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Too many dead ends.
Unless everyone who plays this map spends the time to learn the layout, it's going to be annoying as hell to play. And who's got time to learn the layout of every custom map? (I mean I do, but I'm not a casual player...). Anyone new to this game and this map will find it really frustrating to play.
It's okay to have maybe one or two dead ends, as long as they're wide enough (so you have room to maneuver around zeds) and there's something about the environment that looks very different from most of the map. So you can easily learn that that spot is a dead end the next time you pass by it.
Fix the dead ends, it has a lot of promise. I was having fun at least, until I inadvertently hit dead end after dead end.
Either way it's the main issue I'm arsing around with at the moment. Cheers for testing.
zeds/players are popping into existence when entering rooms
some sort of thing you did where each room only renders whats inside and doesnt render anything outside that room
huge frame spikes in the lounge room when a few zeds appear
Cosmetics done:
Expanded rooms.
Added a new Generator room with lots of space to move.
Expanded garages.
Added detailing to the mess hall.
Things to do:
Detailing
Add inaccessible spawn rooms.
Add blocking volumes so the props don't inadvertantly block players and so players can't cheat by jumping on barrels etc.
Sort splatter maps.
And solve any other problems people report.
1) Like you said Old School , there definately are NO trader arrows.
2) During the first wave, enemies spawn correctly. However after the first wave enemies either spawn in front of players faces, or spawn normally but the models aren't loading till last minute.
3) During the first wave, player models can be seen clearly at all times, AFTER the first wave though other player's models will disappear and reappear at certain points.
I don't know why...arghhh
1.Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC
2.Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC
3.Documents\My Games\KillingFloor2\KFGame\Autosaves --Delete this whole folder.
4.C:\Steam\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps
5.C:\Steam\steamapps\workshop\content\232090\1510350952
A good way to check if the workshop item you uploaded brewed and uploaded correctly is to toally remove any copies of the file locally from your machine and just test the download from workshop.
I always delete this too before testing. C:\Steam\appcache\httpcache Ofc keep a copy of the file somewhere safe. I wish you luck. I really enjoyed the map. Very well done otherwise.
That being said, I just have no clue as to how the gameplay will change with a full squad. If it turns out that squads are easily overrun I will increase certain room sizes, link a few more corridors/rooms and make corridors longer to give squads a chance against larger Zeds.
Thanks for playing and leaving your critique :) I'll have a look into corridor linking.
If I were to be very nitpicky, I would say that the layout is a tad labyrinthian. I feel the map is more fun and suitable to be played while kiting rather than holding a spot, especially when the corridors are so cramped if several fleshpounds are after the squad the squad will be overrun in no time. Maybe connect more of the rooms together for more kiting options should one of the routes gets blocked by a bloat or whatever.
All and all, really well-made map.
http://gtm.steamproxy.vip/app/232090/discussions/1/1483235412197657717/ not much u can do until its fixed
It runs fine enough and the detailing you mention shows through very well (although i think the row of zeds behind the glass window is a bit silly.) You also mentioned it's not an overly big map, i'd say it's a pretty good size, but very tight at the same time, whether people like that or not is up to them i suppose.
For a first attempt? Awesome work. Looking forward to future maps from you.