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Other KF-AtlasB1

Discussion in 'Content Releases' started by xMurphyx, Apr 27, 2012.

  1. xMurphyx

    xMurphyx New Member

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    KF-Atlas

    KF-AtlasB1
    Map for Killing Floor.

    Basic layout of the Gears of War 2 map "Security". Completely new look. Hourences' texture set is the backbone.

    Screenshots:
    [SCREENSHOT]http://i.imgur.com/vvhnv.jpg[/SCREENSHOT]

    [SCREENSHOT]http://i.imgur.com/1khuv.jpg[/SCREENSHOT]

    Comments:
    Couldn't get the laser to work in a completely satisfactory fashion so I finally decided to release the map without it.

    Download!

    It's submitted for whitelisting but not currently whitelisted.
     
    Last edited: Apr 27, 2012
  2. Vaskadar

    Vaskadar It's time I look back from outer space

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    Been waiting for quite some time to see this released!
     
  3. DarkSonny

    DarkSonny Beware!

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    A stupid question is for ut3 or 2k4? It does look very ut3ish
     
  4. xMurphyx

    xMurphyx New Member

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    It's for Killing Floor. Zombie survival horror coop grindfest extraordinaire on UnrealEngine 2.5.
     
  5. Vaskadar

    Vaskadar It's time I look back from outer space

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    Alright, so I've had the chance to play it. There are a few areas that I feel could use some modification.
    This area in particular, the one surrounding the statue, needs to either have a fence of some sort that prevents the player from thinking they could move through it, or at least allow the players to get up the stairs and walk around the statue. It's a fairly big block in the level.
    [screenshot]http://cloud.steampowered.com/ugc/939248806956486181/83D832367D6C5A4A8E003CD6461E9F924B40336A/[/screenshot]

    I was still looking around for ways to toggle the light-fields but there were none. It would add another dynamic to the level, and I know you've put a lot of effort into the level over the past year or so, but I feel once more that the gameplay needs to be focused inwards a bit, to create a more claustrophobic sense that is present in the general design of Killing Floor's maps. Perhaps add some tight corridors linking together a few areas?

    Is it possible to continue the fence a bit so that this bush area isn't exposed? It's a bit jarring when you think you can run into/through the bush, but you can't. If there were some visual barrier there, it'd be much easier to notice that 'oh, I can't walk through here'.
    [screenshot]http://cloud.steampowered.com/ugc/939248806956485232/7F1588678B3DC983AA7ADB3ACC8F8D9251BB70B4/[/screenshot]
     
  6. xMurphyx

    xMurphyx New Member

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    I guess I was a little too paranoid about the stairs there... I'll try opening them up to players and see if the ZEDs can handle them. Thanks.

    The energy barriers, yes. See, I wanted to just have the laser in the map, like in Gears, and I thought about ways I could make this work. The ZEDs in KF are a lot slower than the Locust in Gears and for the most part they're melee only, so doing it exactly like in Gears isn't feasible. I tried a few methods and had ZED-only switches right outside the lasers so players could try and fend them off from the switches. Might have worked, gameplaywise, but I couldn't get the AI to cooperate properly and to respect the deadly laser more and the switches were slightly inconsistent. They worked 95+% of the time, but not always.

    So I ditched that and made the energy barriers instead (because I could make them bullet proof, which would have looked stupid on the lasers).

    As I said in the other topic, I'm not a good KF player so when it's hard enough for me on Hard and up and I don't feel like I can exploit the level it's good enough for me.

    Where do you think additional corridors would help? I think the map is pretty dense as it is. Don't you think I would run the risk of spreading the ZEDs too thin then? And couldn't players just avoid the narrow corridors? The rest of the map would still be there for them to outmaneuver ZEDs, if they can now, and if that's what they want to do.
     

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