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Post by AndiNo on Dec 12, 2006 13:45:09 GMT -5
Hi there KF-players! I spent the last two weeks working on my own map. It is based upon the school where I go to every morning - it seems Germans like to rebuild their school in KF [so I'm really sure PiX won't like it -_-] It won't push the voting up but I got to say that this is my first real map. I made fun maps (only for myself) with Unreal1, Rune and UT2003. So I knew a bit of UnrealEd but not very much ^^ but while playing the map I found that it was a challenge although there is much space to evade the zombies. erm, specimens. It is something like an alpha-version of the map, I started to add further details and "gameplay elements" to it in a newer version (the currently uploaded one is the "old" one). So, here's the link (I just chose the file-upload service on top of the Google-search, I don't know whether there are any limitations - I could not see any): [edit by AndiNo: link removed, the file no longer existed] Please tell me if you add the map to your server as I'd like to play it with you. You might post errors you see in it as usual edit: I forgot to add that the main "gameplay" is already there, but I did not place lights and lamps yet. Additionally the main yard(?) is not completed, as well the furniture of the school has not been placed. This will be done in version 2.
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Post by Grex»]4D[« on Dec 12, 2006 14:38:53 GMT -5
havn't play tested it yet, but its very blue looking when it first loaded, plain texturing,but it kind of reminded me of doom at first.
absolutely huge, scale is way screwed for one, but the map itself is huge, with low pickup numbers and very large coridoors everywhere. i think you'd be able to get lost and not even find the enemy
i'll be back with a playtest later
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Post by kyben on Dec 12, 2006 15:59:25 GMT -5
Post some pics.
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Post by Bindal on Dec 13, 2006 9:26:27 GMT -5
First @ all: WEe're both german so I give my feedback in german too. Aaaalso. Die Map ist ganz nett, groß, aber langweilig bisher. Ich weiß, dass es eine Beta ist, aber uns sowas vorzusetzten ist nicht nett.^^ Jetzt mal in Details The map is nice, huge, but boring at the moment. I know, that's a beta, but to show us something like this is not realy nice. ^^ Now in details: Wie Grex schon sagte: zu wenig Waffen und Munitionsspawns. Und die auch noch mitten in den Gängen einfach so. o0 Grex said it: not enough weapon and ammospanwns. And the spawns in the middle of the corridors. o0 Alles so leer. Sehr leer. Magst du keine Türen? Und immer die selben Texturen. Langweilig. Manchmal sind da diese Säulen, aber das hilft auch nicht viel. Fenster wären auch schön. It's so empty. Very empty. Do you hate doors? And whole the time the same textures. Boring. Sometimes are this columns, that don't helps realy. Windows would be nice, too. Komisches Teil. Gibt es das wirklich bei dir an der Schule? Naja, sieht komisch aus und ist auch nicht perfekt gemacht. (texturen). Aber lustig. ^^ Strange thing. Does it exist realy at your school? Well, looks strange and isn't made good (textures). But funny. ^^ Was soll das den? Sackgasse? Solltest irgendwas da machen, damit das nicht so seltsam aussieht. What the hell? Dead End? You should do anything there. Die Tür vom Trader ist zu groß. Ganz eindeutig. The door of the trader is realy too big. Der Boden ist schief. Oder ich gucke schief. The soil is inclined. Or I look inclined. BTW: what means THS?
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Post by AndiNo on Dec 13, 2006 10:01:35 GMT -5
Okay, I got to admit that it got a bit too big while creating it. But while playing I thought that the size was not that bad - at least for me. (ok, the trader door is a bit - stretched^^) The textures are not the best, but thats all I could/wanted to do for now. I think I will improve this later. There should be even more details in the corridors, like doors to rooms which will however be unusable. The spawns are in the middle of the corridors because there are no small siderooms now or even furniture where they could be placed in/upon. Additionally I didn't have any clue about how "balanced" it would be. As I said in the first post the newer version will include windows AND doors. But I could not manage to put them in right now, so these (more or less important) gameplay elements aren't there now. The spiral staircase does exist in my school, however it looks a bit different^^. But that's all I could and wanted to do with my skills. Where was that dead end? Was it in one of the zombie spawn places where you should not be able to go in? As of now I can't remember having any dead end in there... The yard-floor is indeed inclined, that is how my school looks like... THS means Theodor-Heuss-Schule. That's the school's name^^. I just didn't want to name it "KF-school2". btw: You can see some pics of the real school here www.schulserver.hessen.de/homberg-efze/theodor-heuss/thsinfo/bilderderths.html. As you might see I changed some things because my mapping skills were not sufficient to recreate everything 1:1. As I said, I'm not very experienced, but - that has to be said - I don't want to be because it was/is only a fun project. But I will try to improve the level furthermore. I guess the windows and doors will give some additional strategic possibilities... btw2: Does anyone know how I can scale the whole map WITHOUT it getting of the grid-system? That is what the "scale map" function causes - and I don't want to risk that... Something @ Grex: The blue look is caused by the fact that it is night (which is a bit more atmospheric - and hides the bad texturing ^^). You might get lost in the map, but not more than you would do in the real building. And by the way: you don't have to find the enemys, right? They will find you^^ - at least this worked well enough when I played it. So, finally I have to say that the map is not finished because I have just run out of time for it. I think I will continue with it in the next days/weeks (after school is over). I released the map before finishing because I didn't want it to be forgotten (by me) if I have not enough time to complete it. Another btw @ Bindal: Do you have the texture options set to something lower than the maximum? I knew it wasn't looking nice, but I can't remember it being so bad and blurry...
