Killing Floor 2

Killing Floor 2

Biolapse - Biotics Holdout
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Update: 9 May, 2023 @ 9:55am

Uploaded the wrong thumbnail lol

Update: 9 May, 2023 @ 9:09am

Change log

  • Changed the Map name to KF-BiolapseOriginal from KF-Biolapse - this should prevent conflict with the TWI version
  • Game is still playable in Endless Mode
  • Tentacle Breach room recieved significant layout changes for balancing, bottom level was essentially reversed so Zeds distribution should be more balanced
  • Minor Spawning tweaks for balancing

Update: 20 Jun, 2019 @ 7:24am

Change log

  • Biolapse is now compatible with Endless Mode! This is the first Holdout map to natively support Endless. Maps in Endless will be randomly rotated each wave. The Boss Room will always be selected for the Boss Wave. Lobby is only used in wave 1.
  • Major Optimization to the Elevators which significantly reduces actor count. This hopefully reduces the memory required for the map so some minor performance might be observed. This also reduces the map size by about 20mb.
  • Stats from previous version:
    • Map went from 31336 actors to now 23816 actors! (7520‬ actors removed!)
    • Tri count also was reduced from 10195633 to 9618109! (577524‬ less tris!)
  • Other Minor Environmental Fixes

Update: 2 Mar, 2019 @ 3:51pm

Change log

Major Update!!!
  • Complete Visual Overhaul of all Arenas for Official Grade Polish. For a comparison of before and after click here[imgur.com]
  • New lightbulbs and a fresh coat of paint has been added to every arena. Visibility and identity of each arena is even more distinct and unique to establish the map as something completely unique
  • Optimization to all Arena's have been added; more fps should be noticable
  • Spawn changes have been made to most maps - the map was released before QP spam was an issue in the game, since then the map has been rather difficult. This should no longer be the case
  • Lore slightly changed to link the map to Desolation (the prequel to the events of this map)
  • Stats from previous version:
    • 201 custom meshes, previously 111
    • 214 combined meshes, previously 251 (this means better optimization in this regard)
    • 213 custom materials, previously 124
    • 824, destructible actors, previously 809
    1. Lobby - Minor Tweaks
      • Much better lighting lighting
      • Hologram Added to Link the map to Desolation
    2. Transfer Room - Major Visual Overhaul
      • Complete change of style of the map. No longer underwater, now a proper transfer room with clots on tracks within a cave system. Change was made for lore reasons, Clot Mothers growing in uncontrolled cave water did not make sense.
      • Spawns completely toned down from all spawns
      • 2 Weldable Doors added to help manage spawns - recommend weld one at a time to help survivability
    3. Train/Transit - Moderate Changes
      • Lighting, Paint and Optimization
      • Spawns toned down a bit; 1 spawn has been removed
      • Escalators are now accessible
      • 1 weldable door added
    4. Prison - Minor tweaks
      • Lighting has been improved but will retain very dark visuals
      • Both incinerator traps are now usable
      • 2 weldable doors added
    5. Server Core - Moderate Changes
      • Visual upgrade: Core now contains AI eye, Sever corridor visual enhancements and general better paint and lighting
      • 2 Weldable Doors added to corridor to help manage spawns - recommend weld one at a time to help survivability
      • Spawns slowed down slightly
    6. Tank Room - Minor Tweaks
      • Lighting, Paint and Optimization
      • Spawns slowed down slightly
    7. DNA Cold Room - Minor Tweaks
      • Lighting, Paint and Optimization
    8. Biomass Processing Room - Minor Tweaks
      • Lighting, Paint and Optimization
      • New Plow Trap added - can push Zeds (and Players) into the blender
    9. Morgue - Minor Tweaks
      • Lighting, Paint and Optimization
    10. Tentacle Breach Room - Minor Tweaks
      • Lighting, Paint and Optimization
      • 2 Weldable Doors added to corridor to help manage spawns
      • Spawns slowed down slightly
    11. Boss Room - Complete Overhaul
      • Completely different map - still retains the same theme but playable space is slightly larger and more thematic. Original idea was an observation operating lab for Kevin and his Augmentations/Office; changes aim to reflect this better
      • Special Boss Theatrics added for when the wave starts! Hold on Tight!

Update: 24 Jan, 2018 @ 8:46am

Change log
  • Fixed Exploit in Prison
  • Reduced Prison Incinerator recharge time to 1:30 min
  • Minor pathing tweaks in Train and Prison
  • Minor Lighting tweaks
  • Minor Splatmap tweaks
  • Minor Optimization tweaks

Update: 5 Jan, 2018 @ 7:12am

Intial Commit