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I'd love to see more maps like this (with obstacles that kill players, rather than obstacles that look like they'd kill players, but only tickle them, like in a few of the TW Official maps).
One thing that I think would improve the map substantially is if the red lights turned from red to green when a car comes out. Or if the red light turned off when a car gets halfway down the road.
The red lights stay on for too long, so it gets really confusing trying to figure out if a car had already passed or if a car is coming, so you're not sure exactly whether or not it's safe to cross that road.
* Added Stand Your Ground zones
* Combined several additional floor meshes for better performance and visuals
* Removed top level maintenance spawn to prevent ZEDs getting stuck
* Added a failsafe function to prevent live ZEDs going out of bounds from being knocked out of the map
Next update will add the option for players to enable cars during Boss waves as well as support for VS Survival mode.
A map that can make you both cry tears of laughter and anger.
Hats off to you
During boss waves in endless (every 5 waves), cars do still spawn during the boss fight, but to be honest this is a good thing. I see teams working together to make sure that the cars don't get the killing blow on the boss so that the team gets money from the kill. Definitely don't change this.
This map is one of the most popular on my server, and just a few fixes would make it an instant classic. Thanks again for the time and effort you put into it!
- Cars hit dropped weapons. Now I know this sounds like a great idea, the problem is that 90% of the time it means you can't pick up your weapon because it's bugged. You can see it, but walking over it does nothing. I think it has to do with a client/server synchronization of the weapons location, probably having to do with the physics from the weapon getting hit. Would it be possible to raise the hitbox of the cars a few inches off the ground so that dropped weapons aren't moved when cars drive over them? This seriously messes with the balance of the map because dying guarantees that you won't be able to retrieve your weapon, which means players are constantly poor and using starter weapons.
(continued next post)
- I mentioned this already, if zeds get hit by a car hard enough it pushes them through the ceiling. Have to wait for the game to hopefully respawn them.
- The exit area for the cars, it looks like an archway and has some boiler/machinery looking thing above it (second last screenshot in the description above). Zeds get stuck inside there all the time after getting hit by a car. Sometimes we're lucky and can use grenades, sometimes we have to wait a few minutes for the game to teleport them. This probably happens every 3-4 waves on the server, it gets old quick.
(continued next post)
[Victory]
11/10 best dramatic boss fight ever
One issue, am I missing vehicle engine sounds or was it intended to play without them?
Also would you be keen to do town based map with few roads to expand on this idea, so the map would be bigger and and players could use those roads for help but not always.
Is there any possible way to still keep traffic, but not as heavy, for the boss waves? Enough to still look out for it, but not so much where you could cheese the boss fight. If that's possible, maybe you could also solve the dosh issue by slowly increasing the car frequency per wave completion, ex: first wave will be not that different from the boss wave, but the 9th wave is as hectic as it is right now. Could give us enough breathing space to earn dosh and still have the fun car gimmick after the halfway point or so.
play this map
respect! As a maper (in other games) I find your maps (hand made and not ported;)) are among the best I've seen so far.
And your tutorials are helping me a lot to get started with KF2 mapping, keep it up!
Of course I add it to my custom map server. :)
Proof incase no one believes me:) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1135393194
Vehicle damage values have been heavily tweaked. Smaller cars deal significantly less damage, while the large vehicles (Busses, trucks, ambulances) are unchanged and still highly deadly.
Lesser specimen (Cysts, Clot, Slasher, Gorefast etc.) are more likely to survive being hit by smaller vehicles, but will still be knocked down and critically wounded. Crawlers and Stalkers will most likely be killed.
Medium specimen (Bloat, Husk, Siren) will take moderate to heavy damage and be knocked down.
Large specimen (Scrake, Fleshpound) will only take light damage and be knocked down.
Players using high health perks may (with some luck) also survive being hit by smaller vehicles.
For more details check out the change log. Any and all feedback is welcome