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Messages - knightmare106

#16
Maps in Progress / Re: The WishingWell Project
June 20, 2009, 09:09:38 AM
=========================FAVOR===================
the official killing floor forum would not let me register.... i would like to ask if maybe aramus or a kind mod couldforward this information to the official forum as well as let them know that the creator of this map resides here at Sandcrawler Network. thank you in advance if you can do this, if u dont its fine too :)
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As far as I am interested in the making of this map, it just needs to be prettied up a little more. I will be sure to do that in time but im sleepy now

+Backround Story
-Intelegence reports another location used to clone speciments, a Leading Horzine complex which boasted a beautiful indoor waterwell. When the head scientist attempted to "breed" specimens down in the well, contact was lost and the lab's lockdown was activated.
-Now you are going in, your duty is to make sure all kinds of "cloning" or "breeding" have ceased and clear the lab of all remaining specimens before the Patriarch arrives to pick up where this failed experiment has left off

+Map Features
-four adequate zones in this level which are the Main corridor,The generator room, the scientist living quarters, and of course the well sector
-two floors
-only three traders at the moment
-The map starts with three welded doors which will take longer than a normal door to unweld, these doors will stop you from reaching more open space,valuable pickups, and of course the trader. It is up to everyone to coordinate when is time to unweld these doors and when its time to kill if you want to beat this level

+video
//http://www.xfire.com/video/d89a5/

+download now
//http://www.4shared.com/file/113064503/a13c5ff6/kf-WishingWell001.html
#17
Maps in Progress / Re: The WishingWell Project
June 20, 2009, 03:25:32 AM
//http://www.4shared.com/file/113019388/baf07409/kf-WishingWellBeta001.html
this is a fun map for me and friends so far, so i wanna share it here. its almost finished. just not zoned and optimized lol :)
#18
Maps in Progress / Re: The WishingWell Project
June 16, 2009, 11:26:47 PM
At the moment the static meshes that bother me are the ones with no texture or the default white-ish texture, specifically for me the blood stains around my chair and a couple fences.

- i may add a floor above which served to observe the first floor with a bridge through the middle, and a basement that you could enter using stairs instead of jumping down the well which would just kill you. im also thinking about blocking access to the other levels at first with pre-welded doors to give the map a feel that this facility is in some malfunctioning lockdown. getting back to work on it now.

-the thing thats taking me forever is constantly just booting the map up and playing on it. atm its pretty simple but efficient
#19
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
#20
Disabledavenums doesnt seem to  sort out my spawning per wave, i mean most of them spawn at the next stage but like 8 dont
#21
gives me a runtime error saying server already at capacity when i try to test any map....? does anyone know what i should do?
#22
hai guys, the first stage is set and does the job i want it to do which is enforce the team to stay together under heavy pressure. tested it with a friend and leaving your partner likeley results in somebody dying :D

anywho, im gonna spend some time tinkering with the triggers. i do have questions i probably wont find in the unrealed wiki or whatever the name is o.o

#1-Zombie spawning determined by waves?
-the simplest process for spreading out the specimens is if its possible to only have zombie volumes active during the wave i designate. is this possible? if not i will have to play with warp zones? but same question applies for can i set the wave it is or is not active?
-distance settings were mentioned but im gonna have these stages relativeley close together, it may not work
-i see a toggledenabledevent option but i dunno what it means

thats my main question anyway. the trader situation i decided to have only one trader zone tag but the stages themselves are the buy zones. if it doesnt work out then i could do something crazy and just remove the floors so that i have movers open up to drop the player into a buyzone :P il probably try to figure out a way to not use traders at all but have weapons set on the field kind of survival horror type.
#23
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
#24
Thanks very much for the support, i had deleted my doors and made new ones a couple times and i followed step by step and the problem persists. its pretty pathetic that im 30 hours into the sdk and im stuck at making doors like this, im beggining to think i screwed up royally somewhere else in the map and i will try starting a new one o_O

btw my steam is dsant143 and my nick is Alex atm i might have seen aramus in the killing floor custom group but im not gonna go around asking everyone named arramus about doors :P

thanks for trying, this is probably something really lame that i overlooked X_X
#25
its still a problem, sorry if im a pain, but i even made brand new doors and it really feels like it has something to do with the specimens because they will oress against the door trying to get me on the other side but even hen i walk up to it the door wont open or close. i walk back, shoot the door a few times and they are able to open it, when all the mobs are dead i walk to the door again and it works flawlessly until another mob is pressing against it trying to open it :(
#26
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
#27
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
#28
feels effective to me, thank you :) static meshes are the only thing i need to give make my map feel complete. it already feels quite fun to play in
#29
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?