Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists and designers to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular, scalable and extensible framework for building, testing, and shipping games in a wide range of genres.
Tripwire Interactive have today awarded a total of $50,000 dollars in prizes to creators of the best player-made Survival and Non-survival maps for the award-winning, survival horror, co-op shooter, Killing Floor 2.
As an independent development and publishing studio founded by members who won the 2004 “Make Something Unreal” competition for work on the total conversion mod Red Orchestra: Combined Arms, Tripwire Interactive is excited to continue its support for grassroots game development and the modding scene that helped them get started. Without such support, critically acclaimed titles, like Red Orchestra: Ostfront 41-45, Killing Floor 2, and Maneater, the upcoming action RPG where you play as a shark, would not be possible. Taking the opportunity to give back to the community that helped them get started, Tripwire Interactive is proud to highlight the winning maps and creators. Please find below brief summaries about what makes each winning entry special from the judges along with direct links to the official download page for each map, hosted on Mod DB.
Tripwire Interactive Judge Notes: This map showed enormous creativity and clever reuse of existing assets to create a new Cthulu themed experience for the player. There are numerous interactive elements such as traps, attacking tentacles, low gravity zones, and changing weather patterns that really impressed us. We knew we had a strong contender when the judges had a hard time moving on to the next submission during our playtests.
Tripwire Interactive Judge Notes: This map impressed us with its strong layout and use of assets to convey a unified theme. This map had a strong understanding of gameplay flow which navigated the player into interesting layouts that interweaved across the map.
Tripwire Interactive Judge Notes: This map had a creative use of lighting and a strong presence across its expansive layout that went from interior and outdoor spaces. Given that it utilized strong themes and assets from Outpost, it was interesting to see the climate flip from frigid to a tropical setting.
Tripwire Interactive Judge Notes: Verticality was a strong element of this map as you descend through multiple basement layers of the complex. We also appreciated the use of changing weather elements as a brewing sandstorm approaches over the duration of the match.
Tripwire Interactive Judge Notes: This map was an extremely impressive technical showcase for how it constructs the environment for each of the different rooms like the holodeck. It made the small spaces feel much larger with the simulated backdrops.
Tripwire Interactive Judge Notes: This map was impressively put together and polished. It showed a strong understanding of what made Biotics Lab fun and interesting and translated that into a totally new and different layout that exhibited a good grasp of gameplay fundamentals.
Tripwire Interactive Judge Notes: This map was loaded with imagination and creativity translating the KF2 formula within a fantasy environment. It made great use of scale within its different hold out environments
Tripwire Interactive Judge Notes: This map made great use of Endless mode and particularly impressed us with its transformative nature as the waves progressed. Each of the different zones you play across gets reintegrated into the central courtyard which was a pleasant surprise.
Tripwire Interactive Judge Notes: District VII was effective in translating the Burning Paris aesthetic into Objective style survival gameplay. It showcased a solid gameplay flow as you progressed through the map to each of the individual zones.
Tripwire Interactive Judge Notes: This map had a unique location not seen in KF2 that was well put together through effective asset reuse. We particularly enjoyed its well-polished interior spaces and gameplay flow through its wave-gated linear track.
Congratulations to all winners - and thanks to everyone who participated, it's time to slay some ZEDS! For more information about Killing Floor 2 and Tripwire Interactive, hit the links to head to the official websites.
As the $50,000 contest nears its end, let’s look at the impressive entries so far
With $50,000 up for grabs, enter your Killing Floor 2 map to be in the running!
Alpha to be released on February. A look back on one year of dev.
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