Help:Mapping Crystal Lake

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I'm going to show you the process to making a quick and easy map. Most of this will be brief and then you can follow links to appropriate pages on how to create those items/effects. This map was originally made just for this tutorial showing you how easy it is to start your own map but it looks like I've gotten carried away and now I'm finding this to be one of my favourite maps...ah well can't be a bad thing then.

Contents

[edit] Concept

Being a horror film fan I've decided to make a map based on the Friday the 13th movies which i'm calling KF-Crystal-Lake. The map is simply a lake, some forest and some cabins which should make it a quick and easy map since these things can all be found in the official maps.

[edit] First Steps - Making Space

I've had a look at KF-Wyre and its perfect for what I want to make, so I load up KF-wyre with the editor and save the map as KF-Crystal-Lake this way whenever I press save i'm not saving over the original.

Wyre has the perfect skybox and the map size is about right so I'm going to delete everything else but those and the terrain.

This is before I mess with the map:

KF-Crystal-Lake00.jpg

Removing SM:

Removing Pathnodes:

Removing Lights:

Removing Sounds:

Removing ZoneInfos:

Removing Emitters:

Removing Brush:

Do the same for the following:

Remove Weapons and items: Triggerlights

Triggers

Jumppads

Traders

Zombie/shop/blocker/lava/water volumes

Zombie pathnodes

There is a quicker way of doing this which is "select all actors" however its likely that we'll delete something that we want to keep and the undo button will crash the SDK so I find it better to do it one stage at a time.

And here is the end result: Just a plain map with the skybox/kflevelrules/kfmusic/surrounding forrest SM/Terrain KF-Crystal-Lake01.jpg

[edit] Re-shaping The Terrain

Now that I have a nice plain map with a ready made up terrain i'm going to reshape it to how I want it to be.

KF-Crystal-Lake02.jpg

KF-Crystal-Lake03.jpg

Now where do we start? the beginning is always the hardest point in a map however this has a nice big lake so i'm going to start with that and then map around it.

KF-Crystal-Lake04.jpg

[edit] Sketching the map layout

To help us make the map I'm going to add a few shapes around the map to signify objects. The biggest is the cabins so i'll want to add 3 or 4 big rectangular objects. Tried adding SM for the cabins but it didn't feel right so I copied and pasted a room from wyres underground labs and changed its csg type to ADD, this feels better.

KF-Crystal-Lake05.jpg

Now I need to add some more placeholders in place before I start getting into details.

This is the best time to try out any radical ideas to see what you can create before you get too deep into making something you are not happy with.

[edit] The final sketch

KF-Crystal-Lake06.jpg

This now has everything I need to start getting stuck into my map.

[edit] Next Step - Playtesting

I've decided to have some playtesting to see how what I've already made plays out and if I need to change my sketch at all.

KF-Crystal-Lake07.jpg

Changes Made

I've done up the car park a little more to the way I want it although I would like to change the London buses to tour buses or maybe even a caravan.

Result

I played a full 10 waves and really enjoyed this map.

At the moment it's really plain and missing alot of content but it's important to stop and have a quick playtest once in a while to see if something needs changing.

Good Points:

I found that the cabins and car park are great to play around and it's great having zombies coming from out of the lake. Areas like the car park felt right and even if I was to put up an invisible wall around the back it wouldn't bother me so I can go and put in the forrest without feeling forced to play elsewhere.

Bad Points:

Solutions

[edit] Playtesting Again?

KF-Crystal-Lake08.jpg

Changes Made

Result

Changing the terrain to stop you going around the top of the lake makes the gameplay alot more interesting however its a nightmare if you have to go from one of the top traders to the other. To fix this i've got a cave entrance by Jason's den but this still isn't enough since the other entrance is miles away from the Trader. So to fix that I'll be completely changing the look of the Trader cabin on stills and adding an access point from the caves into the traders new house.

[edit] The Real Beginning

Since this map is going to be very similar to KF-Wyre I'll have a 2nd copy of the SDK running with KF-Wyre loaded so I can look through the map for ideas and to easily view what available Static Meshes I could use for my map.

KF-Crystal-Lake09a.jpg

I've now implemented all the changes i felt needed to be made after the first 2 playtests. Do remember that i'm keeping everything basic like sketching a drawing before actually doing the drawing.

Changes Made

KF-Crystal-Lake09b.jpg

Here's the new Trader's House. Notice that its just the same boring blocks stacked on top of each other with a simple flat CSG for the boardwalk. This is starting to look like a rich man's house. An extra staircase was added to allow zombies to come from more directions, there are also crawler spawns on the roof just for the occasional surprise attack.

One room at the trader house has a staircase attached going down into the caves. This area is now more interesting and I find I no longer have the urge to keep running back to the cabins so it shows that the changes I've made are for the best.

KF-Crystal-Lake09c.jpg

Here you can see the new bridge which is mainly for decoration purposes but also gives me the excuse to put in the fallen over tree bridge a little further down stream. There's a few blockers set up to make sure that you don't fall into the river since i don't want players going down there. There is also a few of those collision hulls set in place.

