(Updated 3/12/2016 Latest version is live on Steam, click read more for link)Some scientist thought it was a good idea to allow travel between great distances very quickly. He soon found out how it wasn't a good idea, and now, so will you. #grindhouse
Latest Version available on KF2's Steam WorkShop: Steamcommunity.com
Some scientist thought it was a good idea to allow travel between great distances very quickly. He soon found out how it wasn't a good idea, and now, so will you.
"Don't just stay in one place, travel to various locales by using Horzine's trademarked and copyrighted, patented teleporter. We've made recent progress on our teleporter goo, now only 99% mercury. Safe for the whole family. For side effects see insert with handy dandy hazmat suit ordering form." -excerpt taken from the Horzine Vacation pamphlet.
Screenshot Gallery
Installation
To install, place the extracted kf-portalstation folder in
Program Files\Steam\SteamApps\common\killingfloor2\KFGame\BrewedPC\Maps\
To run the map in singleplayer you can select it from the level list as you would play vanilla maps. Thanks Tripwire.
As always feed back is welcome.
V.2- updated a tree poking through a fence and some snow piles under stairs were fixed.
V.3- Added more detail to the map, getting it closer to what I originally envisioned.
V.4- Added more detail to the map, fixed a spot where zeds couldn't get to you.
V.5- Added a forced tutorial on the portals. Fixed a few item placements.
V.6- Added more spawn points, fixed a graphical issue and fixed an issue with part of the "tutorial"(No getting stuck on the lane divider lines). Also fixed an exploit I found while testing this version.
XLv.5- Added in more base to explore in the arctic, opened up the farm area, created a stairwell between the roofs and streets, replaced a corner room with one that tells a story and added an overall theme/story to the main areas. Fixed splatter maps. Hopefully fixed a missing custom texture issue.
Special thanks to: KasparKarloff(Moddb), ZachD(Steam) and the disrespectful shit for feedback.
Thank you and I hope you enjoy!
Sorry for delays between updates, this year is kicking my ass. My wife had a medical emergency she's ok now, my computer had a PSU break and the motherboard went bad along with two 2 gig sticks of ram, our pet beagle is currently at the vets and we don't know what to expect, other than the worst news possible. Don't pity me, don't feel sorry, I'm just letting you know in case I disappear for another month.
Link to my Steam Profile
Hi,
tried the map with one friend in our own dedicated server and at the end of most waves there was bloats stuck in some room (the one with the skulls from kf-catacombs i think).
We just reached the boss and he didn't spawn, so we're currently chilling while visiting the map :)
Also, no traders trails when trader time (and as you can't really rely on the position and distance because of the portals, it makes from interesting breaks between waves).
Anyway, interesting portals mechanics.
Weird. The boss spawned for me when I was testing it a few times. Patriarch worked fine and so did Hans. I'll grab it off of moddb and make sure its the correct version.
Were you in the center room by chance when it was boss time? I might toss in a few extra boss spawn points to see if that fixes that.
As for the bloats, I think they are retarded when it comes to portals, and most maps, probably just where they are so slow. You can travel really far and fast and they just waddle. I know they seem to be the most troublesome simply because they tend to be the one you end up having to play hide and seek with.
The trader trails should also be working to a point. Its easier to find the correct pod during a wave. I know the corner rooms with only two portals get iffy with them and the games own weirdness where it thinks going through 5 portals is quicker than 1 portal simply because the trader is near the last of the 5 portals. So I'll grab it off the site and double check this stuff.
Thanks for the feedback.
Concerning the boss, yes, we were both in the central room when the wave started.
As for the stuck bloats, we also had a scrake at the end of one wave, which makes for a nice surprise when you teleport right next to him, thinking to only find a lone bloat. He didn't follow me back to the previous room, and we even waited a few seconds to see if he would until we decided to go back in.
By any chance did you try the map on a dedicated server hosted on your machine or was it solo play only (as in the video you posted)? might account for the differences between your tests and our game...
Happy to help, if only by testing it further...
(Will only reply here from now on, and stop double posting my replies on youtube)
Ah alright. I don't mind double posts.
Anyway, I got lucky and had a back up just before it crashed as I stated on my youtube. Found what I believe was stopping the bloats and bigger zeds in that spot. Added more boss spawnpoints. Retweaked the teleporters. Edited the pathnodes so hopefully the arrows work on dedicated servers. I'm going to test it out in game after I double check the pathnodes (kfpathnodes have a shorter reach so I need to make sure I don't have any that don't go anywhere) and then upload the changes hopefully within the next two hours.
I uploaded the updated version. Now I just have to wait on authorization before it goes live to where people can download it. -__-;
Thanks for the feedback!
I got the new map but it might be a better idea to hange the actual name of the map in the future, to avoid version mismatch issues, even though only a few downloads were made.
Will try and test it tonight.
We just finished a game on the new version.
No stuck bloats or scrakes, the arrows are working during trader time and the boss spawned (the patriarch did at least, don't know if the spawnpoints are the same for Hans).
One last thing, the blood splatters on the central room are disjointed, as if they are stopped by invisible lines (like on these two screenshots Steamcommunity.com and Steamcommunity.com)
Anyway, good job on the quick fixes and good luck for the contest.
Good stuff. I'll try to fix the splatter maps (or at least hide it) a little when I add in some more details to the map and tweak the lighting in some areas, I'll be sure to name it PortalStationv2. Holidays and personal problems willing. >_<
So this is basically all about teleporting from one area to another, and each area looks completely different. Easy to get lost, no real sense of theme. I wouldn't rate this as anything more than a feature showcase of how teleporting can work.
The idea was for multiple themes. Teleporting was a way to make it work going from snow to an midsummer farm without a break in textures that would jarring.
Granted personal issues prevented me from spending more time expanding the individual themes. As I wanted to expand many of the areas, I wanted to have that field by the farm explorable maybe even open up the railroad area behind the barn, a base in the artic thats explorable, open up the buildings in the city area so players could go between the top and lower floors and even hold out among the apartments. Even change up the linking rooms to be more trippy. On the dev side of it I was worried adding more would create issues and I felt it was big enough as is. So you'd probably get lost way more in that version.
As for the layout, as most maps people get lost if they don't play it long enough. 3 by 3 grid, 9 rooms.
Central room with the glass floor that looks into space. Go north and see a farm like area. South and see an artic base. West and East, one goes to the roof area of a city with a bridge linking two buildings and the other linking to the ground level. Four small rooms linking the main outer areas.
If you have any feedback that would be helpful I'd love to hear it.
I am glad you had no issues graphically, gameplay, technical, or other. So I'll take what you didn't say as the positive.
I like PORTALS!!!