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I have attempted to fix the sandbag glitch, if you find anymore glitches let me know!
Uploaded the new version with the fix
Im glad you enjoy the map, Ill keep trying to make it better!
I have heard there is a lot of interest in WW2 themed KF2 items/maps. I have actually been approached by another party to work in collaboration to make some more WW2 themed maps and I have accepted this offer so keep an eye out for more in the future. Then again a post to tripwires official forums is sometimes all it takes to get ppl talking and an idea being brought to life.
https://steamhost.cn/steamcommunity_com/app/232090/discussions/0/2592234299530752305/
Its worth noting that even though i played on Aug 20th, i have no clue if it got rectified in the Aug 17th or 19th updates.
Hold them off is pretty much the objective of this map lol
Zeds will now spawn regardless of distance from the player and the visibility of the spawn point from the player. This was causing some delay in spawning.
Tips like that are gold for people like me. I went from Zero SDK experience to producing a map in about a week with the help of some very patient experts lol I just assumed If I gave the zeds and players lots of room it should be ok :)
When I get home ill fire up those commands and give it a go and hope my theory works out.
Once you check the map out, any ideas for improvements are welcome.
Im also open to people who have some good ideas and want to contribute and add to the map.
Thanks again
I didnt test you map so far.
But i read that you build it for M32+ Server and endless.
To ensure that this will be working with many zeds you can test your map also in sdk with these commands:
stat collision
enablecheats
spawnzedaigroup clot 10 10
You should never cross 2000 at each of the stat points for a good performance on 32+ servers
Just a note ;)
Will check your map later
As for spawns, if possible you could include a few spawn points on top of the cliffs (if there is a top?).
I think even for 40+ it might take too long for zeds to get to players. But I'm not totally sure on that (I don't have much experience with 40+ maps to know).
This map was pretty much designed to be an endless map for a large number of players (40+). How long can you hold Omaha beach until you get overrun? lol. As for the spawning zeds I might be able to get rid of some spawn points either on the edges or in the middle of the map So you can wipe easy waves quicker, or have a good sniper :P
If you have 30 players there will be a few hundred zeds coming at you :)
The sandbagged area on the lower section of the map was there for the early waves of zeds so you could get to them faster and as the game gets more difficult retreat to the bunkers etc
Ammo boxes respawn every 5 seconds so for a small group of players, yes this is excessive but for a large group, not so excessive lol. I might be able to modify the ammo boxes to spawn depending on the number of players in the game? Ill have to look into it.
Any feedback good or bad is always appreciated!
Couple problems:
1. Zeds spawn WAY too far away. Should have zeds spawn behind the tanks/forts/in the trenches/etc... Once you kill a group of spawned zeds, you can be waiting quite a while before the next group of zeds gets to you.
2. Ammo/Armor is too plentiful. It's particularly a problem with ammo because it makes the map easily exploitable since you can just spam grenades. Armor isn't as much of a problem, since it only spawns in a few particular areas, which can be hard to get to if you get overrun, which is good.