New maps insanely difficult? Or is it just me?

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Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
I'm just wondering if anyone else is having a ridiculous time with the new maps. On numerous occasions (especially on Waterworks) I've had an entire group of specimen spawn directly in front of me (I watch them appear out of thin air) and then I get slaughtered.

This mainly happens in the large open area of Waterworks, but I've seen it near the waterfall in Wyre as well. It seems to be completely random when it happens, and I can't quite explain what would trigger it.

What's strange is I'm playing on normal, with Level 6 perks, and I run around having no problem whatsoever. Then, something like this occurs and I'm instantly killed as 10 specimen (sirens, gorefasts, and bloats) randomly appear and descend on me.

It's frustrating because I'm getting slaughtered in Normal mode on Wave 3 or 4. Meanwhile, before the patch, I had just attained the achievements for Suicidal Manor and Biotics (so it's not like I'm some newbie who doesn't know the tactics to the game).

Just wanted to know if anyone else is having as hard a time with these new maps?
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
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Amsterdam, Netherlands
personally i have the feeling that a lot of the maps the pathing might have improved dunno if it has. But generally it looks like rather than only the quickest way to the player the specimen take more routes.

Like if im on the top of the offices. And weld both doors shut, they now get destroyed pretty much at the same time. But it could be a placebo effect.
 

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
I don't know how significantly Waterworks has changed from V2, but it has its good spots and its bad spots.

The room with the car in the center and a tunnel right near by, very dark - this is a good spot. Put sharps/firebugs on top of the car, weld the doors, you do good here. The other good spot is the room with the yellow stairs. Good chance for funneling zeds.
 

IceStorm

FNG / Fresh Meat
Oct 22, 2009
16
0
0
I've had trouble with Wyre, only because It's to hard to tell where some of the map boundaries are. Like It looks like you can jump over that one big log. Only you find out you can't and you just got yourself surrounded while trying.

Besides that I don't think they're that much harder then the old maps.
 
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Steve5513

FNG / Fresh Meat
May 31, 2009
30
1
0
I couldn't solo waterworks normal difficulty with my lvl 5 medic, was a full game and everyone died at the start, i don't blame 'em since they were all new and i remember i died a heck of a lot when i first started this game. I expected to be able to make it since it was the first wave, heck, i've gotten through much worse after everybody had died but for some reason i got destroyed.

That was the THIRD map where we all died on the first wave, all three of which were the new maps.
 

rckrdude

FNG / Fresh Meat
Sep 16, 2009
313
86
0
McAllen, TX
I tried bedlam and thought it was a hard map even on normal difficulty. The zed spawns are EVERYWHERE. Also seemed really complicated. The only holdable spot seemed to be the long corridor with windows on the side, but we were having trouble even there. It might have been because we had a couple new players and no supports but still...

I'm not complaining though. This is a good thing. We had to keep moving almost all game in order to survive, which is a nice change from camping U room or second floor all game. :rolleyes:

Also none of us got the achievement for beating the map. Glitchy I guess.
 
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Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
I'm assuming what it comes down to, now that I've played a lot more maps, is strictly in the design of the new maps.

The volume of zeds spawning is just plain overwhelming at times. I'm sure it's no big deal in a multiplayer game, but on Solo (where you can't look in multiple directions at once) it becomes astonishingly difficult.

While I can't even get past Wave 7 - 8 in a Normal game on Wyre or Waterworks, I can meanwhile destroy Hard mode in other maps (Office, Biotics) without being touched now, thanks to the overwhelming power of the AA12 and SCAR.
 

Sgt Jigglebelly

FNG / Fresh Meat
May 15, 2009
203
3
0
new map design seems easier to get lost in (at least since we just got them), and easier to get surrounded in. so yep, feels tougher

but hey, we've got new guns so we need the challenge, right?
 

Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
Right now, I must completely admit that:

My biggest problems with the new maps seem to be attributed to my desire to explore them. I lose my focus, and that's what gets me killed. I'm willing to admit human error on this, because I don't want to seem like some pretentious brat who's just whining because something is slightly difficult.

HOWEVER:

In my recent solo game on Normal KF-Bedlam (fantastic map btw), I was encountered by SIX Fleshpounds on Wave 10. I have never seen that volume of FP's in a solo game short of suicidal mode.

Luckily, they were ALL in a line, and I cut through them with the AA12. Had I been any other class than Support Specialist, I would have been killed, no doubt in my mind.

For the Patriarch round, I was expecting something ridiculous, but in complete contrast he barely lasted 10 seconds thanks to a Pipebomb followed by emptying my AA12 into his chest. Upon winning, I got no achievement, but that doesn't really concern me.

What concerns me most was those six FP's on normal mode. I'm all for ramping the difficulty here, but doubling the standard amount of FP's seems almost ludicrous.
 

kingkong

FNG / Fresh Meat
Jun 26, 2009
442
17
0
looks like some people here missed the promo vids the tw team put up on ign, with complete short game playthroughs on all 3 maps and new weapons. didn't notice a link to them here but I was watching them earlier while waiting for the update, not elite by any means (lol ramm) but they showed some nice defensible spots that we ended up using. even with a steady stream of newbies filling up at least 1/3-1/2 the team on hard we held out most of the time till at least wave 5 in a bunch of long games. and waterworks has always been hard, the spawn points and layout just make it really easy to get swarmed.

some good spots are
waterworks - stay near the huge pump station turbine thingies, or reservoir with the broken down van
bedlam - stay near the courtyard, where you can retreat towards the pool or 2nd floor
wyre - outside up the stairs onto the rooftop with all the sandbags

check those out:
http://ve3d.ign.com/videos/game/14332468/PC/Killing-Floor/category/8/Gameplay[url]http://ve3d.ign.com/videos/game/14332468/PC/Killing-Floor/category/8/Gameplay[/URL]

I believe there is also something going on with spawn points as well since v1006, even before this update I have noticed spawns ignoring max distance and just appearing as if from nowhere. bug or not it does get you killed much more than usual.
 

