A cooperative survival horror experience set in a variety of nightmarish and surreal settings. Band together with your team-mates to defeat increasingly overwhelming hordes of freakish enemies and eventually - a horrifying boss.

Report article Killing Floor Mapping Guide

Killing Floors tutorial for getting started making custom maps for the FPS Horror Survival game.

Posted by Henley on May 17th, 2009 digg this super bookmark Page 1 of 3    
Basic Mapping/Technical.



1) Introduction


Killing Floor is powered by Unreal Engine 2.5, and maps are created in Unreal Editor 3.0. Prior experience with UED will be useful if you plan to start a Killing Floor map as this guide is intended for people with intermediate/advanced knowledge of the Unreal Editor. If you are a complete newcomer to Unreal Engine editing, you should check out some beginner resources before you launch into anything specific to KF. The following are some good places to start understanding Killing Floor's tools.

Angelmapper.com
Architectonic.planetunreal.gamespy.com
Udn.epicgames.com

Single player story mode isn't officially supported but you are free to use it as you wish. These single player parts of the game are not covered in this guide.

2) Concepts


Designing a map for Killing Floor requires a slightly different sort of thought to say - a Deathmatch level in Unreal. The main things to keep in mind when planning a KF map are:

1. Where will the players be able to set up their defenses?
2. Where will enemies spawn?
3. Where will the trader shops be located?

Q: Where will the players be able to set up their defenses?
A: Killing Floor is a sandbox style game, and players will often gravitate towards defensive points that they feel comfortable with. It's your job as a mapper, to give them as much choice as possible, and to make sure that these locations are each as balanced as possible.

For example, if I decide to create an enormous tower in the middle of an open area, players are probably going to spend all of their time up there, and never come down. This might be fun for a while, but it will have the effect of giving the map a static and eventually boring feel. The most important aspect of any killing floor map is that it be constantly tense when the wave is underway. And this means presenting players with defensible, but not impenetrable areas.

For example: A small shack with only one entrance, and multiple windows to fire out of is probably being a little too kind to the players! If you add a back door to the shack, the scenario becomes more interesting, because now the players are forced to watch two directions at once, and this increases the tension!

Q: Where will enemies spawn?
A: Killing Floor makes use of "ZombieVolume" actors, to determine what is a good place for a mob of enemies to spawn at. This will be discussed in more detail, in a later section. As a rule of thumb however, you should keep in mind that the more speciman spawns a map has, and the more interesting and sneaky the places they are, the more exciting the gameplay will feel. Vent shafts, roof tops, windows. All of these are better places to spawn specimens than just right there on the ground!

Q: Where will the trader shops be located?

A: The "Trader" in Killing Floor provides players the opportunity to upgrade their arsenal or get rid of junk they no longer need. Because of this, she is a hugely important character, and critical to winning a match. Every killing floor map should contain more than one trader! If a mapper places only a single trader area, it's pretty clear where the players are going to be camping when they play the map! This creates stale, boring gameplay; and we don't want that! Typical KF maps have anywhere between 3 and 5 trader zones, but the actual number is largely determined by the size of the map. So if you plan on creating some massive area, maybe you will want to place five or more spots. The actual process of setting up trader shops will be discussed in a later section of this document.

3) Trader Rooms


As discussed earlier, trader rooms play a pivotal role in any Killing Floor map. When placing them, you should be make sure they are evenly spaced from one another, so that there is one trader room in each major area of the map.

Now that we've covered the rules of trader placement, we can look at the actual creation of these areas. It doesn't matter where a trader is situated (in a room, behind a fence, etc) so long as there is some way of establishing distance between the shoppers and her. It's recommened that you look the TraderExample map which you can download from here. If you copy and paste the trader and all the objects around her into your map it will allow you to keep an consistent feel with the official maps provided with Killing Floor.

When you have set apart your trader area, you will want to block it off with a mover called TraderDoor. The inside of the trader area will now need a ShopVolume. It needs to take up the space inside so people can shop and it should not extend outside of the room. If it does then players will be able to shop at that trader location even if it isn't active.

The tag of the TraderDoor needs to be the same name as the ShopVolume's event. For example: TraderLocation1. Next you will need to add six Teleporters so people still in the shop can be warped outside when the trading time has run out. These Teleporters need to be placed just outside of the TraderDoor.

Actor NavigationPoint SmallNavigationPoint Teleporter


In the ShopVolume's properties under ShopVolume set the URL to the same name as the tag of the teleporters. For example: TraderTeleport1.

For the players to be able to navigate easily to the trader locations you will need to set the pivot of the ShopVolume to near or exactly where the trader is standing. You will also want to make sure there are path nodes leading up to the TraderDoor.

