Unreal Tournaments - Deck 16 (UT_Deck16)

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WhyMittens

Member
Sep 16, 2011
116
14
18
Well hello there everyone. I have been hard at work learning the SDK and this is my new creation. A map most will know by name, UT's Deck16!

So this will be my 3rd map since the release of KF2 EA. I have never made maps before so this was a whole new adventure for me. I can say I am really liking it. It is a lot of fun, and I feel has really taught me a thing or two about patience :D Ok enough of that, ON TO THE MAP


Unreal Tournaments - Deck 16 V2 (UT_Deck16) @ http://www.mediafire.com/download/xdkc2qooucbua8u/KF-UT_Deck16_V2.rar

Update Log:

Update V2:
-Added a ton more zombie nav points so they dont go in line everywhere (due to the map, there going to in a way no matter what)
-NEW 2ND ELEVATOR that goes from one of the long side halls all the way up above the highest point. This allows the zeds to jump down behind you if you choose to camp the top area. Players can go up too, but I dont recommend it(once heavy's come out they will trap you up there, or you fall to your death)
-Fixed(I think) the elevator switching direction before making it to its floor. It still happens the odd time. But its significantly reduced.
-Added more zed spawns in general

What is there to say, its Deck16 :p There are three and a half levels and four bridges. I took a little extra time to add in the lower area. And thanks to a suggestion by someone in the forums I figured out how to create elevators. So YES, the map has a elevator the YES both works for the players and the zombies.

Most of the platforms allow you to jump down to lower levels (tanking damage if your not careful) allowing you a great amount of movement. There are a few locations being volume blocked off but that is due to bugs/ai issues(ALL bridges allow you to jump).

I had started with the plan to make the side halls a train station with tracks. But my inexperience proved to much, and I abandoned that idea (perhaps in the future when I know more). Instead I went for a half built tunnel system with obvious signs of construction still taking place.

Final Thoughts:
I put a lot of effort into this. And even after all that effort its still not even close to what some map makers can do. But with my very limited experience I think I have put together a pretty decent little map. That with YOUR feedback I can hopefully make even better as time goes on. I know a few places are stale and bland. I will add to those areas as I release future updates to fix bugs you all find. But that about does it. Enjoy the map everyone. And remember. Feedback is GREATLY appreciated.

Screenshots:
http://s5.postimg.org/rr7z9y25j/KFGame_2015_05_02_17_32_26_421.png
KFGame_2015_05_02_17_32_26_421.png

http://s5.postimg.org/4fjvkunvr/KFGame_2015_05_02_17_33_10_014.png
KFGame_2015_05_02_17_33_10_014.png

http://s5.postimg.org/6iuasinon/KFGame_2015_05_02_17_33_39_740.png
KFGame_2015_05_02_17_33_39_740.png

http://s5.postimg.org/pldoffyp3/KFGame_2015_05_02_17_49_56_693.png
KFGame_2015_05_02_17_49_56_693.png

http://s5.postimg.org/5phozwhnr/KFGame_2015_05_02_17_50_11_867.png
KFGame_2015_05_02_17_50_11_867.png
 
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aerical

FNG / Fresh Meat
Apr 29, 2015
5
0
0
It looks really good but it's too big according to the players on my servers, making it too easy to get through the waves since the corridors are really long and open... maybe adjust the scale down a bit or break up the corridors with objects so you don't have clear line of sight down the entire length?
 

WhyMittens

Member
Sep 16, 2011
116
14
18
V2 is all ready in the works (waiting for more feedback/bugs). The issue with the elevator being called over and over by zeds in a way that it never gets anywhere will be fixed in V2
 

PixelDuck

FNG / Fresh Meat
Sep 28, 2011
51
4
0
38
Cornwall, England
It looks really good but it's too big according to the players on my servers, making it too easy to get through the waves since the corridors are really long and open... maybe adjust the scale down a bit or break up the corridors with objects so you don't have clear line of sight down the entire length?

Have to agree. The map looks good and is off to a great start but it's wayyyy too big. For example, the ramps in that well known room should be half the length at least (and the room is generally massive). It feels like I'm running up/down them forever! XD The way it is at the moment, it's too easy to hold due to how much visual distance there is.

Looking forward to seeing more though. :D
 

Mean_Machin3

FNG / Fresh Meat
Jul 16, 2009
239
12
0
Have to agree. The map looks good and is off to a great start but it's wayyyy too big. For example, the ramps in that well known room should be half the length at least (and the room is generally massive). It feels like I'm running up/down them forever! XD The way it is at the moment, it's too easy to hold due to how much visual distance there is.

Looking forward to seeing more though. :D

I mostly saw this map being played in 30 player servers in KF1.

Nice work with the map btw.
 

WhyMittens

Member
Sep 16, 2011
116
14
18
Have to agree. The map looks good and is off to a great start but it's wayyyy too big. For example, the ramps in that well known room should be half the length at least (and the room is generally massive). It feels like I'm running up/down them forever! XD The way it is at the moment, it's too easy to hold due to how much visual distance there is.

Looking forward to seeing more though. :D

Are you playing HoE difficulty? Because im getting both arguments on the side of "its to large" as well as "for HoE its perfect". HoE= Hell on Earth.
 

