Killing Floor 2

Killing Floor 2

KF-Murder Street
Showing 1-10 of 38 entries
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Update: 11 Mar, 2020 @ 10:25pm

//////////////////// no precomputed visibility ////////////////////////

- Merged more meshes, and optimized the usage of particle effects to reduce the number of primitives.

- removed some meshes that only had minor detail around the level to reduce draw calls

- changed one of the hallways in the metro by widening it and adding detail and added another spawn vent and changing the light color to a red-ish hue.

-changed some textures in the rooms in the metro.

- tweaked the cull distance of vehicle breakable windows.

Update: 14 Dec, 2019 @ 12:32am

Reverted to previous version, as their are some visibility problems with ceilings and floors disappearing.........................

Update: 13 Dec, 2019 @ 7:36pm

/////////// no pre-computed visibility //////////////////


- Merged a significant amount of meshes to reduce the amount of drawcalls and collision boxes as well as improve splatter-map consistency (should be a substantial performance improvement, especially when i add in precomputed visibility later)
- Changed the layout of the upper level of the lab
- Removed extraneous garbage around the map to reduce the amount of primitives
- Added new ramps to the bus in the middle of the map to improve consistency and artistic consistency.
- Across multiple building turned off / removed some lights to add more variance
- Brought the moon closer and added a light to increase visibility
- Brought Eiffel tower closer
- Fixed the lanterns spot-light not moving when shot on both the bridge and cafe entrance
- Fixed the collision that caused zeds and players to get stuck on bridge windows
- Bunch of other stuff I can't remember....

Update: 30 Nov, 2019 @ 11:38pm

////////////////// NO PRE-COMPUTED VISIBILITY ///////////////////

- added more detail to the garage
-added more detail to "under construction building"
- re-textured garage
- re-textured various parts of office building
- re-textured top level of lab building
- turned off and reduced number of lights in office building, lab and cafe to help performance
- changed generator lights on top of cafe to static lights instead of per-object
- re-textured metro hallways on both sides
- changed culling distance of certain sized objects
- changed the scaffolding outside lab building and added a section to jump from
- moved Eiffel tower closer

Update: 17 Oct, 2019 @ 7:19pm

///////////// NO PRECOMPUTED VISIBILITY //////////////////////


- Reworked the top of the small building and made it into a "under construction" aesthetic, it is no longer open top now it has a roof on the building. (fits with the bridge better)

- Replaced/added some lamps in the garden area as "pole lamps"

- The "paid to use" electric trap in the main floor of the lab is now fully functional - can be very deadly be careful!!!

- Changed the materials of some of some of the walls in the sanitation area ( trap area) of the main floor of the lab building

- Reduced the amount of dynamic lights in the garage building to help performance

- Disabled some of the lights in the bottom floor of the office building to add some variance in "lighting".

Update: 14 Oct, 2019 @ 6:17pm

///////////// NO PRECOMPUTED VISIBILITY //////////////////////

-fixed the auto kill volume in the bottom lab floor, it was enabled by default without the trap being active.
-removed the testing-nuke on top of warehouse.

-still working on another EMP based trap.

Update: 14 Oct, 2019 @ 5:38pm

///////////// NO PRECOMPUTED VISIBILITY //////////////////////

-reworked the back alley behind lab, replaced the destructible ad sign, with a fountain and 4 lights and a spinning clock. This fits better aesthetically and also had an object for map balance

-added 2 garbage bins in the middle of back alley behind lab for balance

-added more ambient noise around the map

-added more vines around the garden and hallway

- reduced the amount of blocking volumes in warehouse to 1/3 original amount (saves cpu cycles)

- added sandbags on shipping crates on the street beside the warehouse for balancing (was too op)

- added fencing, shipping container and lights to illuminate the area in the street outside the bar/warehouse/office building for balance as it was too easy for ranged enemies to hit you here as well as makes the map feel more complete/full and less empty.

-removed a couple of unnecessary lights in the basement of the office building

- added collectibles in the form of glowing cash bundles for fun

-turned the street light above shipping containers on.

-removed couple of particle affects that were pointless

-tweaked a trigger volume for spawners as it was too small/useless.

Update: 11 Oct, 2019 @ 7:06pm

///////////// NO PRECOMPUTED VISIBILITY //////////////////////

-changed a couple light sources near the bar entrance
-turned one of the street lamps on - in the alleyway near the garden
-changed some roof textures in the office building - main floor
-optimized some meshes in the bar and warehouse to reduce draw calls
-added a bunch of pickups
-re textured trim of bar outside wall

-tweaked some of the outside "mess/junk" meshes on the street, expanding them and replacing multiple with single larger meshes

-tweaked the light radius on burning car near the middle intersection and resized the flames

-added a second window into upstairs office, in office building

Update: 22 Aug, 2019 @ 4:09pm

Update: 18 Aug, 2019 @ 4:17pm

///////////// NO PRECOMPUTED VISIBILITY //////////////////////

-Re-textured lots of store fronts and areas around the whole map including the street behind the warehouse/bar building.

-Added 2 more trees to the garden.

-Added another small garden patch behind the lab building.

-Raised the interior roof of the 2nd floor office building and changed the roof texture.

-Added sloped roofs on the bottom floor of the lab building in the cleansing chamber and locker room.

-Fixed Many/most of the splatter maps for more consistent coverage and less sharp transitions between meshes.

-Increased shadow map resolution on some objects.

-Added my own made shipping containers behind and in-front of the warehouse that allows for a new sniping spot for the sharpshooter. (Had to learn blender 2.8 from scratch to make these)

-Raised the height of the sandbags on top of the bar for balance so that you don't have a ridiculous view of the playable area and also reduced the amount of them by increasing the length of them to save performance.

-Changed the texture of the lower wall of the building near the start with the large Horzine sign.

-Added a door on the Horzine building for a new path for zeds.

-Removed a couple of windows on the office building because of the new raised roof.