Archive for the ‘KF-Insurrection’ Category

Oh boy, the longer I stay without posting the harder it gets to start typing one of these down… Is an ugly mix of shame and inhuman laziness.

It all started when I decided to take 1 month off after mapping non-stop for so long (mostly KF-Insurrection for Killing Floor 2, but also Mako V6 for CS:S), but then I spent over 3 months playing Path of Exile, and at some point we got the results from the KF2 contest and we were kinda disappointed as we expected a bigger reward for all the effort and time we put into it. This didn’t do any good for what I call “my mapping mood“. I guess what we got was about right since we didn’t play-test it enough and ran out of time to fix all the problems the map had (even if many were due to the game itself not being prepared yet for the mod we were mapping for), but it sure hit us hard.

For those curious, we were honestly expecting 1st or 2nd place in the modality we were presenting for and at the very least a 3.000$ price. In the end we only got 1.500$, which even if its still something (and may look like a lot for a map for many of you, seeing how sometimes I get offered 50$-100$ to do a map that may take me several months) it was a little underwhelming. We had to split that between the two of us and you have to take in mind that we had been working more than full time for about a month, so in the end it was less than minimum wage (here in Spain). At least we were doing what we like (mapping) and we got to see each other for a month and play some Dota mano-a-mano 😛

So now I’m “back” (I guess, I honestly try) and I hope I get back to finishing Mako V6 at the very least… (Junon is so out of the picture right now).
For all those curious (some of you guys even asked me) I did absolutely nothing related to Mako V6 since I released the open beta you all played… Not a single brush.
All I did was write down some things that needed fixing in the first week after release (including some that most of you aren’t aware of because your awesome server handlers and admins did scripts and used plugins to fix them so the current version was, at the very least, playable).

Anyway… I have been pretty much away from ZE for 5 months (Really? Already? Again? Time flies!) so if you guys have discovered new bugs, exploits or have suggestions for Mako V6 that I may not be aware off, please let me know (on the off chance someone still visits the blog, XD).
Also interested in your honest opinion about the map. When I was doing it I was very aware that it was so different to V5.3 that many people would prefer the old version or consider them both two different maps altogether, but I want to know if you guys think it was worth the effort and what things may need to change to improve/fix it.
Have you been playing it lately? Or since its unfinished you pretty much rolled back to V5.3 after the novelty fell off? What has been going on? Let me know! 😛

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On another front, after some Last Man Standing events took place in some servers, many people and some mappers have been trying to contact Hannibal to ask for the latest .vmf of the map so they can attempt to fix it to make it fully playable and enjoyable.
Hannibal is completely okay with it and hopes you the best while trying to fix his mess, so here is the file you guys have been asking for:

ZE LAST MAN STANDING B0_001 (vmf)
(Ignore the fact that the file is named b0_0001, I don’t understand the train of thought behind Hannibal‘s decisions, but its the vmf used for V3_1)

Everyone is free to download and check it to learn how to do certain things (but I would suggest trying to keep the blatant copy-pasting to a minimum) or to have fun with Hannibal‘s ways of mapping, but if you guys are honestly thinking about doing a fixed version of the map I would ask you to please write a comment on this post, not only to know who you are (mostly out of curiosity, but I may also be able to help a little) but also so you guys can contact (or at least know about) each other and not waste resources. As far as I know there are at least 2 different parties (maybe more) wanting to work on the map and it would be really stupid if we ended with several mediocre fixes when you guys could work together for a way better result you all can be proud of.

Good luck!

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KF-Insurrection RELEASED!

Posted: February 24, 2016 by Kaemon in KF-Insurrection, Map Update

So as many of you know, Hannibal and myself were working on a Killing Floor 2 map, but I believe I didn’t say much about it.
Basically, Hannibal invited me to his house to teach me how the KF2 map making tools work (which is pretty much the Unreal Engine 3, and was nice to learn it) so we could work together on making a map for a contest. We kinda had a good time, but it was also pretty stressful to make a map without really knowing the limits or basic problems and workarounds we would encounter.
On top of that, we made the map for the Objective category when the game (still not fully released) only has polished the Survival one, so we had to “improvise” some workarounds for things that aren’t in the game yet, like spawning ZEDs (the game’s zombie-like enemies) without using the default “waves” or creating a way of respawning dead players as the survivors keep progressing through the map.

So here is the map, KF-Insurrection:

CHECK the map at the CONTEST site: LINK
DOWNLOAD from Google Drive: LINK

The final result isn’t half bad, but it sure could be better if we had more time for testing and polishing (we basically were mapping up until the last minute of the deadline on Sunday’s midnight) or if we started the map again now that we have some experience with the editor (I had 0 days of experience when doing my first rooms and around 1 month when doing the last ones, also, I never played the game XD).
The map takes around 45 minutes if you know what you are doing, and can easily take over 1 hour if you go slow or get lost. You have to keep progressing into new areas while fighting ZEDs and doing different things, and some people that have tested it really liked how different is to your default survival maps.
However, map is far from perfect and at some point we will improve it (we are not sure if we can edit it while the contest is ongoing). Specially a few spots that can get you stucked since we didn’t “clip” the map as much as we should have (Killing Floor 2 is one of those games where almost everything is clipped with invisible walls in the official maps and where you aren’t allowed to do the most basic jumps) and there are also some minor problems with how the ammo and weapons disappear most of the time because the game is not completely ready for this non-survival mode.

And as for Mako V6, I keep my word of releasing it this February (most likely the 29th).
Will post more info about it in a couple of days. Stay tuned!

Oh boy… So long without posting that I barely remember how it goes…

First of all I wanted to say sorry to all four of you that still visit the blog for not posting in such a long time. Sorry 😛

So there were many reasons… But the big main one that prevented me from releasing Mako V6 in December 2015 was mostly my computer issues. My hard drive started to fail and it was getting worse and worse (making working on the map almost impossible) until it pretty much stopped working. But it was the holidays, along with family visits and what not, so it took me a while to get it repaired, and when I finally did, Hannibal of all people asked for my assistance with a Killing Floor 2 project, so I went to visit him IRL (for the first time, and believe it or not he is even uglier in person) and we worked together on his KF2 map for around a month… (Will let you know when it gets released, should be later this month too if nothing changes).

Now I’m back at home, with a working computer and tired of failing and teasing you guys and not releasing Mako. You have been waiting for so long, and sure there were some issues here and there, and somethings took longer than expected, but I also slacked a lot…

So that’s it! I’m feed up! I’m drawing a line! I’m releasing Mako V6 later this month in whatever status it is! (Luckily its a leap year).
The map is already fully playable anyway (is mostly that I didn’t get to make new animations for Bahamut and the other boss yet) and should be relatively bug free (maybe a little too hard because I’m buffing zombie speed, but playing on a server will tell us about that).
I was planning on releasing a V6.1 and V6.2 later on for fixes anyway, so I guess it will be okay if the first released version is not as final and polished as I wanted it to be. The thing is I made you guys wait long enough and maybe releasing it will make me get more serious about finishing the little details while I fix whatever problems you encounter on the live servers.

Also a friendly reminder: there is no new difficulty (seriously), so don’t wait for one. The current ones should be sightly harder because of zombie speed buffs and fixes and the fact that you get one materia less per difficulty, but don’t wait for a Ex3 or anything like that. I may add something later on (no promises, just saying) but for the first V6 I just wanted to keep things as close as possible to what they are on V5.3.