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: