Stop adding destructible lights everywhere on your map

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thefleshpound

FNG / Fresh Meat
Aug 27, 2010
147
17
0
I know it has become 'fancy' to add destructible lights to every spot on a map, but please stop doing so! Please think where it might add to the atmosphere and where not. I want to remind you: we do not have permanent headlights in KF2 and not every weapon has a flashlight attached. And if a weapon has one attached, it usually has a battery that needs to recharge after a while.

Having to play in total darkness after a round with sirenes is just not fun.

This is how we had to play after a few rounds [we died in that round]:

http://steamcommunity.com/sharedfiles/filedetails/?id=446617217
 
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thefleshpound

FNG / Fresh Meat
Aug 27, 2010
147
17
0
I have nothing against destructible lights, but I think that the game wasn't really made with that aspect in mind. That's probably why the placement of destructible lights in official maps has been done carefully and in moderation. It might work with a mod that adds nightvision for all players, but in the current state is causes a lot of problems.

If a spot becomes dark move to another.
You might have planned your maps that way, but I have seen a lot of maps where the map was pitch-black after a few rounds.
 
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Gears94

FNG / Fresh Meat
May 1, 2015
34
0
0
I have nothing against destructible lights, but I think that the game wasn't really made with that aspect in mind. That's probably why the placement of destructible lights in official maps has been done carefully and in moderation. It might work with a mod that adds nightvision for all players, but in the current state is causes a lot of problems.

You might have planned your maps that way, but I have seen a lot of maps where the map was pitch-black after a few rounds.


Yeah having a map go pitch black sort of ruins it but if planed correctly then you have have players constantly on the move but always able to see where they need to go. Like hallways always being lit but rooms having most lights break. But once a room goes dark you need to have a reason for player to go back to the room so adding ammo and guns in those rooms or maybe a trader pod in the darker part of the map.
 

Swift-Brutal-Death

FNG / Fresh Meat
Aug 18, 2009
902
35
0
Some people want maps with less lights. Some people like maps that are completely lit up. I don't think it's simply a matter of destructible lights being fancy, I think some mappers are trying to create scary, dark, difficult maps.
 

Gears94

FNG / Fresh Meat
May 1, 2015
34
0
0
Some people want maps with less lights. Some people like maps that are completely lit up. I don't think it's simply a matter of destructible lights being fancy, I think some mappers are trying to create scary, dark, difficult maps.


Well I think there is a fine line between dark and scary and unplayable dark
 

mmnicolas

FNG / Fresh Meat
Apr 7, 2013
370
0
0
Just don't add them to your maplist, it's raining maps and it's gonna keep raining. I swear you'll never run out of maps to play even if you ignore a few.

Besides I'm not sure anybody fully understands all the TW specifics of the UDK yet, except maybe Swift who I bet is already being contracted by TWI for the next event maps ;)

TLDR: Take a seat and some popcorn, the better maps will start pouring soon.
 

Ethereal Wisp

FNG / Fresh Meat
May 7, 2015
2
0
0
Well I think there is a fine line between dark and scary and unplayable dark

I agree with this, wholeheartedly. I did lighting in theater for a number of years and one of the things that I learned was that "the darker the show, the more lights it had." And it was true! Take a play like "Death of a Salesman," which had a lot of darker scenes that utilized shadows to really bring out the atmosphere that permeated the show. To get those particular shadows, we had to use a LOT of lighting. On the other hand, brighter shows had a relatively low number of lights that were needed. This can be true about any type of media - even these maps.

Scary to me is the flickering of lights and shadows, and the alternating of dark and lit up rooms. That moment when you know you have to leave the lit area, and take that plunge into the dark or face death. There are times that pure darkness has its "terrifying" moments, but if used excessively you'll only end up causing more frustration than actual fright. Remember - even just a lighter's worth of light is enough to really creep the hell out of most people.

