end since all players (being me) was already present and the only objective was "Find the key for the top floor."
Dont know what key its suppose to be, and i hope it wasnt that key i picked up in the last mission.

This map being ONLY 1 wave isnt good and because of this you MUST have a team with 1-4 zerks, and at lease a medic to heal & Support to weld.
 
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Your server only has 1 map and the map selection is disabled...

Intended for the time being.

Mission 1 - Forgot the name

...but the door doesnt even open after unwelding :/

Deliberate, if I'm able too I'll remove the ability to unweld the door once the proper conditions are met.

2nd time playing this it was much easier when you spawn as a support and already know what to do. Went much quicker then the 1st time too since you already know where to get the key.

That key spawns randomly in 1 of 3 areas, a shame that it was the same area twice for you,

Mission 2 - Explore the area
Fix the door (you know which one), its not a good thing to have a door you need to open that wont open because you are blocking it.
The hidden key...oh you, it took a while to find it, and thats a problem. If a bunch of players cant find the key then its already a failer and players would just map vote.

Door is fixed in next version (not out yet) and I'm ok with it taking a while to find that key, plus you only need to do it once. But maybe I'll add another clue.

Mission 3 - Explore the next area
"Its pretty useless but its all the rage these days"
lol
I got mix feelings for the YOU MUST HOLD THE USE or it depleats.

Yeah I'll probably change it to keep your "use" progress

2nd time went fine just like the first time.

Mission 4 - Top roof
You and your keys! They are everywhere

Lol, yeah I pretty much ran out of ideas toward the end so it's just a keyfest

Lots of zeds loiter the start room of the building. So i dont see the point of even opening the baracaded door, might as well leave it blocked...to bad they bust it open anyways.
In such a small room with a lack of ammo, you can already get raped in the bottom floor, i couldnt go up due to the zeds crowding the stair case.
Again with the kill off zeds, weld door and i couldnt get me.
Picked up the key in the room and the text "There is a key in that room" still appears. Died here the 1st time by siren rape on the roof, didnt even noticed them since they were attacking the roof door.

I guess this map should be played in beginner on solo because that section is pretty ridiculous, when another player joins the game there's a way to get around that part pretty easily which I won't tell for now.

Also the zeds attack the 1st door you weld (the entrance to the warehouse thing).

Aware of this but haven't been able to fix it yet without breaking something else.

Mission 5 - Confrontations

I couldnt finish this one, i threw nades at the door for the roof and went inside and said that all players need to be here in order to continue...
So i guess that was the end since all players (being me) was already present and the only objective was "Find the key for the top floor."
Dont know what key its suppose to be, and i hope it wasnt that key i picked up in the last mission.

It's the key in the storage room on the third floor, with the message that says "there's a key in here" are you saying the objective wasn't marked complete, or did you go and pick the key up before that objective was available (will fix that too)

This map being ONLY 1 wave isnt good and because of this you MUST have a team with 1-4 zerks, and at lease a medic to heal & Support to weld.

I disagree, maybe 1 zerk is ok but there should be some commandos at least.

Thanks for playing
 
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oww red text on grey!

The time it takes for your server to restart the map takes a while, which is why i dont get you would disable it and why i just to solo instead.

Another clue whould be great.

And yes, the key from the storage room on the 3rd floor, i picked it up on mission 4 and since i did that, it didnt count for mission 5 thus broke the map.

Edit: I enjoy the city theme, we need more of that in KF.
 
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I suggest adding atlease either more ammo, or grenades at spawn.

The front door to the warehouse should be able to open, what if a player runs in and weld the front door. Who ever didnt get in whould get locked out and since its all just one wave, the whole mission is already a fail.

When the zeds spawn, you can hide in the corner and they wont get you
Spoiler!

Sadly i ran outta ammo and had to spawn a Orca to kill of a scrake. Im not 2 pro to kite a scrake with a knife as a medic.

Like i said for the stairs, there is too many eneimes for you not to have ammo to defend yourself from the endless army.
Spoiler!

If anything, maybe some zerk weapons (Machete, Broken Pipe, Axe) or even allowing to spawn with our weapons/armor.

Also is it suppose to be like this? Or just a glitch?
I was gonna run out that door but chouldnt cause of the wood.
There was no zeds attacking the door since i unweld it.
Spoiler!


Im not a fan of the ammo specific thing, since players whould just pick up any ammo and think its for all, some maps do have models of ammo but they are basically just reskins of ammo crates.

Maybe instead of having the key spawn in a room you whould probably pass, maybe make the paper wall non-breakable until the next mission.

I made it to Patty time, no ammo so there was no point in even fighting him...but i went in anyways. I just spawned a AA12 and killed him. Maybe have ammo crates infront of the office door. I also wanted to jump down to the 3rd floor where the paper wall whould be but it was just a invisible wall.

