[WIP] Moving Train

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Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
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35
liandri.darkbb.com
Hi,
I'm working on a fun little project at the moment. It's a map for KF that takes place on a moving train.
I don't know yet if I'm going to join this map together with KF-Dammage so players have to fight on the train first and then arrive in the tunnel of KF-Dammage to fight on from there. It's an idea I'm toying with, but I don't know if I'm going to do it yet.

Anyways, here are three videos showing what I already have in action. Obviously it's still far from finished, but the moving train can already be seen.:)

Part 1:
YouTube - Train Prototype 01

Part 2:
YouTube - Train Prototype 02

Part 3:
YouTube - Train Prototype 03
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
thats neat.
is there a way to hard attach the skyzoneinfo to a mover in the skybox?
that would stop the whole being thrown back when jumping thing.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
looks incredible! But how do you spawn zombies onto a moving train? Or is it the environment that moves?
Nothing in the map moves. The train is static, as is the ground. The only things that move in the level is the texture on the ground (not the ground!) and of course emitters like dust and decorative movers like turning wheels.

The only thing that actually goes anywhere is the SkyZoneInfo, which races through a track in the skybox, which is also where the terrain is.

As the moving ground texture in in the train-part is the same texture as the ground on the terrain in the skybox and because it gets gradually more transparent to the sides it looks like it belongs together.

So looking at it from the train part, yes, the environment is pulled back while the train remains still. Technically though, not even the environment is pulled anywhere and only the SkyZoneInfo is moving.

Spawning specimen, letting light cast shadows, having specific volumes like a shop, jumping, throwing grenades, ... everything works just as if the train wasn't moving at all. Because it isn't.

but arrested me if I'm wrong its like the map KF-Train25-[LT]RC No?:(
I don't know this map and I couldn't find it in the sections here. Maybe it's the same, maybe not. I can't say.
I will say, however, that this is not an original idea by me! It is inspired by the train level in Smoking Guns, the train level in Rogue Trooper, the train level in Gears of War, the train level in Splinter Cell: Pandora Tomorrow, the train level in Timesplitters: Future Perfect, the train level in UT99, the train level in Darkwatch and particularly by AS-Convoy in UT2004 (which works exactly like my map). I'm sure there are many other maps on moving trains/vehicles, but these are the ones I know and these are the ones I got the idea from.
 
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kingshinobi

FNG / Fresh Meat
Jul 9, 2009
271
21
0
germany
www.kshino.2page.de
shino

shino

That looks pretty nice. May i ask how does the train work ? Is it a rotator that moves in big circles or is it set by points or is the map moving around it ? Just for intrest.

edit: nvm i should have read the post first :) Well intresting idea tho
 
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ToNiO

FNG / Fresh Meat
Aug 11, 2009
277
20
0
France
steamcommunity.com
I don't know this map and I couldn't find it in the sections here. Maybe it's the same, maybe not. I can't say.
I will say, however, that this is not an original idea by me! It is inspired by the train level in Smoking Guns, the train level in Rogue Trooper, the train level in Gears of War, the train level in Splinter Cell: Pandora Tomorrow, the train level in Timesplitters: Future Perfect, the train level in UT99 and particularly by AS-Convoy in UT2004 (which works exactly like my map). I'm sure there are many other maps on moving trains/vehicles, but these are the ones I know and these are the ones I got the idea from.

Oh I thank you for all the information :)

I find the map on a FTP
You can test here if you wish :D

http://pliki.red.orchestra.pl/maps/killingfloor/download/

Or

http://pliki.red.orchestra.pl/maps/killingfloor/download/KF-Train25-%5BLT%5DRC.7z

In any case I told you congratulations for your project that interests me greatly :D
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
how do u make the skyzoneinfo move? is it a hard attach to a mover? i've only read of attaching actors to movers, havent yet tried it out (havent made a part in any of my maps that would require it yet)
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
thats pretty cool murphy :D.


Just like that one assault lvl in unreal

is there gonna be the tain sound. click cla clack, cla click cla clack?

then a random train horn about every 5 -10 min
 
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driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Oh I thank you for all the information :)

I find the map on a FTP
You can test here if you wish :D

http://pliki.red.orchestra.pl/maps/killingfloor/download/

Or

http://pliki.red.orchestra.pl/maps/killingfloor/download/KF-Train25-%5BLT%5DRC.7z

In any case I told you congratulations for your project that interests me greatly :D

<brief thread hijack>

Holy crap guys, did anyone click that link?? What a massive freakin list of maps! I think it has every beta and final from the start and including things only released in the last week. It has .zip, tar.gz, and even .exe installation options for each file. This is an amazing resource, it should be stickied somewhere. Because it has so many betas etc, you wouldn't just go through downloading all of them hoping to get some kind of 'map pack'. But it would be fantastic as a map index/database. From now on everytime I see an ancient thread revived in Final Release forum, saying "dead links :(", I'll link them to this site.
 
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