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That is exactly what I was going for though with all of the small maps allowing you to holdout in the same area over and over
I get your view of it though, but I am on a indefinite hiatus for mapping in KF2 atm.
If someone else wants to cut up the map and make some sections in smaller versions of that have at it!
I did try optimize the traders to be sequential in order and be within length for traveling.
If you have issues getting to the trader let me know
I thought those were pretty great at getting to traders. Was there a problem with them?
Now as for the setting. It was actually inspired by a few days I have experience where it rained with no clouds overhead. The sky was orangish with a slight pink hue and clear. I think there is a term for it called "Serein" and it really stuck with me.
So I decided to make the open level like this have that type of ambiance
If you just make the map smallER, bring the Trade Pods more closer together, and/or create more pathways to each of the Trade Pods or for better map traversing in general to prevent getting cut-off, then this map might have my praise because I do like the concept, plus that elevator is pretty cool :P
Glad you enjoy them! I was actually debating on renting out a server to host them
btw i love your custom maps, its unfortunate that many servers dont have your custom maps,
cheers!
The spawning seemed to be a lot better from my testing. However there is the 1 zed that seems to be far away sometimes.
If you had a bad experience on this map please give it another go
- Vehicles controls are gone, Only the elevator can be used on trader waves.
- Traders are selected on a route through the map
If anyone has any ideas or feedback on the map for changes to be made. Now is the time since I am working on it so please post if you have something on your mind!
Thank you.
Cars won't be needed in a progression map that way. Suppose you could keep one car on the high way though just for fun.
I am going to add a "progressive trader system" that will pick only traders along the route from the previous trader.
In short you won't get a trader all the way across the map, but it will still be randomized on what "path" you get taken on in the map.
Also the cars will be removed
I died and on respawn spawned 250m's away. Really?
The big problem with your idea is you don't allow players to call the vehicles or use the lift durning zed spawns. Meaning we're 300 meters away from the trading and have 60 seconds to get to the trader. It's just impossible. Also, you basically created 2 maps. One Sahara biome and one highway. Where it's extremely hard to make a transition between the two maps. You need to add more effective and less time wasting routes. Such as shortcuts.
The controls on the cars are a bit wonky at best. It would better to have continuous moving vehicles which stop at the traders temporarily allowing players to jump on. Players should also be able to call the vehicle during the zeds.
it mostly is for copy paste edits that are not wanted. For example someone in the past edited my HorzinExpress map to get people on top of the train and released it on the workshop.
This completely breaks the map in a lot of ways and makes it exploitable, because of that people would get that mixed up with the actual map and give it a bad rep.
That is why I put that on my map uploads. I am ok if its a needed edit for some special reason. However I have had multiple issues with people just doing there own thing thinking they are "fixing the map".
Is there a reason you would want it to not be?
you sure this is enforcible?
Sorry about the issue but I can't do anything about it currently!
The glowing platforms can be used to call the cars as well on trader waves.
And yeah, please no map-wide trader. I like the idea of fighting your way to the trader. Otherwise people would just try and find the most viable area to hold up and never venture anywhere else on the map.
Question, how do you get the cars to work?
I consider that to be lazy and a bad design choice for almost any map. There is a will and a way to make traders on large maps work.
- You lose the immersion of going to the trader spot to buy your gear.
- You aren't forced to move around and see different parts of the map.
- It lets you camp the "meta spot" on the map since the trader can be accessed from anywhere.
- Call vehicles with platforms. You can now stand on a platform at the start and end of the vehicle paths and bring them to you.
- Pathing has been redone and improved across the map.
- Starting spawn points are in underground area now, not by the cars.
- Lower skylight light for caves and outside
- Added cars by dirt road by rockslide
- more visual backdrops for outside area
I also want to add that I have done everything I can to make zeds not spawn too far or on th wrong level. There seems to be an issue with the zeds spawning outside of a "spawns" boundaires. It is on the trello board for TW and they are looking into it.
https://trello.com/c/t2wURGSZ/3-zed-spawning-issues
One other issue (which you're probably aware of?), zeds get stuck on the bottom of the map in the grass close to the elevator. So the only way to play the map was to have someone work their way down there mid wave while everyone else goes to the trader (and they wouldn't be able to restock on ammo, etc..)
It was mostly bloats and sirens that paced back in forth in the grass near to and in between the cave and the elevator.
3. I am planning on adding more boss spawns with less distance to solve that.
In general KF2 has issues with massive large maps and I am trying my best to remedy them with all the features I put into it.
Thanks for all the feedback. I will be investigating and attempting to solve issues in my control after the holidays!
The whole teleport while using the elevator can be done but I only want those to be active on the trader wave. It just has to much if a possibility for exploitation and I think it takes you out if the map to escape from zeds and having them knownigly teleported.
I however was playing with making it so you can't activate the elevator if zeds are near. So you might see that in the next update!