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 2 of 3    
Basic Mapping/Technical.



4) Spawning Specimans


To spawn specimens in Killing Floor we use a volume called ZombieVolume. ZombieVolumes are placed in maps in the same way you would any other sort of volume. They should not be sunk into walls or floors, and the bounds of each volume should be made to fit whatever area it inhabits. You should have the pivot of the volume in the center near the floor and it should not be inside an object or near one. It should be okay to place the pivot offset from the center if there is an object in the way.

bDebugZombieSpawning - If true it will attempt to spawn green cylinders in the spawn volume in-game to show where specimens will spawn. If the cylinder is red that means no specimen will spawn there. Ideally you want at least 6 green cylinders so a full squad of specimens can spawn together. If you are not seeing any cylinders after setting this to true then no specimens will spawn you will need to make sure the pivot of the volume is at the center towards the bottom and is not in inside or too close to an object. Because this is a debug variable, you should make sure that all volumes in your map has this set false, before you distribute your work.

bNoZAxisDistPenalty - This determines if the ZombieVolume should be weighted for spawning specimens based on its z axis location. This should be set to true if you have a map where specimen spawns are on one level but at different heights such as on an outdoor level with gentle rolling hills.

CanRespawnTime - This value sets the minimum time between spawns on your ZombieVolume. For example, if you set this value to 6, your volume could only potentially spawn a squad of specimens once every six seconds.

TouchDisableTime - When a player comes in contact with a ZombieVolume, he disables it temporarily. This is done so that specimens don't spawn in the immediate area a player is defending. This value simply determines how long a volume should remain disabled for once a player has touched it, before it is able to resume spawning enemies.

OnlyAllowedZeds - This is an array for spawning specific specimens only. By default, the array is empty and each ZombieVolume can spawn any kind of enemy, as determined by the server settings and wave configuration. But let's say you wanted a certain area where only Stalkers spawned. You could add an array entry and select ZombieStalker from the dropdown list. You have now created a Stalkers-only spawning area.

MinDistanceToPlayer - This is a very important value and probably the one you will want to adjust carefully for each of your volumes. It determines how far, in units, players must be from your volume, before it is allowed to spawn any specimens. The default value is 600, which means that specimens can spawn around corners or moderately close to a player's location. In special cases however, such as a hidden air duct above players' heads where you want to spawn specimens, you should set this to a value of "1", and otherwise players who are walking underneath the duct will prevent it from spawning. In another situation, maybe you are creating a style of map where specimens spawn in the distance, and move in on players. In such a case you might set this value to something like 1500 or more.

RoomDoorsList - If you are creating a map with open/closable doors, this is a variable you should consider. In a few cases, you will have a room or area that is completely contained when the doors are shut and welded. It really wouldn't make sense to have specimens spawning inside of this area with you, when it has been barricaded. So to prevent this, you can add entries to this array, for each perimeter door of the containable area. When a door is added to the array, its parent Volume will not spawn enemies while that door is closed or welded. If bOnlyWhenWelded is true then no specimens will spawn inside only if the door is welded. A final caveat: Do not go overboard adding doors to this array! If you associate every door in the map with a volume's door list, it will make it difficult to spawn specimens near the player.

5) Blocking only Players

KFZombieZoneVolume - This volume is used to block only players. Specimens will be able to walk through it. It is recommended to place this near one way barricades that specimens can climb/walk out of.

6) Usable/weldable Doors


Usable doors are movers called KFDoorMover. These are movers that act normal but that can be opened outward from either direction. They have three key frames. The 0 key frame is set to a closed position and 1 and 2 are set to a open position for both directions.

Actor Triggers UseTrigger KFUseTrigger


There needs to be a corresponding trigger for opening the door called KFUseTrigger. It's event needs to the same name as the door's tag. For example: Door1. This links the door and the trigger together. The KFUseTrigger needs to be placed in the center of door with it's arrow pointing the same direction as the 2nd key frame. In the trigger's properties under KFUseTrigger, "bDirectionalOpen" needs to be set to True.

7) KFLevelRules


Actor Info ReplicationInfo KFLevelRules


WaveSpawnPeriod - This is the rate at which new squads of specimens spawn after one squad dies. Small changes in this number can make a significant difference in the difficulty and intensity of gameplay on a level. A general rule is that smaller levels should have lower times and large maps have shorter time length.

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
Blck
Blck 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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Valve
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Released May 14, 2009
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Killing Floor
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Unreal Engine 2
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Commercial Released Dec 1, 2000
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