Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for June 26th, 2009

Maps.

Posted by nefchast on June 26, 2009

When Killing Floor launched it came with a wonderful tool as well, the SDK. Using UnrealEd this piece of software allows the players to create their own maps and more! Certainly nothing new in the world of FPS games, but that didn’t stop me from opening it up and checking it out (like so many before).

I can’t claim to be a modder, or map maker — never got far enough into the tools to do anything seriously — but I do enjoy toying around with them. KF’s is especially handy considering the game is PvE based. There’s plenty of details to go through in maps, but to create a basic one only takes a few minutes. Slap down some rooms, halls, a trade volume and some zombie volumes with paths — playable map. Given this ease of use, and low entry fee to buy the game, I suspect there will be plenty of maps to use in the future (if not plenty now). The only problem I’ve run into now is: how can I create a decent, somewhat original map using stock parts?

(Italic bugged the next paragraph, if you were wondering)

I’m no programmer or modeler/artist so getting original pieces to use is pretty much out of the question. There are many objects and textures in the game, so it shouldn’t be much of a problem, I hope. Currently I’m practicing with some tunnel-based mapping; it’s good for starting out since it only requires cubes of various size attached to one another. Add in lighting, consider various defensible positions — as well as non-defensible positions — and enemy spawn placement. It’s not too difficult so far. I’m liking it quite a bit, really, might have to look into further modding techniques soon.
For anyone interested in basic game development — Killing Floor is a great place to start.

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