(WIP)KF-Road to Perdition - Campaign

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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
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Behind You!
Glad you enjoyed playing the current version hateme. I can't even begin to describe how much work has gone into this map. But it will be worth it in the end. I am going to work as fast as I can on getting map 2 designed so Fel can work on gameplay, since the end of map 1 will leave players wanting more. ;)

I just wish I had the patience and time to do some mapping. I always end up starting a map but quitting it half way through simply because I ran into some annoyance and couldnt be bothered to fix it.

For Q3 engine I had like friggin 30 unfinished maps, some of which had the geometry about 90% done but I just ran into problems with the ingame objectives and had to abandom them... :S (you know Wolf:ET had these objectives you had to code in)

The only maps Ive released for KF are just remakes of the original ones cause they were relatively quick and easy to make. I have one map of my own which I consider to be my "first" on UE, but like every other map Ive made I just got fed up on it and its hanging there unfinished. Then again I have only a couple of hours after work to build the map, and during weekends Im often doing something else.

I dont think Id ever had the patience to do such a huge map youve created, altho maybe its because I always gotten stuck with details trying to perfect everything in the map before Ive even created the base structure.
 

S281

FNG / Fresh Meat
Nov 23, 2009
198
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CA
Yes making a large map or highly detailed one does take a lot of patience and a willing to just know when an area is done. I think the only reason I was able to create the geometry and lighting of this map before I brought Fel into it was because I use a "system" when making a map from scratch. Not to say that I don't get frustrated at times and feel like throwing in the towel, but I have had a lot of practice perfecting my style of map making (starting with the SDK for games like half-life, CSS, and L4D). And there are a lot of maps which I have just given up on and tossed into the recycle bin. (KF-Alamo being one of them). I would suggest starting out with a small map, like the size of my first map (which I cannot stand and hate, but was good practice, KF-RuralRoad) Then work your way up. KF-RoadtoPerdition is the 8th map I have worked on. For ideas on maps, maybe try making an area where you live or work. I think maps that take aesthetics from the real world end up looking nicer overall. Oh, and to update you all on the progress of the map: It has gone over 100MB, but it will be well worth it. Finishing up the last area this week and then its going to go through some hardcore testing to ensure that the beta will be as glitch free as we can make it.(Of course like any game or map made, even betas will have problems, its unavoidable)
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
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Behind You!
I would suggest starting out with a small map, like the size of my first map (which I cannot stand and hate, but was good practice, KF-RuralRoad) Then work your way up. KF-RoadtoPerdition is the 8th map I have worked on. For ideas on maps, maybe try making an area where you live or work. I think maps that take aesthetics from the real world end up looking nicer overall.

Yeah its not that I wouldnt have ideas, in fact I have tons of good ideas for maps but when ever I open the SDK I start thinking "Damn this is gonna take forever" and just quit.

Im a bit of a perfectionist I suppose, which is can be a curse sometimes. I just dont feel like releasing a map Im not fully satisfied with. Altho the remakes of the originals are bit of an exceptions.
 

S281

FNG / Fresh Meat
Nov 23, 2009
198
62
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CA
First off, being a perfectionist is a good thing as long as you know when to just walk away and say "I'm done." Also, having a lot of ideas for maps is normal and means you have a creative mind. I have ideas for all sorts of maps and different environments, but I limit myself to just working on 1 or 2 maps at a time. Have you ever sketched out a map layout on a piece of paper? If not, I would suggest doing that to help focus your ideas and come up with a solid theme for a map. Just work on a map piece by piece and give yourself a decent amount of time to do it. I'm sure you could end up with something that you are proud of and that the KF community would enjoy.

P.S. - It's all about the detail. :)
 

S281

FNG / Fresh Meat
Nov 23, 2009
198
62
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CA
going through our check list next.