Comments
smokeythebear
smokeythebear May 17 2009, 10:04am says:

Now to port every red orchestra map into KF.

+1 vote     reply to comment
deben3
deben3 May 17 2009, 11:14am says:

I got really good a creating valve related .bsp's over the years, and I haven't fiddled with the unreal editor 3.0 Is this going to be a big transition?

+1 vote     reply to comment
myles
myles May 17 2009, 11:25am replied:

It certainly will be a big transition, as UE2 is a subtractive world, making it very much different to the addictive BSP on Hammer.

+1 vote     reply to comment
stenchy
stenchy May 17 2009, 2:49pm replied:

I'm sure he means additive.

+2 votes     reply to comment
BlckWyerve
BlckWyerve May 17 2009, 7:42pm replied:

Or does he?

+1 vote     reply to comment
myles
myles Jul 17 2009, 6:08am replied:

I do :P

+1 vote     reply to comment
owenm
owenm May 18 2009, 11:25am replied:

Unreal Ed is both subtractive and additive, just not as good at additive as Hammer

+1 vote     reply to comment
eliasr
eliasr Nov 4 2009, 11:07am replied:

Yeah, it really turns your head upside down. where you in hammer used to make a cube and say it should be hollow, mark it as sky and change the bottom to something else; at the end you would of course optimize it.

now you kinda have to include that from the start, cause its better to dig out a room, than adding it inside an enormous subtracted room.

I haven't got used to it yet... its like, you make the houses, the side walk, the road, then you make the ground....

+1 vote     reply to comment
Instant_Mix
Instant_Mix Nov 21 2009, 7:22am replied:

Basically , in Valve hammer , you create a space within a void. But , In Unreal , You create a void within a space.

+1 vote     reply to comment
Mr.Kadish
Mr.Kadish May 17 2009, 4:12pm says:

Rawr go make custom maps my minions! Or Patriarch will bumrape you from cloak. :P

+1 vote     reply to comment
Zithoraxx
Zithoraxx May 17 2009, 6:09pm replied:

To late... was playing earlier, we had 5 LAWs on the patriarch and there was so much smoke we didn't see him cloak. We were sitting there waiting, and not 5 seconds later he appears in front of me and 1 hits me. I guess i'll go make maps now. :(

+2 votes     reply to comment
Mr.Kadish
Mr.Kadish May 18 2009, 1:26am replied:

hahahaha

+1 vote     reply to comment
CplRush
CplRush May 19 2009, 7:38am replied:

owned!

+1 vote     reply to comment
Squeebo
Squeebo May 20 2009, 1:08pm replied:

I'll make custom maps-- But he'll still bumrape me. =( In my OWN maps! He has no manners, damn Patriarch.

+1 vote     reply to comment
Butterbiscuit
Butterbiscuit May 18 2009, 3:11am says:

i already know, if the map editor is anything like unreal 2004's, im making COD5 Nazi Zombie map :D.

+1 vote     reply to comment
Butterbiscuit
Butterbiscuit May 25 2009, 12:10pm says:

dammit they explain nothing!! they tell us about zombie volumes and zombie zone shit but nothing about creating them! :(

+1 vote     reply to comment
lich120
lich120 May 28 2009, 2:38am replied:

Its unreal 2k4's editor except for a few new objects that are killing floor specific. they didn't explain much in the way of editing because the unreal developer network has that covered. So if you're interested in making some sweet Killing floor stuff just check up on making Unreal Ed 2.5 levels and content and you'll know how to do it in Killing floor. Good luck!

+1 vote     reply to comment
NessDan
NessDan Jun 30 2009, 1:11am says:

What I would like to know is how to add a specimen spawn point. Are there actors for it? How do they know where to walk?

+1 vote     reply to comment
yahodahan
yahodahan Jul 1 2009, 12:38am says:

does anyone know if this is possible to make maps for, with the UE3 editor? or is it just UT2004? I noticed the author says "Unreal Ed 3 engine", but everything else seems to show UT2004...I hate UT2004!!

+1 vote     reply to comment
Imajus
Imajus Jul 10 2009, 7:59am replied:

No. It's confusing but Unreal 2k4 is made in the unreal 2/2.5 engine and it uses unrealED 3.0. GOW and UT3 were made in the unreal 3 engine, but the editor has no official name or number.

+2 votes     reply to comment
KON_Air
KON_Air Nov 15 2009, 10:16am says:

My respect to Unreal mappers have been trippled. The editor is more "user-enemy" then anything I have ever tried.

+1 vote     reply to comment
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Killing Floor
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Released May 14, 2009
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