Killing Floor 2

Killing Floor 2

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KF-Sealab
   
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Maps and Mods: Maps, Survival
File Size
Posted
Updated
114.252 MB
27 Jan, 2019 @ 4:30pm
27 Feb, 2019 @ 5:39pm
8 Change Notes ( view )

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KF-Sealab

Description
Horizine's deep underwater Fleshpound research facility has suffered a catastrophic failure. Everyone is presumed dead. Your team has been sent in to clean up the mess. Good luck!

The map has 5 traders.

Enjoy!
12 Comments
BuffPuffer 4 Jun, 2022 @ 7:46pm 
This is an excellent map. I do wish it had a partially-flooded room or something to really drive home the water theme, but either way, great job.
King Of The Family 5 May, 2022 @ 6:54pm 
i REALLY like this map. if you can maybe add a giant sea monster outside the map. i have a fear of the deep ocean but i wanna face my fear xD
MrRogersBestNeighbor 14 Mar, 2019 @ 9:39pm 
I got a lot of framerate drops from this map. Mostly in the center area.
sebul 2 Mar, 2019 @ 9:25pm 
there's one long corridor which is too easy to camp. just block two spots with berserker and done. you should consider blocking that spot. you know the electronic trap corridor. there should be no easy camping spots.
Magrooter  [author] 21 Feb, 2019 @ 1:00pm 
I have updated the map with precomputed visibility and traps. The map should be done, but still needs some testing to make sure.
Magrooter  [author] 20 Feb, 2019 @ 2:15am 
I have updated the map with the following:

Added a lot more detail
Lighting adjustment
Combine pass
Blocking volumes
Game play adjustment
Hold your ground volumes

Next update will include traps and precomputed. The map is almost complete, but does require more testing. Please let me know if you find any issues.

Enjoy! :steamhappy:
Razorkiller 16 Feb, 2019 @ 2:08am 
SeaLab 2021
Pokerman 8 Feb, 2019 @ 2:51am 
Boss does not spawn.
Sraigius 4 Feb, 2019 @ 12:18pm 
Third thing would be more difficult.
There are multiple areas that are blatantly sealed off from the rest of the map, without making any sense about why you cannot go there. I'm fully aware that those areas lead to zed spawning points, but from aesthetic perspective - it appears just weird. Player is like "Oh, there's a room out there! The path is clear! Why I cannot go there if there is no barricade in front of me?!"

I am talking about these restricted areas:
https://puu.sh/CHfmm/3c47c3b642.png (also you can see UE3 placeholder textures in picture nr. 3)

Maybe special effects such as leaking gas, doorway with electric power shield protection or burning fire from the pipes could make more sense from aesthetic perspective.

In conclusion, it's a very nice map and :47_thumb_up: with ⭐. Keep it up!
Sraigius 4 Feb, 2019 @ 12:17pm 
Hey man, it's a very good map, but I have you some suggestions!

First, the trader time arrows do not appear. I know that it's a small map and you don't really need them, but still. You should add them.

Also would be nice if you could add stand your memes, just add multiple areas for you to defend. Because extra money is always appreciated! ^_^