Yet Another Biotics Remake!

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Motormouth

FNG / Fresh Meat
Jun 2, 2015
27
2
0
Download:
http://www.mediafire.com/download/6i0kv8c6bnxvc4c/KF-bioticsalpha_b2.rar

Updated to version 2!
improved lighting, fixed optimisation error issues, added several blocking volumes and changed geometry slightly
quick edit since the link was pointing to the original version still for some reason

hello biotics fans!
i know there's a few kf1 biotics lab remakes around already, i'm not trying to step on anyone's toes!
while bioticslabUk is going for a very faithful re-make of the grungy green and gunmetal look of the original kf1 map, i was aiming for a more "modern-looking" remake of the map, to be visually similar to the biotics lab we have in kf2, and i've slightly changed things up and made a few "experimental" moves, which i'll explain further.


this map was also more of a "test" for me, to learn how to use the kf editor and get used to all the tools with a map layout that i know already works for the gameplay flow.
it's "experimental" in the sense that i'm trying out a few ideas to see if i can adress a few issues kf has at the moment, the big one being the somewhat uselessness of welding.


right now it seems like it's almost always a mediocre idea to weld at best, and at worst it's something that will actively hinder your team, as it's frustrating to be trying to escape a horde or a flesh pound etc. and suddenly come across a door welded shut RIGHT when you don't need it!
as it stands, people pretty much never weld anymore.
with that in mind, i've decided to try something a little bold, by putting weldable doors infront of the "zed-access" spawn zones that normally are the out-of-bounds areas blocked off by piles of debris or objects that zeds spawn behind and jump over to get to the players.


the objects are still there, and players are still unable to pass by, but i've then put a weldable door infront of them, with the hopes that the option to weld those spawn zones off will be a useful way to control the flow of enemies into a combat zone WITHOUT having the potential to hinder a player's movement and cause frustration.
any area or tunnel marked with a "Maintenance" sign is one of these areas, and the corridors beyond them are barred by objects and clearly visually
different to the rest of the map, so I'm hoping players will find it useful to weld these off during the waves.
if the idea works i'll use it in original map designs later on!


another minor semi-experimental idea i've been thinking about is the strange problem with the free-fly spectator cam when you join a match halfway through a wave.
it seems that right now you can't free-fly around a map spectating unless you actually died, since the camera begins from where your body is,
and if you haven't spawned in yet that's the "equipment" zone, which isn't connected to the rest of the level in any offfical map.
so what i've done is i've put a ceiling ventilation shaft in my equipment room that you can fly through, and down a tunnel to get into the main map, so that players can spectate free-fly a game before they spawn in.
it's a minor idea, but it's something that's bugged me until now, so it's something else i'm trying out here too.


thanks for reading all this garbage, i'd be grateful if you could post any issues/bugs/complaints in this thread, and i hope you have fun!
also, check out bioticslabUK, it's looking pretty damn good too.

Screenshots:
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Last edited:

ratounet

FNG / Fresh Meat
Aug 17, 2013
57
0
0
lordkaniche.deviantart.com
Yes ! A good remake that doesn't try to be 100 % accurate but adds new components.
Very good surprise.

I like the way you added new spawners and ideas. The map is really nice with all the zeds and sceneries behind. Lights are dynamics.
I'm not sure if the weldable doors are a good idea, this map is supposed to be very hard :D

Check the pathnodes and the optimisation more. Remove collisions from static meshes and add blocking volumes.

Everything works, didn't see any stuck mobs or game breaking things. It's cool.

It's a very good start, i'm hyped as hell.

PS : Do we have a chance to have some custom textures in the final version ?
 
Last edited:

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
0
32
Looks very cool! :) I have to give it a try but looking at the screenshots it's a very fresh and renovated looking remake of BioticsLabs.
I always said that variety is a good thing so there's no reason to feel bad for doing another remake. It's up to everyone what to make in their free time and I think we all should be happy about every good map which gets released.
Keep up the good work! :)
 

Down

FNG / Fresh Meat
Jun 30, 2010
162
5
0
California, USA
Looks nice but maybe you can change the map name to something else? It's a bit confusing with all the biotics maps floating around. Maybe something like KF-Biotics_Remake or KF-Biotics_YAR or KF-YetAnotherBioticsRemake. Just a suggestion I know you can't keep the current name in the long run so you might as well make a clean break and start with a more original name. :D
 

Inci

FNG / Fresh Meat
Jan 1, 2015
79
0
0
Your map looks awesome dude I'm going to give it a try right now :D
 

Motormouth

FNG / Fresh Meat
Jun 2, 2015
27
2
0
i'm a bit worried to hear about fps drops in this version, neither me nor any of the people i've had test the map for me have had any FPS issues that we've encountered.

what rooms are the issues occuring in? knowing that might go some way to helping me find out what the problem is.

your suggestions were helpful before, so hopefully we'll be able to figure out what's going on here this time too!