I've been developing a KF2 map for the past year working on it off and on for months. I don't call myself a professional map maker or even a good one at that,(Unreal development kit) UDK is the editor i used to make this map, I'm still learning a lot new techniques from SDK,KF2 communities forums and each time I develop my map. Highly recommend you to try mapping with UDK if you don't already :)!
Now for my map.
KF2 - Canals
Map Style: Caldera Canal Based off of Team Fortress's (cz2)
- Setting: Canals Science Lab
- Day/Night : Night
- Arcade: No
- Realistic: N/A
- Fun/Serious: Serious
- Indoor: N/A
- Outdoor: Ye
- Mirror map: Yes
- Size: Large
- Custom Textures/Mods: Yes
- Survival: Yes
- Weekly: Yes
This map is remake from a team fortress classic map CZ2 (Canal Zone 2) A capture the point objective attack/defend flag running.
Far Birds Eye
Polishing Stages (Comparison to TFC)
Control Point 1 and 5
Control Point 2 and 4
Control Point 3
*Updated Release 1/9/2019
Initial Release 10/17/2018
Known issues: (1/9/2019)
-Precomputed visibility (Havent even started working on it)
-Still some minor pathing issues with Zeds (Not major as it doesnt effect game to much)
-Lighting may look out of place (Planning on making every light on the map distructable instead of just some)
-Splattermaps (Some arent optimized to be beside each other so blood is cut off)
Fixes And Updates
-Fixed some AI pathing issues walking through glass and falling.
-Fixed some more AI pathing so they dont cut coners and fall of the map every time.
-Tweaked more lighting
-Added better blocking volumes so people move around map nice and smooth
-Added more spawnpoints all over the map (Nice distribution of zeds) :^)
-Little changes in lighting and light maps
-Overhual on Pathnodes (Remade the majority of them)
-Added a secret room
-Updated some materials (Wall Material changes)
-Added more decorations
-Added sounds and effects all over the place
- Fixed a lot of issues with lighting and lightmaps
- Tweaked AI pathing so they dont turn around and go another direction while following.
- Added more objects for map look
- Added smoke effects and other effects to set the mood
- Added more blocking volumes so you dont get caught on common objects around the map
- Overall map performance is improved
Enjoy and please leave feedback if you have any suggestions or tips!