KF-Iced  (Read 11533 times)

Hicks

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KF-Iced
« on: August 24, 2011, 18:12 »
I had a cold mood and made this :D
An open map, only 2 buildings that players can defend or simply run around. There is no weldable doors. I'm not sure about 16 players, but in solo this was fun ;)



http://www.megaupload.com/?d=EO6FWEDK
http://www.gamefront.com/files/20710814/KF-Iced.zip

KF-IcedV2:
http://www.megaupload.com/?d=6WP4T1G8
« Last Edit: August 27, 2011, 18:27 by Hicks »

Vanico

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Re: KF-Iced
« Reply #1 on: August 24, 2011, 19:02 »
Atmospheric map. You can't see anything, because the fog is very tight. Also the map is very big!
You can't see, where the zeds are coming from so you have to watch out.

Bugs I found: Snow goes inside the trader building.

I bet this is fun with more players!
Good job :)

Hicks

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Re: KF-Iced
« Reply #2 on: August 24, 2011, 19:21 »
Thanks, Vanico.
About snow in shop... uh, this is real pain in ass. Wheather in KF always was difficult thing for me -_- Making rain\snow is simple, but disable it properly in other map areas is a pain. Yep, i set tag to new volume, where is snow don't need. Set this tag in weather trigger exclusions and nothing happen when it supposed to disable damn snow. Funny thing: i've did it for stalker-stream, but here it just doesn't work...

[MiA]Raj

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Re: KF-Iced
« Reply #3 on: August 24, 2011, 19:34 »
Cool, uploaded.

Snipe34

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Re: KF-Iced
« Reply #4 on: August 24, 2011, 22:09 »
Map is atmospheric for sure!

Too easy, not sure.  Good players can make KF mod seem deceivingly easy =D

Hicks

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Re: KF-Iced
« Reply #5 on: August 25, 2011, 08:42 »
Quote
Too easy, not sure.
Yea, i've noticed. I made fast zeds spawn, but they should walk from map corners. Another weird thing: zeds coming from 3 directions, when they should come from 4. In solo spawn work fine... About difficulty - i can put in map forced spawn points and as result we'll get in 2 times more zeds than normal. For example, limit max zeds is 25 now, but we'll get 50 zeds at once. And big hordes may cause lags.
Or make forced spawn only for sirens\scrakes\fp's... this mean they'll appear from 1 or 2 wave. So, what you think guys?

N3Cr0

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Re: KF-Iced
« Reply #6 on: August 25, 2011, 16:13 »
I think the best way is to place some spawns behind the houses, so they will come from all directions. Maybe it can be useful to enlarge the area there.
... or make a spawn in the basement of one of these houses.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Hicks

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Re: KF-Iced
« Reply #7 on: August 25, 2011, 16:22 »
Quote
or make a spawn in the basement of one of these houses.
That's right! Forced fp's spawn in basement, muha >:D Or sirens... or fp's and sirens... hehe.

Vanico

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Re: KF-Iced
« Reply #8 on: August 25, 2011, 16:44 »
Forced Spawn? What's that?

[MiA]Raj

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Re: KF-Iced
« Reply #9 on: August 25, 2011, 17:44 »
Quote
Too easy, not sure.
Yea, i've noticed. I made fast zeds spawn, but they should walk from map corners. Another weird thing: zeds coming from 3 directions, when they should come from 4. In solo spawn work fine... About difficulty - i can put in map forced spawn points and as result we'll get in 2 times more zeds than normal. For example, limit max zeds is 25 now, but we'll get 50 zeds at once. And big hordes may cause lags.
Or make forced spawn only for sirens\scrakes\fp's... this mean they'll appear from 1 or 2 wave. So, what you think guys?

This sounds great! Care to teach me how? I've been wanting to do something like this in my map Sector AB.

Hicks

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Re: KF-Iced
« Reply #10 on: August 25, 2011, 21:15 »
Forced spawn is just spawn triggers, which spawn zeds instead zombie volumes. I tried put them in kfmod, but nothing happens, they didn't working. I thought it help as in steam kf (there triggers work fine) but... by way of experiments i learned that triggers work with timer. And this mean you'll get endless numbers of zeds even in shop time -_- I think main problem is in kfProxyTrigger, because this bugged. :-[

[MiA]Raj

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Re: KF-Iced
« Reply #11 on: August 25, 2011, 22:26 »
Oh okay :/

Vanico

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Re: KF-Iced
« Reply #12 on: August 25, 2011, 23:39 »
You could request them for v3. They would be very useful.
Secret crawler, stalker or FP spawns for example!

Hicks

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Re: KF-Iced
« Reply #13 on: August 26, 2011, 11:07 »
I guess these triggers will work in v3, because them will used instead zombie volumes for mission maps. Yep, it's really useful and for survival...
Btw, here you can read tutorial for mission maps, this was useful for me:
http://forums.tripwireinteractive.com/showthread.php?t=39077

Hicks

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Re: KF-Iced
« Reply #14 on: August 26, 2011, 21:26 »
Don't be sad guys, i've learned how forced spawn works in kfmod ;) Tried it just a moment ago at Iced in solo\with bots. Pretty cool, huh, so many stalkers :D
Well, first i had problems with ProxyTrigger, then with Trigger and after all i got where's problem. I don't know why, but when i used only 2 triggers (Trigger and scriptedTrigger) nothing happens. And when i use 3rd trigger, spawn work fine, lol O_o

Here is example map with triggers. Simply copy it in your map, make some changes such as proximity class, zed class that will spawn and trigger time, when it can be repeated. Triggers are named as ZedSpawn, ZedSpawn1 and ZedSpawn2.
Put ZedSpawn and ZedSpawn1 to place where you want it to be activated by zeds or players. Then put ZedSpawn2 to place where zeds will spawn. That's all. You can copy ZedSpawn and ZedSpawn2 many times.

http://www.mediafire.com/?ze46br7u1fy3ez2