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Post by DooooooooM! on Dec 13, 2006 13:38:59 GMT -5
Ok, looks like you have ALOT of work to do. I took a look at it in unreal ed and there is a room that is randomly there under a flight of stairs, and you cant reach it. You needz zoning so you can tell where anyone is as they speak to you(name your zones when you place zone infos)which is also good for optimization. And uh you need doors as previously mentioned. You will definately need some stuff so it looks less big. Might i suggest some greenery? or broken pieces if building.
Also the zombie extrance is awkward. Mainly because its a huge wide opening and you cant go past it. It doesn't make much sense, its not realistic especially since its out in the open. if it was tucked away in a corner somewhere then i think it would work.
you should call it KF-TheodorHeussSchule.ut2 when you're done imo.
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Post by AndiNo on Dec 14, 2006 9:38:26 GMT -5
there is a room that is randomly there under a flight of stairs, and you cant reach it. I couldn't do it any better ^^ But as the bots and zombies have no problems with it I will leave it as it is. If I think of the same thing as you... You needz zoning so you can tell where anyone is as they speak to you(name your zones when you place zone infos)which is also good for optimization. Don't have any experience with that but I will see what I can do... And uh you need doors as previously mentioned. You will definately need some stuff so it looks less big. Might i suggest some greenery? or broken pieces if building. It was not long before posting the map that I found out how to use static meshes. I will definately include more of them. Also the zombie extrance is awkward. Mainly because its a huge wide opening and you cant go past it. It doesn't make much sense, its not realistic especially since its out in the open. if it was tucked away in a corner somewhere then i think it would work. But is this any more unrealistic than any of the blocked entrances in any KF level? Okay, it's near the start so you might be able to go through it, but it could be explained by saying that you just came through this way, so it wouldn't be realistic to block it with a fence after you've just come through it... you should call it KF-TheodorHeussSchule.ut2 when you're done imo. I didn't want to name it exactly after the original, mainly because the media in Germany wrote much about a school level in CS a few weeks ago. But I don't want to get involved in anything like that
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Post by DooooooooM! on Dec 14, 2006 15:12:21 GMT -5
there is a room that is randomly there under a flight of stairs, and you cant reach it. I couldn't do it any better ^^ But as the bots and zombies have no problems with it I will leave it as it is. If I think of the same thing as you... Don't have any experience with that but I will see what I can do... It was not long before posting the map that I found out how to use static meshes. I will definately include more of them. Interesting hehe. Dunno what you meant by the first sentence tho. You could have them fall from the top of walls somewhere.. kinda like treating the school as a trench or something. I can help with the zoning, its not that difficult at all. Usually you use zones on doors and windows to seal the rooms if you've got a lot of bsp detail. Plus I read somewhere it acts as a occluder and it removes whole section of map from render process if you are not seeing it. You use a flat plane for all this, and whereever you need.
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Post by AndiNo on Dec 15, 2006 11:18:34 GMT -5
I took a look at it in unreal ed and there is a room that is randomly there under a flight of stairs, and you cant reach it. In order to answer your question I need to know something first: What part of the map were you referring to by this? I thought you meant the places I left there under all of the stairs IN the building. (this is definitive no good solution, but the best I could do without spending days on these parts ^^)
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nightwolf
Clot
Fast, get into the Grave!
Posts: 6
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Post by nightwolf on Dec 29, 2006 13:17:24 GMT -5
Hey great map AndiNo. I played it with 5 guys yesterday... i got missed in the School... about 200 Zombies behind me We all died but hell that made fun <3 Just a tip: Add some different textures and maybe some classes with chairs, tables and even windows on the building. That would rock =D keep it up
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Post by AndiNo on Jan 2, 2007 16:42:49 GMT -5
Wow! Thanks! Didn't think somebody would really like my map^^
I'm currently not working on the map but on my programming project. But as I still have 1 1/2 weeks of vacation I might continue working on it. ps: I already added some stuff to the school, mainly the (much-needed^^) windows. The building looks MUCH better now, but I will release a new version only when there are enough changes to the last version.
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Post by quadx on Jan 6, 2007 13:02:45 GMT -5
hmmm.... making a map for killing floor seems like fun, but I have NO experience whatsoever with the UnrealEd program. Is it hard to get into?
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Post by Doyora on Jan 6, 2007 13:41:52 GMT -5
It depends.
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Post by AndiNo on Apr 7, 2007 14:02:12 GMT -5
I'm finally back after a long time of absence from KF (and mapping). Some days ago I began to rework the map and got it finished now. It's still not perfect, but much more how I intended it to be the first time. I'm releasing it as a separate version 2 because there are some changes some people might not like so that they can play the old version if they like. The main changes are: - windows and doors (more strategic possibilities) - more weapons/ammo - it's much darker outside the building, but there are now lights inside the building - the courtyard is much smaller now With all these things I hope players will be forced to play more inside of the building as they could easily evade all the enemies in the courtyard in the previous version. btw: I just couldn't help it so I put two elevators in the map, although one is not "realistic" After adding all the windows and stuff the map began to lag like hell^^. Fortunately I found out about the "magic" of antiportals, which removed that effect nearly completely. Oh and btw2: I put in zones after all, now you can see where the players are on the scoreboard. The building with red bricks is the "old" one and the grey with the windows is the "new" one. edit: I think I should mention that the three dead-ends in the new building were expanded so that you can run through them in order to reach the staircase outside the building. Here's the link: www.file-upload.net/download-242094/KF-THSv2.zip.html
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Post by manhunt0r on Apr 7, 2007 16:54:28 GMT -5
nice elevator music
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