Killing Floor 2

Killing Floor 2

77 ratings
KF-TheRiverside
   
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Maps and Mods: Maps, Mutators, Survival, VS Survival
File Size
Posted
Updated
302.670 MB
23 Oct, 2019 @ 10:22pm
4 Oct, 2021 @ 1:26am
39 Change Notes ( view )

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KF-TheRiverside

Description
My first map in KF2

MAP FEATURE

- Map size : large ( Indoor 30 % and Outdoor 70 % )
- Trader pod 5 trader
- 11 Dosh hold
- Mod support : Survival , Endless ,VS survival and weekly

UPDATE v1.36

Thank you
13 Comments
Max Paynis 2 Aug, 2021 @ 11:03am 
I noticed the map has the same issue as Zed's Diner in that it's missing some ground textures.
K Lou 12 Aug, 2020 @ 8:53am 
First impression on solo is that 90% of this map looks and feel pretty cool. However I have a feeling on multiplayer everybody is just going to want to ignore most of the map just to camp in the big area around that horse statue. I'll throw it on my servers for now and see how it plays on multiplayer.
Silksong 2 Tomorrow 9 Jan, 2020 @ 8:20pm 
Great job, I had fun in my playthrough of it. I think you should modify the basement a bit because it's a deathtrap.
npc 28 Oct, 2019 @ 7:43pm 
matame esa
ON  [author] 28 Oct, 2019 @ 8:40am 
@Arnie

Thank you for your suggest.😊😊
Arnie 28 Oct, 2019 @ 8:01am 
Couple of things, first of the layout you created has too many narrow passage ways this will create Huge issues for players who are forced down these paths, overall the maps layout is a bit of a mixed bag, But considering this is your first time don't take it to heart, i will suggest you experiment more what works and what does not with a maps layout however if you ever start a new project.

Second of Collision in allot of places isn't exactly smooth Example would be that players can get stuck between KFpawnblockingvolume_6 and 19, staticmeshactor_1891's collision is still on so players will still collide with this since it's collision is not in it's volume etc.

On the combined floors/objects i saw you combined them with all the individual collision as-well, i suggest you create new collision around these objects with the builder brush instead for optimization among other things.
MrRogersBestNeighbor 27 Oct, 2019 @ 7:23am 
No problem. Also I should say after replaying, the larger building (the one with the parking below) is actually probably fine the way it is (no need to open windows). Plenty of pathways in/out to escape.
ON  [author] 27 Oct, 2019 @ 7:15am 
@Lord Edge, Market Guru

Thank you for your suggettions.
I will use your suggestions to improve the map.
MrRogersBestNeighbor 27 Oct, 2019 @ 6:44am 
Should also mention the basement area could use another pathway leading to another part of the map. There's only two ways in or out, which is problematic with how confined it is. In any area that's very confined, you should at least have 3 ways in/out or a more open area to relieve the pressure when zeds are flooding in from both sides.
That is, if you want that space of the map to be playable on Suicidal/Hell On Earth. Otherwise it's just trader time scenery.
MrRogersBestNeighbor 27 Oct, 2019 @ 6:42am 
Love the look and layout of the map! Very nice job for a first map.
That said, it could use some improvements imo, mainly with opening up the map a little bit more for dynamic play, especially with the interior of the buildings. It's too easy to get sandwiched by zeds for an early death. The buildings are pretty much death traps.
So I saved some screenshots of points that could potentially be opened up for extra pathways out:
https://imgur.com/a/fyFoSZ7
Alternatively to removing the glass from the windows/including breakable glass, you could include a third level of the building for more vertical play (ideally with a more open third level to relieve pressure when zeds are flooding in from both ways).