Killing Floor 2

Killing Floor 2

Cuboids (Fix)
Näytetään 1–6 / 6
Päivitys: 31.1.2018 klo 20.58

Overall
- Various pathing fixes

Lower area
- Added 2 more lower areas designed in a maze-like fashion (Internal Underground)
- Doors no longer start welded

Underground
- Various ammo spawns to encourage discovery
- Quick dropdowns to lower levels
- Ramps all have blocking volumes or bars to stop camping under large zed reach
- Various enemy spawns
- A boss spawn on each side
- 3 traders (2 on lowest level)

Päivitys: 1.1.2018 klo 8.58

Lower area
- Removed 'active wave light'

Upper area
- Added new upper area with one trader
- 2 ammo spawns
- 4 enemy spawns

Päivitys: 26.12.2017 klo 4.02

Overall
- Fixed some performance issues related to trader environment lighting

Lower area
- Added 'active wave' light to main room

Ramps
- Added single light to each ramp

Upper area
- Fixed being able to shoot through trader
- Fixed trader displays and text being inverted

Päivitys: 24.12.2017 klo 9.47

Lower area
- Fixed a bug that caused enemy spawns to be massively increased on the orange area (Whoops)
- Added two more large enemy spawns
- Adjusted spawning radii
- Set spawns `Out of sight` to true
- Massive pathing overhaul

Upper area
- Added two large enemy spawns to open area (In-sight spawn)
- Fixed a bug with enemies not spawning properly
- Increased spawnpoints in Out of sight spawns to 10 from 5 (per spawn)

Päivitys: 24.12.2017 klo 9.10

Lower area
- Fixed small bug that caused enemy spawns to be massively increased on the purple area

Päivitys: 24.12.2017 klo 7.42

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THIS IS A FIXED UPLOAD OF PREVIOUS MAP
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Overall
- Map entirely reworked
- Worldinfo changed to reflect map
- Lower area is now the base of the entire map, being the central point and spawn zone
- Wave based dynamic lighting -- At the start of every wave the lights will briefly become red before fading back to normal -- At the end of every wave the lights will do the same but green -- On the boss wave the lights will continuously transition from normal to red to normal

Main Room
- Doors now both have 10k weld integrity
- Ammo spawns removed
- Materials changed to seperate it from other sections visually
- Lighting adjusted
- Removed one trader from room
- Placed other trader in floor (usable from above)
- Spawn points moved into here
- Pathnodes adjusted

Lower area
- Lower area is split into two sides distinguishable by the coloured wall markings (orange, purple)
- Two ammo spawns
- One large spawn zone
- One Boss spawn zone
- Two weldable doors (Standard integrity: 1500)
- Two ramps to upper area (Access through aforementioned doors)

Ramps
- Unlit, as these areas are not meant for defending

Upper area
- Single upper area, not seperated like lower area
- Four ammo spawns
- One central trader
- Two Large spawn zones