Map concept!

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vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
So... got this map concept, if anyone's interested in realization, please tell me. I'm not much of a mapper myself, but besides from the idea, I can consult layout and beta-test it.

Style: BioticsLab-like. An underground research facility with frequent power surges. Climatic and dynamic with dense action. One or max two floor levels.

Most of the time place is well-lit with white lights, that sometimes flicker simultaneously. All doors are automatic - they open when player or zed approaches it, and close behind him (no more grenades lobbed over whole map, some uncertainty what's behind next door, and some challenge for sharpshooters). Those doors also can be forced to close when player is nearby by pressing use key, so they can be welded. There is some kind of ambient sound of machines working.

From time to time (once per 7-10 minutes) there is sound of machinery spinning down and all map becomes pitch black for 20 seconds. All ambient sounds and music dies. During that time all doors instantly close and cease to function. Players can be stuck with horde of specimen in a narrow corridor, forced to use flashlights / gunfire / flamer to see anything and finish them off. Some unfortunate players can be separated from their team. Or when you're lucky, zeds are cut off from you, so you can heal your friends and reload your weapons. This will also encourage players to find the trader quickly, so they are not stuck somewhere while it's shopping time.

After that time, facility goes into backup generator mode - map is lit by faint emergency lights (red or green, a lot darker than BioticsLab). At this state doors function like most KF doors - they can be opened and closed manually by players and zed alike. This lasts for about 2 minutes, then main generator turns on, and map goes back to first state, ambient sounds kick in. The cycle repeats.

Generally, map should be very similar to BioticsLab, same details and similar structure, but with several differences. First of all, display windows are made from reinforced, unbreakable glass. Some of them can have small holes broken, so one player can shoot through them (too small for grenades, though). Secondly, there are many small rooms (trashed bureaus with computer desks and bodies in it) accessible from main corridors - weapon, ammo and zed spawns can be placed there. That will encourage some exploration and make nice combat situations when squads of specimen pour from side.

Some parts of the floor can be made of grating, so you can see rows of clone tanks in faint light, about 5 meters below you. There should be also some main power generator room accessible from 3 sides, with loud ambient machinery sound. Also, vents with crawler spawns on the ceiling, barricaded corridors, pipes, etc.

I guess that would be nice to add some classic horror movie scenario and some randomness to KF - and that would be achieved by players getting nervous when lights go off.

Also, It could be done the lazy way: by simply modifying BioticsLab. Its structure could be mirror-reversed, more doors in corridors added, rooms created where there are already those 'fake' doors, lightning system added as described...

So, what do you think about it? :cool:
 

Geigeris

FNG / Fresh Meat
Feb 18, 2010
52
0
0
In Lithuania [LT]
Sounds like good idea. But i'm not sure if it's possible to do. I making one map myself and still learning (very slow). Ofcourse if that were possible to do, i would really enjoy that ;). Even if i knew how, i probably couldn't because i don't have so much time and patience.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
its a nice idea for sure but very difficult to implement. Things like the blackout cycle and doors that close and can't be open again aren't going to be easy. Triggerlights are a problem because people with low GFX won't see any light. Doors that lock themselves are hard because you can't have it that way AND have ordinary triggers on them. Then there's a wierd drama that is giving me headaches at the moment, being that doors can become 'fixed' in their position after trading time (fixed in the sense that you cant close them again without having a KFUseTrigger)
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
I'm not very familiar with unreal editor capabilities. Maybe that would be fixed by mounting several doors at one spot, with some of them being 'invisible' during one phase of the light cycle? Or maybe the whole idea would require to be a 'mission' / sandbox map with predefined events?

Anyway, similar things are implemented in new version of KF-Hive map, so I guess it's possible.
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
Hmm I bet I could do that! You know what, after I finish Horzine Headquarters, I am going to try something like this, oh and the power being shutoff then going on backup power, then full power sounds like a very very good and creative idea!
 
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Anemia

FNG / Fresh Meat
Mar 22, 2009
232
15
0
Yeah ill prolly give it a try as well, I'm not at my computer to see if I would be able to get it to work, but i think so.

Edit: only Biotics though, since I'm a lazy man with quite a lot of school =)
 
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Anemia

FNG / Fresh Meat
Mar 22, 2009
232
15
0
Well the triggers works without any problems, but I have one problem, and it's the light. I don't seem to know how to use the triggerlights or w/e I need to use to trigger lights^^

If anyone knows, help would be appreciated :)
 

Anemia

FNG / Fresh Meat
Mar 22, 2009
232
15
0
Yes I am. I've done this: I have one Trigger that activates my condition and scripttrigger and the scripttrigger goes into a loop. So as soon as I activate that Trigger again The scripttrigger goes out of the loop. I'm 100% sure that this works. But I can't get the trigger light to trigger, I've given it the tag "light" and I trigger event "light" just before my loop starts. But apparently I'm doing something wrong with the actual triggerlight since it won't turn on.

/Anemia