the winning room

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SgtHermann

FNG / Fresh Meat
Jun 17, 2009
113
9
0
there is a new fact in kf gameplay that should be adressed.

with the new weapons and perks little rooms are holdable.


everytime when u have a situation where zeds can only enter through one entrance u win.
the solution is simple. find reasonable ways to spawn zeds in the room. holes in walls, cellings and floor will do.
dont spawn only crawlers and stalkers there. let the whole collection of zeds appear there.
other way is to avoid rooms with less than 3 entrys.

i would like to see some levels reworked under these rules to make em a challange again.

dont take that as an offence. keep up the good work ;)
 

mamoo

FNG / Fresh Meat
Jun 19, 2009
2,465
542
0
30
East Sussex, England
I am working on a map that has two fairly large rooms with plenty of statics in them, I intend to add a balcony or two only accessible to specimens in one of the rooms, and holes in the roof for the other. Both rooms have two doors.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
so because TWI screwed up the balance in KF by adding god weapons and lvl 6 perks, us mappers now have to spawn zombies from the floor?! sorry, but not cool.

PS: suicidal is the new hard.
 
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SgtHermann

FNG / Fresh Meat
Jun 17, 2009
113
9
0
u mappers do a great job and i surf the forum daily to see what knew horrors u create. TWI screwed up a little, yes. so u mappers can take the challange and say: enter this hell and dont think cause ur lvl6 commando u are in charge here.

again, keep up the good work. i enjoy it very much.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
actually i don't see defensible potitions and funneling the zeds in from one direction as the issue. yes, guns and perks became really powerful, but the added husk was a step in the right direction. even now still playing with a really good team and camping a spot, those husks can be a real pain in the butt, especially when there's two of them shootiing together in addition to a siren, FP and scrake. where husks are really deadly is from a distance, like if you're camping Westlondon's police station or Foundary's control room. the husks are out of range from the team but can still reach you and do loads of damage if you don't have a SS to take them out.

so in short, the solution is adding more ranged specimens.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
u mappers do a great job and i surf the forum daily to see what knew horrors u create. TWI screwed up a little, yes. so u mappers can take the challange and say: enter this hell and dont think cause ur lvl6 commando u are in charge here.

again, keep up the good work. i enjoy it very much.

definitely man. the imbalance caused by the lvl 6 and god weapons (pipebombs spam, m14 spam, crossbow 1 shot, etc), all that stuff has really effected my mapping to where i have to spend a good deal of time making sure that the players are constantly being attacked. its also made deadends acceptable, before it was like, "deadends are bad because then ppl would die" but now its like, "hell yeh im going to have deadends, need something to combat the m14 spam" so now its like not only do i have the zombies working against the players, but i also have the map itself lol.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
so in short, the solution is adding more ranged specimens.

this i agree with partly. the husks have added a challenge. but i dont think adding more husk type enemies will be the solution. they need to really address the following:

1 shotting FP and scrake with crossbow

M14 spam, they have way too much ammo and the laser makes spamming way easier.

the pipebomb spam, it gets to be really overboard!

i love the new content they added, but i wish they had intentions to fix all this stuff before their big absense (working on HOS).
 

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
so because TWI screwed up the balance in KF by adding god weapons and lvl 6 perks, us mappers now have to spawn zombies from the floor?! sorry, but not cool.

PS: suicidal is the new hard.

This.
It's epic.

As for others, try being creative?
Tunnels under maps that fit crawlers would be epic, with them popping up everywhere. Stalkers that are told to follow paths that are in the shadows.
Teleporting Fleshpounds.
 

No Glory

FNG / Fresh Meat
Dec 6, 2009
573
45
0
BC, Canada
This.
It's epic.

As for others, try being creative?
Tunnels under maps that fit crawlers would be epic, with them popping up everywhere. Stalkers that are told to follow paths that are in the shadows.
Teleporting Fleshpounds.

you mean porta-pounds?
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
i would like to see some levels reworked under these rules to make em a challange again.


Im actually working on new versions of the official maps, which have pretty much zero light in them. That should make things bit harder ;)

I actually released my version of Biotics Lab just a couple days ago, its in the Beta release forums if you want to take a look.

I fixed 2 exploits and made the other door at the U-room unweldable too, to increase the difficulty.