Killing Floor 2

Killing Floor 2

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CZ2 KF-CANALS
   
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Maps and Mods: Maps, Survival, Objective, VS Survival
File Size
Posted
Updated
63.574 MB
7 Jan, 2019 @ 8:20pm
29 Oct, 2019 @ 1:00pm
5 Change Notes ( view )
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CZ2 KF-CANALS

Description
Here is my other work. : https://gamebanana.com/maps/189830

To play this map either double-click in any folder or extract to the game folder here;
Eg " E:\SteamLibrary\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps\Canals\ "
or
Yours might look like this instead
Eg2 " C:\Program Files (x86)\Steam\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps\Canals\ "


For server owners
PC/LINUX/MAC?
Open PCServer-KFEngine.ini first.
"DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownload"
Now scroll to the bottom and add the following

[OnlineSubsystemSteamworks.KFWorkshopSteamworks]
ServerSubscribedWorkshopItems=1618411022 // KF-Canals

Open PCServer-KFGame.ini and add this line underneath the official maps

[KF-CanalsKFMapSummary]
MapName=KF-Canals



*Updated Release 10/29/2019
Initial Release 10/17/2018

Known issues: (10/29/2019)
-Lighting may look out of place (Planning on making every light on the map destructible instead of just some)
-Splattermaps (Some aren't optimized to be beside each other so blood is cut off)

Fixes And Updates

(10/29/2019)****
-Added Precomputed visibility
-Added MaxRenderDistance to the majority of static meshes/lights/etc
-Lighting tweaked a bit in some areas

(1/9/2019)***
-Fixed some AI pathing issues walking through the glass and falling.
-Fixed some more AI pathing so they don't cut corners and fall off the map every time.
-Tweaked more lighting
-Added better-blocking volumes so people move around the map nice and smoothly
-Added more spawn points all over the map (Nice distribution of zeds) :^)

(1/7/2019)**
-Little changes in lighting and light maps
-Overhaul 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

(1/4/2019)*
- Fixed a lot of issues with lighting and lightmaps
- Tweaked AI pathing so they don't 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 don't get caught on common objects around the map
- Overall map performance is improved



11 Comments
Rob0t  [author] 29 Oct, 2019 @ 1:02pm 
Added some updates..
Re-done Precomputed Vis
Added MaxRenderDistance to mostly everything.
ZOD 28 Jan, 2019 @ 11:31pm 
The biggest help for performance is setting render distances on meshes and doing mesh combining with simple collision geometry (simple collision helps with cpu usage).
Rob0t  [author] 18 Jan, 2019 @ 7:02am 
Thanks for the screenshots. Im going back in the editor later on this week and gunna make some adjustments, guessing the effects and the foliage is a bit much for general gameplay, the wiki link is useful.

Appreciate the feedback again @Sragigius :Alberts:
Sraigius 18 Jan, 2019 @ 2:11am 
My friend, If I say that the map is underoptimized, then it means that the map is underoptimized and it needs better performance:
https://puu.sh/CyxFa/9ff90f5850.png

89 FPS with no visible zeds or corpses? 61 FPS in canals ditch during trader time? 73 FPS with only a couple of living on-screen crawlers? Are you joking? Is this what you call "good performance"?

The map performs poorly in solo offline game, even during trader time. The map is UNDEROPTIMIZED. Use the guide that i've provided before to optimize this map properly.
Get to work.
Rob0t  [author] 17 Jan, 2019 @ 3:58pm 
@Sraigius Thank-you for taking the time in playing my maps and sticking with the updates. The current update on Jan 16 2019, was purely a performace update... I added precomputed volumes for the reason you stated "eye candy" I've added a lot of eye candy since my initial release on steam.

Now I run a Z170-A motherboard with i5-7600k intell processor, gtx 1070ti, gtx1050ti and on SSD. Running Nividia FLEX with KF2 and everything on ULTRA. (1920x1080)

I went on a hell on earth 7 round match just now and havent noticed any frame drops or anything of that sort. Inbetween zedtime and guts everywhere were the only times i'd dip down to 80-110fps. But for the majority of the game i was still always at 130-144fps.

I really appreciate the feedback and appreciative comments you guys leave please dont stop.
Sraigius 17 Jan, 2019 @ 10:17am 
The latest version decreased performance averages by a good amount, since you've added alot of visual eye candy.
You should work more on improving performance:
https://wiki.killingfloor2.com/index.php?title=Map_Optimization_Guide_(Killing_Floor_2)

But the map is nice, i'll test it again once you update it :)
Ambition 13 Jan, 2019 @ 5:01pm 
i like this kinda map. :D
good work!
Sraigius 12 Jan, 2019 @ 1:08pm 
Very well design and spacious lab facility!
:47_thumb_up: and ⭐️
H8 9 Jan, 2019 @ 9:31am 
Really a nice map. Thumbs up :Fleshpound:
Supreme 9 Jan, 2019 @ 8:40am 
Great map!