WhyMittens

Member
Sep 16, 2011
116
14
18
Unreal Tournaments - Deck 16 V2 (UT_Deck16) @ http://www.mediafire.com/download/xdkc2qooucbua8u/KF-UT_Deck16_V2.rar

Update Log:

Update V2:
-Added a ton more zombie nav points so they dont go in line everywhere (due to the map, there going to in a way no matter what)
-NEW 2ND ELEVATOR that goes from one of the long side halls all the way up above the highest point. This allows the zeds to jump down behind you if you choose to camp the top area. Players can go up too, but I dont recommend it(once heavy's come out they will trap you up there, or you fall to your death)
-Fixed(I think) the elevator switching direction before making it to its floor. It still happens the odd time. But its significantly reduced.
-Added more zed spawns in general
 
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Dentora

FNG / Fresh Meat
Apr 29, 2015
3
0
0
I been having zeds get stuck up where they drop off the ledge at the spawn they just keep walking back and forth from the edge.
 

PixelDuck

FNG / Fresh Meat
Sep 28, 2011
51
4
0
38
Cornwall, England
Are you playing HoE difficulty? Because im getting both arguments on the side of "its to large" as well as "for HoE its perfect". HoE= Hell on Earth.

I haven't tried it on HoE yet, but I'd guess it's perfect for HoE because it's easy. It needs to be good for all difficulties though (not too easy, not too hard). :)

If it's supposed to be a KF2 version of Deck16, it needs to be a bit smaller (yes, I've played on Desk16 a lot in the past). Of course if you'd rather just leave it as it is, that's completely your choice, just wanted to share my thoughts. :D
 

WhyMittens

Member
Sep 16, 2011
116
14
18
Its not a matter of just "scaling" it down. It would req me to remake the whole map. I do agree the scaling of the map turned out a bit to large. But I see no reasonable way to fix that. Reasonable being not starting from scratch.
 
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maniako

FNG / Fresh Meat
Oct 17, 2014
37
0
0
If the map is quite larger than the original. The Zeds get stuck up.

Also, thanks for this map
 

Sinz

FNG / Fresh Meat
Feb 16, 2010
14
0
0
I'm not a big fan of the map the gameplay doesn't fit KF2 its way too huge.

Doing a remake of a map from another game is a good idea but do one that make sense...

It really need to scale for KF2 its way too BIG and easy, its pretty boring to play imo.

Don't hesitate to make it your own and not replicate it like the original cause its not the same game but keep enough so we can tell its a remake.
 

KiRE

FNG / Fresh Meat
May 3, 2015
3
0
0
Good work!!

Good work!!

I just signed up on this forum to thank you for creating this map quickshot101!
im running this on my server most of the time and people really do love it!!

So far i've only found one problem with this map, when there are like 4-1 enemies left the game tends to go on for a very long time! sometimes people truely have problems tracking down the enemy and they do not come to us, its not a dealbreaker but it could be considered annoying by some players.

I'm looking forward to your future map releases! if you need help testing do not hesitate to send me a private message.
 

WhyMittens

Member
Sep 16, 2011
116
14
18
I have been going at this TOTALLY the wrong way. I have been focusing in on bsp's when they really want us to be using there prebuilt meshes. I thought this was stupid/hard UNTIL I found there post about zeroing out locations and using a 320 movement modifier.

I understand how to properly use meshes now. And will take this on to the next map I make. If that is a success, I will be coming back and doing total redo on all the maps :)

Sorry for wasting your time and going about this the wrong way :(
 
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Gingarius

FNG / Fresh Meat
May 4, 2015
4
0
0
I been having zeds get stuck up where they drop off the ledge at the spawn they just keep walking back and forth from the edge.

This. Im a HUGE UT99 fan (bunny tracks for days) and was excited to see a UT remake on this list. I ran it on my server and this was the main reason I took it off my server rotation.

Another suggestion - Maybe change the elevator that takes you to the top to be much larger? Also, zombies will stop the elevator from moving correctly. You might want to change the encroach action of the mover when it hits something. Currently I hosted it and told people to try to exploit and they just sat at the top killing zeds that came up in groups of 4-5. Granted, when a flesh pound got carried up it was a different story but throwing grenades at the bottom also killed a good many of them.

If i were you I'd increase the size of the elevator maybe 2-3x. Just a suggestion! Good map! A little big - but good!
 

synik4l

FNG / Fresh Meat
Apr 28, 2015
45
0
0
I been having zeds get stuck up where they drop off the ledge at the spawn they just keep walking back and forth from the edge.

I've seen this happen too. The windows where they drop out zeds get stuck and require you to jump out the window up top and throw a nade at the same time to kill them. Always end up being the end of a wave.
 

TheHolyPie

FNG / Fresh Meat
Apr 9, 2015
37
0
0
I've seen this happen too. The windows where they drop out zeds get stuck and require you to jump out the window up top and throw a nade at the same time to kill them. Always end up being the end of a wave.

And the worst part of it is, unless you manage to land on the trader pod, you're going to die when you do it.
 

-MGS- Sniper

FNG / Fresh Meat
May 22, 2011
869
38
0
I have been going at this TOTALLY the wrong way. I have been focusing in on bsp's when they really want us to be using there prebuilt meshes. I thought this was stupid/hard UNTIL I found there post about zeroing out locations and using a 320 movement modifier.

I understand how to properly use meshes now. And will take this on to the next map I make. If that is a success, I will be coming back and doing total redo on all the maps :)

Sorry for wasting your time and going about this the wrong way :(


Don't be sorry mate, UDK is always a learning curve. A map is still a map at the end of the day however you created it.


Just take your new found knowledge to your next project :)
 

thefleshpound

FNG / Fresh Meat
Aug 27, 2010
147
17
0
This map is one of my favorites and it really, really saddens me that the spawns in the upper area are bugged in a way that usually makes all members of my team leave before we are able to kill the remaining ZEDs. :mad: