Killing Floor 2

Killing Floor 2

KF-stage
Showing 1-8 of 8 entries
Update: 26 Feb, 2019 @ 12:20pm

Update: 26 Feb, 2019 @ 8:28am

Completely updated the map with:
Dynamic lights
Destructible light sources
Improved collision and AI pathing
Better frames per second
and various other little additions.

Update: 10 Oct, 2016 @ 5:42am

Added:
-More objects to break line of sight in the street
-Additional path connections so zeds can get to more places from their spawns

Improved:
-Skybox has far more in it
-Global lighting casts shadows from further away

Update: 18 Sep, 2016 @ 12:22pm

Added:
-New riverside path around main building
-Additional way onto scaffolding from ground without awkward jumping (though that way up is still there)
-Minor details

Changes:
-Altered indoor and outdoor lighting, its now brighter in both.
-Changed where global light source is (the moon) to light new path

Update: 15 Sep, 2016 @ 5:23pm

Added:
-New lighting: there is now different internal and external lights.
-refined skybox.
-pathing improvements.
-Shops have insides (as opposed to seeing out the map)

Trying an alternate light-ray from the stages spotlights, please say if you do or don't like them.


Known issues:
-When spawning players will not have lights illuminate their models, this goes away as soon as you go inside any building.
-can also happen to zeds but i've done what I can to minimize it.
If anyone knows a fix for these then it would really help me out.

Update: lighting is too dark, will be massively improved next update

Update: 16 Aug, 2016 @ 10:08am

Fixes:
-blocked off new way of getting onto the roof caused by previous update (typically this only happened in testing after uploading)

Update: 16 Aug, 2016 @ 9:43am

Fixes:
-Fixed means of getting out of bounds using the Double barrel shotgun
-Improved zed pathing on lower roof

Changes:
-Moved trader near spawn
-Upper and lower corridors round the back blocked off

Update: 15 Aug, 2016 @ 3:13pm

Release