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		<title>Maintenance script: Original wikitext recovered from the WikiTeam export dated 20150707; original revision 9248 and attribution retained</title>
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		<summary type="html">&lt;p&gt;Original wikitext recovered from the WikiTeam export dated 20150707; original revision 9248 and attribution retained&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Bandbox selection ==&lt;br /&gt;
&lt;br /&gt;
Ctrl+alt+lmb-drag allows you to drag out a bandbox, highly useful for selecting a bunch of things at once&lt;br /&gt;
&lt;br /&gt;
== Vetex editing ==&lt;br /&gt;
&lt;br /&gt;
Vertex editing is one of the best tools of unrealed when working with bsp, to activate it click on the vertex editing mode icon (top right of the toolbar)&lt;br /&gt;
Once you are in vertex editing mode you can control+click or ctrl+alt+lmb-drag to select vertices, you can then move them around with ctrl+lmb-drag. This is not as error prone as you may think, but there are 2 big ways to make bsp holes.&lt;br /&gt;
Don&amp;#039;t overlap vertices&lt;br /&gt;
If you do this one of the following will happen:&lt;br /&gt;
&lt;br /&gt;
*Your vertices will stick together.&lt;br /&gt;
*You will get a bruih that has BSP errors.&lt;br /&gt;
*You will get a GPF and your editor will crash.&lt;br /&gt;
&lt;br /&gt;
== Dont make your brush &amp;quot;inside out&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I discovered this one the hard way . If you drag your brush through itself (i.e. drag the bottom vertices of a cube out through the top) your brush will invert and actually affect the area outside of it, so if you subtract, you delete everything outside your brush and vice versa. &lt;br /&gt;
&lt;br /&gt;
== Use the groups browser! ==&lt;br /&gt;
&lt;br /&gt;
While it may seem useless when you just start out, once your map begins to fill with static meshes you&amp;#039;ll wish that you could make all of your wall panels in a section hidden, or select a whole bunch of lights to shrink their corona with a click of a button, use the groups browser, you wont regret it.&lt;br /&gt;
&lt;br /&gt;
*Open the groups browser the &amp;#039;G&amp;#039; icon along with your textures, static meshes, animations, etc..&lt;br /&gt;
*To add a group click the new group button (looks like a page) give it a name&lt;br /&gt;
*To add items to a group select your items and the group and then click the add to group button(has a +)&lt;br /&gt;
*To remove items from a group select your items and the group and then click the remove from group button(has a -)&lt;br /&gt;
*To select/Deselect a group click the select/deselect icons(red boxes). any other objects you had selected will remain selected&lt;br /&gt;
*To hide/show a group click the checkbox beside it&amp;#039;s name&lt;br /&gt;
&lt;br /&gt;
== Create atmosphere! ==&lt;br /&gt;
&lt;br /&gt;
Atmosphere is the most important thing to think about while making a map. In short terms, the atmosphere is the &amp;#039;mood&amp;#039; of the area. If you had a dark, foggy area in your map, it would give off a scary, horror like atmosphere. &lt;br /&gt;
When mapping for Killing Floor, or any game for that matter, you can create atmosphere in a variety of ways. Great ways to do so are with &amp;#039;&amp;#039;&amp;#039;Ambient Sounds&amp;#039;&amp;#039;&amp;#039;. Killing Floor comes with a huge amount of various sounds that you can use in your maps, from water leaking, wood creaking, to moans in the distance. These can help build suspense in your map. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sounds&amp;#039;&amp;#039;&amp;#039; aren&amp;#039;t the only way to give your map an atmosphere to fit your needs; clever use of lighting can as well. Not every place needs to have several light bulbs to light up the area. You could light up an old manor house with a single orange fire resting in a fire place. Mixing and matching different colour lights within the SDK can also give it a better atmosphere. Blue lights could be given off glow sticks lying on the floor next to a corpse, or red lights could be pulsing off an emergency warning light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lighting&amp;#039;&amp;#039;&amp;#039; and sounds aren&amp;#039;t the only way to add to the atmosphere and tension. If you&amp;#039;re making a single player, or a mission map, where you won&amp;#039;t continuously encounter specimens, you should stop in-game music playing to create more suspense for when the player does encounter specimens.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Another&amp;#039;&amp;#039;&amp;#039; very important thing to remember while mapping is, if you&amp;#039;re creating a scary atmosphere, say, in an abandoned train station, the place of course is abandoned. Players shouldn&amp;#039;t expect to see perfectly clean floors, upright furniture and working lights. Tilting that extra static mesh can greatly improve the atmosphere of your map.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Mapping: FAQ]]&lt;br /&gt;
[[Mapping tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[SDK]] For known bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
{{DEFAULTSORT:Mapping tips}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;kf-restoration-note&amp;quot;&amp;gt;Original wikitext recovered from the WikiTeam export in the [https://archive.org/details/wiki-kf_wikicom archived KF-Wiki collection] (export 2015-07-07, original revision 9248). Credit: the original KF-Wiki contributors; the linked export preserves the original authorship and revision history.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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