A long check list. But ya, we are testing final area, then will tweak it so the game play is fun and challenging. Just takes a lot of time to get everything down solid for a map this large. Some of the areas are complete though. :D
 

S281

FNG / Fresh Meat
Nov 23, 2009
198
62
0
CA
"It's all about the detail"
augh! Talk about putting more work/pressure on me XD

I was referring to meshes, tex, lighting, etc used in the map, not the actual meshes themselves. Besides, all the meshes you have sent me are really nice looking. That airplane turned out looking awesome and combined with Fels talent with making cinematic style events has made it look sooooooooooooooooooooooooooooooooooooooooooo awesome. :D Everyone who has tested the chaingun so far loves it ans says it looks really nice. Working on getting this map out asap. Basically just refining gameplay.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
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In Mission Mode
Yes everything is in, just making sure the game play is good and all the other events are solid. Maybe next week or 2, beta will be out. We still have to heavily test it (Even heavier than our normal tests)before we release beta :D
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
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In Mission Mode
I just wish I had the patience and time to do some mapping....

Don't let the pressure of mapping discourage you HateMe.

I still have most my maps i made back in 92-93 untill recent (probably 1000+ maps). And i bet %40 are uncompleted. I look at it like this. Your uncompleted maps are just ideas your trying to throw around. But even if the map isn't done, you still have learned something or have gained more skill (even if it is a smidgen)

Keep up the mapping even if you have a map, and then just quit working on it. That just means you were not meant to make that kind of map. Maybe you should start small, so its not overwhelming.

I try not to rush big maps, so i don't get stressed and overwhelmed. Slow and steady makes the kick a$$ map
 
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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Have you ever sketched out a map layout on a piece of paper? If not, I would suggest doing that to help focus your ideas and come up with a solid theme for a map.

Not in a piece of paper but I have drawn plans in Paint lol, which is basically the same thing. I might start doing more mapping during longer holidays but I doubt Ill do it while Im still working and all. After work Im usually looking to just relax, and making maps isnt always that relaxing especially when you run into a problem with certain event or something. Aaand during weekends I might not even be at home.

Last time I had this mapping spree after I graduated from school and was waiting for going to the army, when I had like 3 months of freetime. My current contract at work ends in a couple of months and if my employee doesnt want to continue the contract then I would have some time to start proper mapping again. At least, until I get another job or my current employee takes me back :p

We'll see.. Maybe if I decide to abbandon mapping completely for KF, I could throw that unfinished map of mine for someone willing to finnish it. Tho, there isnt rly that much Ive done with it so it would still be a lot of work.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
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In Mission Mode
We are finely seeing the finish line to beta release. Hold on to your trousers, your in for an epic ride.

And this is only Part 1 of 2 :eek::eek::eek:

Been having troubles with the MyLevel being so big, cause of all the custom content, its been crashing people. So we are going to have to give you the textures in a packet.

Which is a good thing cause there is a ton of new content including a useable chaingun. :D

There is alot of hardcore testing before we release beta. We want it still to be solid
 
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S281

FNG / Fresh Meat
Nov 23, 2009
198
62
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CA
Ok guys, I know a lot of people are waiting for this release. Well, good news! The beta version will be released sometime next week, as both Fel and I have vacations this month and want to get the beta out before we get some R&R. We are doing some hardcore testing to get as many bugs out as possible and make sure that the game play is fair...although beating this map your first time through is unlikely. I also want to mention a little about map 2, KF-Perdition. While the first map, KF-RoadtoPerdition focuses on more open enviroments, KF-Perdition will be more close quarter combat oriented. It will comprise of 3-4 areas within the town of Perdition. I am almost done with area 1...well basic geometry, lighting, etc. It will have more areas for the chaingun and a couple of other awesome stuff for the players to blow up. Going to try and make it more horror oriented as well through the use of sounds and dramatic events and scenes. Not your usual scenes of gore. And while the 2nd map will probably take us less time as we have honed our skills in creating a map like this, other areas of our life are going to put some strain on completing this map anytime soon. You can expect a release of map 2 in 3-4 months time. Hopefully by November both maps will be in there final forms so players can play map 1 and then continue their zed blasting adventure to the end of map 2. Total game play will probably be roughly 2 hours for the combined maps. If anyone would like to help in making this process go faster (ie helping me make buildings, etc) please send me a message and we can talk. These maps introduce game play similar to L4D, but without the ability to just run through the whole map, as each area must be completed before moving on.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
We will be releasing the beta tonight so watch out!!!! :D

PS The chaingun isnt whitelisted yet (soon we hope) so youll have to use a lvl 6 perk mutator for now ;)

This sounds epic.
Scripted events ftw.
Nothing like the lights flickering off and a crawler jumping out of nowhere.

:IS2:

Way more than just flickering lights...... ^.^
 
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