So it seems better then the last time, but thats because again, i get what to do, so far i only saw the key spawn in the bathroom or the garage.
 
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I suggest adding atlease either more ammo, or grenades at spawn.

Not sure, the whole outside area can be complete without killing any zeds if you have more than 1 player. Solo it requires some juggling at the gate, I intended to make the gate quicker to unweld if solo but longer if multiplayer but I think alex said it wasn't possible right now.

The front door to the warehouse should be able to open, what if a player runs in and weld the front door. Who ever didnt get in whould get locked out and since its all just one wave, the whole mission is already a fail.

The door trigger is not disabled until some certain objectives are complete, if a player is outside and someone else is inside and welds it, then the trigger won't (or shouldn't) disable because the "get inside" objective won't be complete as it requires all players to be inside. I'll double check it anyway.

When the zeds spawn, you can hide in the corner and they wont get you
Sadly i ran outta ammo and had to spawn a Orca to kill of a scrake. Im not 2 pro to kite a scrake with a knife as a medic.

The Hunting Shotgun is intended for the Scrakes, you should be able to kill the other 30 specimens quite easily. Btw if you haven't figured it out already, at least 1 support specialist is a necessity, especially if solo.

Like i said for the stairs, there is too many eneimes for you not to have ammo to defend yourself from the endless army.
If anything, maybe some zerk weapons (Machete, Broken Pipe, Axe) or even allowing to spawn with our weapons/armor.

I'm going to slow down the spawn rate for this part so hopefully when you kill a small bunch of zeds there will be an actual window of oppurtunity to run up the stairs quickly.

Also is it suppose to be like this? Or just a glitch?
I was gonna run out that door but chouldnt cause of the wood.
There was no zeds attacking the door since i unweld it.

Never seen that happen before, no idea how that could happen with the current settings but I'll check it out, maybe I missed something.

Im not a fan of the ammo specific thing, since players whould just pick up any ammo and think its for all, some maps do have models of ammo but they are basically just reskins of ammo crates.

Well I'm sure players will figure it out eventually, so far they have almost instantly throughout the several times I've played with people.

I made it to Patty time, no ammo so there was no point in even fighting him...but i went in anyways. I just spawned a AA12 and killed him. Maybe have ammo crates infront of the office door. I also wanted to jump down to the 3rd floor where the paper wall whould be but it was just a invisible wall.

Yeah I'm going to be adding some weapons and ammo before that section.

So it seems better then the last time, but thats because again, i get what to do, so far i only saw the key spawn in the bathroom or the garage.

I don't want the map to be beaten on the first try, it's not impossible but I want players to think about what they could have done better, change up their perks accordingly then try a different plan of attack maybe, you know?

Like you said
"I get what to do now" so you've probably played it quite differently each time, from the sounds of it you're having trouble with ammo management right now lol but another playthrough or two and you'll probably get that down.

Thanks
 
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I like it!

I like it!

YES, I like it, it is more a mission, an adventure, which is totally different to the official KFO map (not saying it is not good, just different).
I beat it on hard solo with lv 5 supp, actually I think the difficulty is kinda balanced at hard difficulty. At least the zeds queue up decently. It would be more fun if they do spawn from more spots.

Lack of ammo is a good thing to me, because it simply brings out the horror, the feeling that you are hopeless, in adversity, which make it a good horror games. Also, it will definitely encourage players to cooperate more.

Also enjoy to search around the whole map, use torch in some area :333.

I especially like that when I need to find a key for the main entrance, I close and weld the door, buying some time to search the house/room. That makes it kinda cool, like the horror movies.

Here is how I beat it,
Spawn as supp,
grab the weapons and ammo,
rush to the door, unweld it,
get to the main entrance to trigger the event,
search the keys and grab ammo and guns (esp that LAR),
unlock the main entrance, clean out the zeds,
open that truck door (in fact i stuck at this lol),
get in the hole grab the hunting shotgun,
exploit at the spot as the zed wont attack you
the machines at second floor scares me :33
and successfully escape at that "roundabout"
................skip :p
kill the fp
and make it to pat
double barrels the pat
on hard so I didnt die in one hit
finish him in LAR

lastly, just few questions
Does the amount of zed increase as player increase?
Will it be too hard on HoE as no armor and no strong weapon and pat can one hit kill?
or it means off perk pat lock or zerk pat lock is necessary on higher difficulty?

another little thing to mention is that the doors are buggy, sometimes want to close and weld but it wont close and then the zeds rushed in :3.

one more thing, i like it urges players to figure things out and beat it through trial and error, that is what game should be. The map isnt really that ridiculous, things are kinda easy to figure out. (find the guns, find hidden ammo, cooperate with other teammates etc.)

and firebug and demo is ignored :3 either warn players not to choose these two or should give them a role in the game?
 
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