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Topics - knightmare106

#1
Maps in Progress / KF-Lab106
August 08, 2009, 07:31:32 AM
Another Horzine lab themed level complete with scientist/mechanic living quarters,large lounge in the center,Power Station, and two lab areas.

This map is not actually as circular as you might be used to. There might be a way out that you find but no quick way back. some cases traders are at dead ends so you will need to get what you need and get out or you will be pushing your way out.

+Features
-a good amount of item spawns
-most spawns are out of player view so the waves will approach you without any delays
-4 traders





+link
http://www.4shared.com/file/123742065/d ... A-001.html
#2


this bright light in the distance is really killing the effect i want for the fog settings im playing around with, i have played with just about every option in the
zoneinfo->zonelight area

ambientbrightness = 0
ambienthue = 0
ambientsaturation = 256
bnokfcolorcorrection = false
distancefogblendtime = 1
distancefogend =1000
distancefogendmin = 0
distancefogstart = 100
dramaticlightingscale= 0

so... any idea what messes with that bright light? cuz no matter what i change the light stays

keep in mind i dont use light actors to light my map, the lighting is done by zones
#3
Maps in Progress / UnderWells
July 04, 2009, 08:13:00 AM
the real beta for this simple map :)


-link
//http://www.4shared.com/file/115329267/17ea1365/KF-UnderWellLair-001.html


-only one level this time, i am aiming for a real closed in and tense feel,while providing fair space.
-very symetric at the moment, so the opposite sides are given very different theme, on one side the last of the water grew some greenery before the well ran dry,the other side suffered alot more from rubble and erosion.
-there is a large round hallway that will lead you to one of the traders,most teams might wanna stay out as you will get flanked quick
-the spawn is at a center intersecting room which is not safe until specimen numbers are few due to the 3 ways in or out. making the mistake of feeling safe early in the wave will make sure  you dont last here.
-its dark in there, but i made it so that a flashlight isnt totally necessary

what i need :)
-suggestions are cool right now because i want to be very careful with the decoration and possible hazards of the spawn area, the round hallway, and the only other room at the back of the map. keep in mind this place was not ever inhabitted by people.
-need to know how the spawns treat teams of 3+
#4
Maps in Progress / The WishingWell Project
June 16, 2009, 04:48:33 AM
gonna try little by little to evolve this into a full map experience. at the moment its a death box with a well in the center where mostly clots spawn from, as well as 2 sides for others to spawn. so far im only planning on expanding to a second floor that will have a bridge that passes through above this main room, and a long hallway with several rooms and goodies.

LAYOUT
//http://www.xfire.com/video/d4297/
Patriarch
//http://www.xfire.com/video/d4299/

whats left to do
-expansion
-find out why some static meshes wont show textures
#5
gives me a runtime error saying server already at capacity when i try to test any map....? does anyone know what i should do?
#6
I'm going to try to make a level that has a different relativeley small but not cramped area per wave. the setting would be a small scale assault on one of the patriarch's fortresses so heres the idea in theory and in simple unrealed terms:

wave one starts at an open courtyard with a well in the middle. the level one wave approaches you from a few angles and jump out of the well to make things interesting and when its all done the courtyard is an entire shop zone so as soon as its finished no trader run just stop and shop and when the trader time is up the traderteleport will jump you to the next scene which is a different setting and maybe a simple goal like getting to the end of a really long hallway to open a door that has one or a few specimens to kill before you stop and shop and are shipped off to the next area

question starts here. there are different wave settings on most servers ranging to 5, 8,11 waves. i want this map to be enjoyed on any length but of course the short game will not have all of the rooms. so do i make 3 versions of this map? is there a chance the server admins will choose the correct map for the correct length most of the time? or should i not bother with this sort of thing?

simple solution in my head is just make sure "level" 5,8,11 are large enough or built with the bossfight in mind.

all i am trying to do is provide something new to do in killing floor, some of the maps i wanna make are specifically to minimize the effectiveness of kiting and calling for teamwork in the fairest way. don't worry guys, i wouldnt make this post if i didnt have the determination to finish this stuff even if they dont have working doors -.- lol

another map im gonna work on is almost a simple box map with an elevator in the middle that travels slowly between two floors, camping the elevator wont give you much space to run around so if you miss the elevator you will be cut off from your teammates the next wave :D or you could be one of a couple who are on the second level and u need to survive long enough for your teammates to arrive for help, il give the ppl something to do while they ride the elevator like shoot targets to spawn weapons/armor or drop down a welded door at a spawn to delay specimens from killing your peeps :P(i am assuming the targets being able to do this is possible,why wouldnt it be?)

If not or in between working on"different" maps il be throwing out some empty maps that you can all use as bases(just fill it up with the spawns or doors that you please). i think this is cool because if SUSAN and BILLY downloaded my base map and customize it to each's liking, then we have 2 almost different maps in less time :D

I am ambitious o.o
wish me luck
#7
Some doors at random times simply will not be opened/cant be welded. i have looked around the net and have seen things like key 0 and key 1 should be the same position, other keys are different openings. i am just using a lame sliding door until i get better at mapping so i have tried using slot 0 closed and slot 1 open, aswel as slot 0 and 1 are closed, then 2 is open. when i test run i could get through a wave and then notice some doors just get jammed later on.

I think it might have to do with specimens approaching it but the same thing happens in empty rooms i have made too. at first i thought i just have to spam E but recently it feels like throwing a nade,hitting it with a knife a couple times, or walking away after E fails and a specimen often opens it up just fine.

oh yes the direction that my kfdoortrigger faces is the direction the door opens also in case that makes any difference. The red message always shows up at the bottom so the trigger and door DO WORK. sometimes they are just stuck closed and cannot be welded either.

i have spent too many hours working on getting my doors to work 100% and i feel i did enough reading to understand the concept, after all the doors do work....in case ur not sure what to suggest here is a link to my map and at the moment the doors are set to key0 and 1 closed and key2 is open.

http://www.4shared.com/file/109771383/1 ... F-001.html

i refuse to skip the doors just because of this probably little problem and i just cant find the enthusiasm to finish the map until this is sorted out. thanks for your time :D
#8
i have tried making kfrandomitem and i also tried copy-pasting from other maps but randomitem spawns dont seem to spawn weapons in my map :(

 help please :D
#9
Hi i am making my first map and i want it to have a small house structure in it. i have never used the editor before so from what i have read my gut tells me to add a block into my empty space then subtract the inside of this block. is there another way to make buildings or is this the only way?