Killing Floor

Killing Floor

KF-SeaBase (+Making Of)
14 Comments
Badguy292  [author] 9 Jan, 2021 @ 5:24am 
Fair enough! If you want any examples or otherwise recorded in a video or otherwise displayed, hit me up and I'll see what I can do.
Holy Username Batman! 8 Jan, 2021 @ 5:12am 
Okie, I don't see any harm in it.
Consider it added, the guide will never really feel complete because I keep adding to it as I understand different concepts better, lol.
But I already linked it in the last comment.
Badguy292  [author] 8 Jan, 2021 @ 4:40am 
Not at all, feel free! Sorry for the late response ahah, been a little busy. Feel free to throw me a friend request too and link me the guide when it's done~ And I guess I can make another map if I find the motivation.
Holy Username Batman! 7 Jan, 2021 @ 9:15am 
Oh yea, mind if I link your vid on my guide?
Holy Username Batman! 7 Jan, 2021 @ 9:10am 
lol, it's chill. BSP holes are not at all desireable and your method of building means that you probably rarely even see one, and you get to avoid a bit of that blocky feel.
Only downside is that it prob takes longer, and I found when I reduced the amount of brushes in my map, the file size and build time decreases.
Nonetheless, I suppose no-one really builds maps for KF anymore so excuse my random nerdy comments xD
Badguy292  [author] 7 Jan, 2021 @ 8:56am 
I came from the Source engine before going to Unreal with KF, and cutting into blocks tend the really screw up the geometry hard on there, so I just got used to manual editing and work much faster with it, also helps me maintain a uniform wall thickness and position things out properly. I wanted to do an Oil Rig in the style of Metal Gear Solid's octagonal platforms, but I couldn't be bothered ahah.
Holy Username Batman! 7 Jan, 2021 @ 6:56am 
A few years late but great job :P
I found it amusing to see a few areas where you'd take a different route then I would have.
Ie: building a wall in pieces instead of just building the whole thing in one go, and cutting into it where you want windows/doors. Or using texture properties to edit scale, as opposed to the texture pan and rotate tools on the left. You even draw a layout of the entire thing before hand whereas I usually plan section by section, change my designs from time to time and merely picture the final project in my head.

But then again I've spent so much time on my original KFO map that maybe I could take a few tips from old speedmapping video, and SDK seems way less responsive when I use it. :cozybethesda:
Badguy292  [author] 23 Jan, 2019 @ 8:12am 
Yeah, I wanted to make a tutorial but my mind drifted off completely, so I made speedmapping video instead. But there are good youtube tutorials on Killing Floor Editor already.
Boltte man 23 Jan, 2019 @ 2:46am 
oh nevermind it just a pro-laspe of the making, not an actual tutorial like style video....where you delve into explaining what this does, why you did this, etc.,
Boltte man 23 Jan, 2019 @ 2:32am 
that opening scene...so dramatic.....hahahaha :steammocking:
Boltte man 23 Jan, 2019 @ 2:30am 
...you actually screen recorded yourself making the entire thing from scratch without any shortcuts on the assumption that the viewer will know what you're on about?
Badguy292  [author] 22 Jan, 2019 @ 4:12pm 
Thanks! This was more of a test than anything but should be fully functional! I am happy you enjoy it!
Delamain 22 Jan, 2019 @ 1:45pm 
I actually like the small simplistic design to be honest. It reminds me of the Halo CE maps. Keep up the great work man.
Badguy292  [author] 12 Oct, 2018 @ 10:07pm 
Thanks! I don't plan to expand much more upon it, it's more of a mini-project I made. I got other projects I'll expand more~