I also agree with Gears94 in regards to giving players an incentive to jump into dark areas. They need ammo? That dark room on their right has it, but there's a chance of getting ambushed by the ceiling or floor spawn points in there. Or maybe they're the last man standing and are forced to kite the last thirty mobs? Create a kiting path with destructible lights and dead ends if they make an early or late turn, forcing them to either stay and make a stand in a lit room or take refuge in the shadows.

After designing the basic structure of these maps, map makers should put themselves in the shoes of the ones taking these maps on. "Wow, if I added this, it'll definitely make things harder" or "Huh, players could definitely abuse this one corner, I'll tweak it and see if it's still bad."

At least, that's my two cents about it. :p
 

mikkou

Member
May 9, 2014
324
4
18
You might have planned your maps that way, but I have seen a lot of maps where the map was pitch-black after a few rounds.

What I did with Subterrane is added some emergency lighting indoors when certain things are destroyed, to give players some illumination when the lights go out in an area. In addition to that theres some glowsticks and radiator lights to allow navigation. But the map also has 3 outdoor parts which are constantly lit by dim ligthing so as long as you can make it back there in time youll be fine.

In the future though, Im going to build the "dark" lighting first and then start adding the destructable lights so that the atmosphere will change when the lights are destroyed but it wont be as pitch black.
 

Impeccable Lemon

FNG / Fresh Meat
May 3, 2015
95
0
0
What I did with Subterrane is added some emergency lighting indoors when certain things are destroyed, to give players some illumination when the lights go out in an area. In addition to that theres some glowsticks and radiator lights to allow navigation. But the map also has 3 outdoor parts which are constantly lit by dim ligthing so as long as you can make it back there in time youll be fine.

In the future though, Im going to build the "dark" lighting first and then start adding the destructable lights so that the atmosphere will change when the lights are destroyed but it wont be as pitch black.

I've done something similar, with my warehouse map. However those lights aren't tied to any sort of destructible object, they're just there, on already. The whole map is shaping up to look like it's been torn apart, so the emergency lights are on. Plus, I have strategic glowsticks and some indestructible lights to keep at least some illumination.

But, that being said, the core design of the map is based around keeping the players moving. There's a lack of places to defend for more than enough time to catch your breath and reload, and those places will get dark very fast.
 

dakkafex

Member
Aug 7, 2014
88
1
6
do you know how freaking scary it is when its almost pitch black and the only thing of light are some objects with emissive materials and your flashlight....hey what is that yellow light coming towards me....why did it turn red?......sadasdQWEE!

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#end of transmission#
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headbox

FNG / Fresh Meat
May 8, 2015
284
0
0
do you know how freaking scary it is when its almost pitch black and the only thing of light are some objects with emission mapping and your flashlight....hey what is that yellow light coming towards me....why did it turn red?......sadasdQWEE!

....
....
....

##############
#end of transmission#
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Wait...

Emission...

Mapping...

*head explodes*
 

RonaldLee

FNG / Fresh Meat
Apr 27, 2012
181
1
0
Florida
www.1upclan.info
I like playing killing floor and killing floor 2, but I don't want to play on a map that is so dark that it is ridiculous. And it is ridiculous to run around in the dark with a flashlight. All it takes is 3 people throwing nades here and there to make the map into a dark room. And it should not be how killing floor 2 ends up.
 

rallfo

FNG / Fresh Meat
Jun 12, 2009
194
1
0
www.rallfo.com

Motanum

FNG / Fresh Meat
May 15, 2015
39
0
0
Mexico
You know. You can just ad a sky light, that way you don't have 100% dark map when you shoot lights. So it's still slightly visible.

This is what my darkest areas look like with the skylight. It's still dark, but it looks way more natural too.
b19078bb5b.jpg
 

Lazarus

FNG / Fresh Meat
May 28, 2015
30
0
0
Germany
I am very glad to read, that there is finally some movement with this overkill on destructuble lights - in some maps at least. Surely is a creepy and especially changing map environment great, but I don