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did the map end up being finished for the "official" version?
That being said, would it be possible for you to rename your version so that it doesn't conflict with the official version? Just saying because i would like to experience how the workshop version compares to the current one.
The QA is equally horrible.
Zed pathing would be laughable if you had nothing riding on the line. They zig-zag in unobstructed, straight pathways and they'll sometimes go around an object instead of coming straight at you.
Then there's the issues of invisible walls where it appears you should be able to go through. I won't fault you for the one in the Egyptian sub-map because I know TWI put that one one in but, sadly, that's not the only one, and there's plenty of others. For people who aren't aware of where these invisible walls are, it could mean taking unnecessary damage or even dying.
This would be a top map if the above were fixed and Tron sub-map were to be removed altogether (it's that bad and irredeemable). Alas, I'm not holding my breath, partly because it's out of your hands, but mostly because it's in the hands of TWI/Saber.
It's funny: over here, you see people praising this map, but anywhere else, people absolutely hate it with a passion.
I must say, it's pretty bad in terms of QA and one sub-map in particular: the "Tron" map.
The Tron map is a death sentence late-wave in Endless and the design of it is to blame. I would say the KF2 spawn system shares some blame, but a map maker should know better and to work around it. Instead, you made it so that the zeds block you off from every possible angle and there are no good escape routes. This is some of the worst map design in all of KF2. Even novice map makers know better than to make a map like this.
Buuuut everytime I'm playing after killing the Mathiarch boos the next stage doesn't spawn any zombies, ever with the counter saying there 48 more to finish.
As for some dev insight, my original plan was for each arena to be twice the size they ended up.
The Fallout arena would have old factory buildings connected by scaffolding and industrial pipelines.
The Desert arena would have an entire multi-leveled indoor temple.
For Old Town I had a large carnival courtyard planned and several buildings were open for players to enter.
The Forest was supposed to have expansive cave systems with underground caverns.
The secret arenas were all rushed and were planned to be larger and more detailed. Sadly I had to cut a ton of content to meet the deadline.
So, I recently played it to see it for myself and I honestly enjoyed it. Going from dimension to dimension and seeing the map ''grow'' with new elements from the dimensions I have visited, feels like an RPG element (I think there was a game I played that had the exact mechanics, however I don't rememeber it's name).
The only map I didn't quite enjoy was the swamp-like one. The only problem I had with it is that due to the level of water being very high, you can't see the crawlers and they can sneak up to you easily ( I don't know if it was intended or not). Also the boss level feels quite easy since you can kite them by going around the pillars (A nightmare for the Matriarch since she can't use her laser properly).
Last but not least, a sidenote, I actually didn't expect this map to be the one we get for Christmas so when I saw it I was like ''What? No way!'' since I was expecting more of a fitting theme haha. A job very well done nonetheless. Bravo Seanchaoz!
Too bad it took a long time, since you won in 2019 in 3rd place and more when they launched it in a Christmas event, and I'll be honest, but this map has nothing to do with Christmas. But hey we'll see what comes out :/
Anyway I congratulate you for making this great map. Although I feel that Tripwire / Saber may give it some changes like the previous maps did.
booOOhhOh, very spooky
I know the suffering of creative drought, so here's to hopes that things will start to change for the better. Glad that you responded tho. Still, for what tools you've been given and for the map's faults, you did make a pretty enjoyable and fun location.
I planned to have even more secrets and dynamic events, with one of them leading to a truly dangerous arena.
I was even going to have the flavor text between waves be fully voiced.
If I can find the mojo I might pick the map up again and expand upon it. No promises though.
Grenades falling through the floor in the void can be aggravating, especially for zerkers. Hadn't given that much thought honestly. I would set it to collide with grenades while letting ragdolls through if I knew how (likely not even possible due to the SDK limitations).
The invisible walls in the fallout arena are garbage. Truth be told the map is in beta, I ran out of time to properly finish it due to the contest deadline. It got pushed out the door with quite an extensive list of unfixed elements and numerous additional features never implemented.
I'll honestly admit that with my lack of motivation for KF2 content I never found the energy to finish the map after the contest ended and just threw the map on the workshop as it were.
The poisonous swamp gave me a very unpleasant surprise in the form of invisible walls. The two instances where I encountered this travesty was when I was trying to go behind the silo and the one with the staircase that leads to the small wooden booth. For a map that is supposed to reward player exploration, this kind of thing is unforgivable until fixed.
Which is a damn shame since I really do enjoy this map, because when it works - it works. But these issues (the last two) kinda represent having sex with a hot girl and then out of fucking nowhere she pulls a spiked dildo that she wants to put it up your bum.
The map is creative and pretty cool overall how the main arena keeps constantly getting "refreshed" by obstacles and hazards from the other areas you visited. The map isn't perfect however.
The uncovering of the tomes reminded me a lot of CoD: Zombies Easter Eggs, and not in a good way. Mind you, I love solving these mysteries, but the line between fun and tedious is if you get hints...which you don't here. Mind you, this is a personal thing from me and while I really don't like constant hand holding, I also don't like running around like a headless fly trying to find a secret that may not be even there to begin with.
The dark space map with the floorless floor pisses me off to no end because any grenade that isn't the Demo's dynamite is rendered useless as it just goes through the fucking floor - if you're playing a Zerk or a Sharpshooter on this one on HoE? Tough luck.
I've added Large zed flags to the hidden Void zone spawn volumes, which hopefully fixes the out-of-bounds spawning. Please let me know if the bug still persists!