You've probably noticed that i STILL haven't put in an actual road yet, this is because i haven't come across a texture that i'd like so i've put up a nice wooden fence along the road to outline it which allows me to remove the road place holders.

KF-Crystal-Lake09d.jpg

I was expecting the caves to be the most difficult part of this map since you can only have one level of terrain and I needed something to floor the cave with. Terrain is basically like a sheet of paper, you can move it into all kinds of shapes but you can't have another piece of paper to go under it which means if I have one sheet covering the land and covering the tops of the caves then what's going to floor my caves?

This is always a problem with natural looking surroundings. If it was just an underground base like in KF-Wyre I could just build some rooms and have an entrance cut through the terrain but that's not what I wanted to see in this map.

Luckily there's some good natural textures in KF-Wyre and some SM's that can make a plain flat floor look more realistic. So my caves have a flat CSG floor with these textures on it and every here and there I've made the CSG go up a level or down a level just so it's a little more interesting.

KF-Crystal-Lake09e.jpg

As you can see I haven't done anything with Jason's den yet since it's just a trader building and all it needs is detailing which I'll leave till much later on in the map making process. There's nothing wrong with doing it now it's just that after a few more playtest's I may decide that I don't want it there anymore or I want something completely different so I don't want to waste time detailing something that might not even make it into the final cut.

[edit] The Caves

Now that I've got an actual floor down and I can traverse into my caves its time to add some walls and details. Caves themselves are pretty easy to make but when you make a long cave like this it's easy to kill the gameplay so I have to make sure that there's plenty of different ways zombies can get into the caves to fight you.

Most of the cave is 1 SM repeated over and over again which should look boring but when it overlaps itself it no longer looks like the same mesh especially when you add little bits of rock and stone every here and there.

KF-Crystal-Lake10b.jpg

Problem:

Fix:

[edit] The Cavern

KF-Crystal-Lake10e.jpg

Underneigh the Trader's House is a large Cavern which not only makes playing in the caves more interesting than just going down a corridor with funky walls but also adds more gameplay depth.

All the smaller sections of cave is built using SM's however I didn't want to use tons of SM's here since it'll cause lower end machines to struggle. So for the majority of the walls I've just used flat CSG based walls with a cave texture on them with the odd SM here and there to make it look more REAL.

Problem:

Fix:

[edit] Where Do Zombies Come From?

This is always a tricky situation.., Just where DO the zombies come from?

It's fine having them spawn around the areas you walk on but there are times where there's not alot of space or you want zombies to spawn in an area without players stopping them from spawning. The way a zombieVolume works is that players must be a set distance away (changeable value) / Players must be out of view when activating the spawn and when players walk through a ZombieVolume the spawning is delayed for a set amount of time (changeable value).

Although we can change the value on spawn delay it's not recommended since it'll make the map either too difficult or zombies will literally spawn on top of you.

KF-Crystal-Lake10f.jpg

Creative Spawn: This is one I am very proud of, here we have zombies spawning in the outside lake and then walk into the caves through these under water outlets. This way zombies have a way in and players DO NOT have a way out forcing them to fight their way to another location.

KF-Crystal-Lake10g.jpg

Common Spawn: On the left is the entrance to the caves from where the Trader house is, zombies just come in and out as they please and if you're not looking down the tunnel then they will spawn there too. On the right is a tunnel that leads you to a dead end, nothing special but since it's a route you won't take zombies can spawn there. Some might think this is perfect since zombies only come from the one direction however you really are in a DEAD end.

KF-Crystal-Lake10h.jpg

Uncommon Spawn: Here is another type of spawn, one which isn't used a great deal since it has to fit the theme. Zombies spawn on top of the caves or traders house and then jump down through the hole in the ceiling. It's always a good idea to put some kind of decoration in place to show players that there is a hole there, in a building this would be a duct panel hanging or on the floor but here I've gone with the volumetic streams allowing the last of the sunlight through defore the darkness comes.

[edit] Detailing The Caves

KF-Crystal-Lake10a.jpg

When I was playing around with the floor making it all different heights I noticed that the water from the lake was long enough to fit into my caves so instantly I made an area where I could get just enough water in without the player going into swim mode. Having water inside a cave gives you a ton of options when it comes to detailing. This area I had left dark but when I noticed the cool watery projector in Wyres I just had to put it in and add some lighting

[edit] Laying Down an Uneven Floor?

KF-Crystal-Lake10c.jpg

Going with my decision to use terrain to map the top of the caves I now have to come up with some kind of way of using the Add tool to come up with a realistic looking floor. I could be really fancy and just make a completely SM floor but this cave has a ton of SM as it is so I'll try and get by with just adding the odd SM to fake the floor being all lumpy.

In the above pic you can see where the water meets the plain unaltered floor. Just doesn't look real does it? that precision line that the water makes.

KF-Crystal-Lake10d.jpg

The above pic is the other side where I've added some small SM's to the mix. Now the floor doesn't look so fake. Of course the low lighting also helps make the surroundings look more natural.

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