Logisticz

FNG / Fresh Meat
Aug 25, 2009
64
1
0
Germany
I tried bedlam and thought it was a hard map even on normal difficulty. The zed spawns are EVERYWHERE. Also seemed really complicated. The only holdable spot seemed to be the long corridor with windows on the side, but we were having trouble even there. It might have been because we had a couple new players and no supports but still...

I'm not complaining though. This is a good thing. We had to keep moving almost all game in order to survive, which is a nice change from camping U room or second floor all game. :rolleyes:

Also none of us got the achievement for beating the map. Glitchy I guess.

couldnt agree more with that - same goes for us with teh achivement though ;)

But how you saud - hard doesnt mean bad
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
The lack of strong lighting in Bedlam adds a ton to it difficulty. Crawlers are damn near invisible in most of the level. The part of the level with the broken walls is a death trap too, because of all the shot blocking, and because Husks and sirens get the drop on you.
 

j_sickness

FNG / Fresh Meat
Oct 23, 2009
14
0
0
I don't know how significantly Waterworks has changed from V2, but it has its good spots and its bad spots.

The room with the car in the center and a tunnel right near by, very dark - this is a good spot. Put sharps/firebugs on top of the car, weld the doors, you do good here. The other good spot is the room with the yellow stairs. Good chance for funneling zeds.

water works is one of my FAV maps!
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
The lack of strong lighting in Bedlam adds a ton to it difficulty. Crawlers are damn near invisible in most of the level. The part of the level with the broken walls is a death trap too, because of all the shot blocking, and because Husks and sirens get the drop on you.

I usually don't mind the dark. But Bedlam is so dark that I literally can't see in several areas without cranking the gamma. Seeing as how there are STILL only 2 weapons with flashlights in the game...this is kinda lame...

The worst part? Darkness + either Puke or Fire (Bloat or Husk) and you can't see ANYTHING. Siren's hiding in the dark and screaming are just as bad. Almost guaranteed death every time this happens. Ick!
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
The lack of strong lighting in Bedlam adds a ton to it difficulty. Crawlers are damn near invisible in most of the level. The part of the level with the broken walls is a death trap too, because of all the shot blocking, and because Husks and sirens get the drop on you.


might want to fine tune your gamma settings......i actually think the lighting in Bedlam and Waterworks are a huge improvement from the dark areas in maps like Farm/Offices/WestLondon. i was quite surprised at how well it was lit up. i'm only using a geforce 6600gt soooooo, if i can see things clearly, anyone should be able to.

the new maps, i've honestly really enjoyed the challenging nature of them. no more cakewalks through the same stock maps. i think the overall layouts are much better. they keep you moving around, usually towards the trader and stop you from camping out somewhere. Bedlam especially....you simply cannot camp out with a team an survive. the AI paths do seem much, "smarter" than before. the counter is the huge increase in firepower with the new weapons. those pipebombs work wonders for covering your back or setting traps. overall, i'm very pleased.
 

Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
I find it kind of ironic that everyone is reporting having to move around in order to survive on the new maps.

In Bedlam, the only way I've found to survive is camping the main room where you start (just press up against the front door and focus your attention ahead). Then I just toss nades at the doors and fend off crawlers from the balconies whenever they spawn.

At any rate, I retract my initial statement that started this thread. While there are some anomalies in gameplay (6 FP's spawning at once, max distance triggers not functioning correctly and spawning zeds right in front of you, etc.) overall I've been having a great experience. It is more difficult than usual, but not insane.

I guess I just had to grow accustomed to staying alert, even on Normal mode. :p

Also wanted to quickly point out, while playing Bedlam on the Pat round, he hit me with a rocket through a welded door, across a large hallway. The rocket did not break the door, but more or less sailed through it, down the hall, and hit me. My armor was instantly annihilated and I was pegged down to 63 health... Again, strange things that go on in these maps, haha.
 
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Riut

FNG / Fresh Meat
Aug 14, 2009
115
2
0
The maps would be cake if it weren't for the Husk, he's pretty overpowered as he is now.
 

BlackLabel

FNG / Fresh Meat
Jan 9, 2007
3,136
1,063
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Churmany
I found the husk to be easy, even killable with the starting pistol. :D But maybe i dident play on hard/suicidal.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
Yeah, I don't find the Husks to be OP at all. More, they seem to be the straw that breaks the camel's back. In the previous version, when your group was teetering on the edge of dying, someone would drop the FP or scrake and people would get the breathing room to recover.

Now, the Husk ninja-snipes the weakest person in the group and the whole house of cards comes down, especially for zerkers who can't see anything between the blood splatter, screen shake and flame graphics. Husks really show how dangerous they are on levels like Farm, when you have 2-3 husks spawned and they start shooting you from a long ways away.