Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As others have mentioned, the performance has a tendency to drop (for me it goes from 60 down to about 50 when the Zeds show up).
I also think that from a visual perspective (and maybe performance too, I'm not sure) there could be less clutter. It makes the map look overly messy sometimes. More so than an actual training-range would (probably) be. It could be cleaned up a bit.
But aside from that, It's pretty neat.
But there are a few points to optimize.
• You are using very much pointlights for such a small map. And some of them has "per object dynamic shadow". This should never happen. Should be major point for improving performance.
• The Collision handling is simply not enough for KF2. There are many small actors... like drums or the tower in the middle which should be blocked. all of you blocking volumes are cubes... you can build better blocking volumes with geometry mode (shift+2) and split up sides to build correct collision
• Check collision in "viewport options/show/Collisionmodes/rigid Body
• Please remove Deadends.
Or use a cull distance volume
• Spawn Volume: Min Distance to player at 10... thats a no go. Also you dont have a single Spawnvolume with "out of sight" and Boss spawn possible.
-> Its possible that the boss cant spawn if the players are seperated over the map.
Also the wave spawn period at 0.25 is pretty sure to low for HoE MP Servers
• There wont be any ambient sound on Servers, you need to load the bank of the sounds "client side" on you kissmet. "level loaded and visible" (Clientside) -> Load bank (Bioticslab) -> Start all Ambient Sounds
• your costumization points shouldnt be in the basic area... its possible that players in costumization screen could block zeds.
You have tagged it as "Holdout", this is the tag for Maps like "Decent" or "Nightmare" with changing area every round. Is it one fix area, or is it changing?
"KF-" is required
There are also two types of file names
[KF-Terminal034 KFMapSummary]
MapName=Terminal-034
ScreenshotPathName=Terminal-034
There is a difference between the correct file name and the file name added to KFgame.ini
KF-Terminal034 or KF-Terminal-034 Please unify to either
Cannot be used on server