Killing Floor 2

Killing Floor 2

KF-UT-Electric-Fields
40 Comments
Frostbite*  [author] 26 Apr, 2018 @ 3:17pm 
yes the map is big and many issuses regarding size and spawns i know,but it works,but i have been away for a while,so i might revamp the map to standereds that are acceptable for the players and on a personall bases
0xB0BAFE77 16 Apr, 2018 @ 3:03pm 
I'm sorry but this map is garbage. It was good for UT, but it's horrible for KF2.

WAY too big. Even for 6 players it's too large.

Worse, it lags/stutters. This is only the third map I've ever seen show these issues.

I know the server wasn't the problem as all other maps played fine and ping was under 50ms.

Having to walk 300m to find an ammo box isn't neat, fun, or entertaining.

Trying to get a headshot when the screen is jittering is beyond obnoxious.

Hard pass.
exilextremis 15 Dec, 2017 @ 11:18pm 
love it-surreal
Frostbite*  [author] 10 Nov, 2017 @ 8:08pm 
window 10 :) not much i can do atm cause lifts arent operational due to twi ,
apart from that u want fster spawn zeds,i can easily do that spawn them in your face,then that becomes another problem and complaints:) i may work on the map after other projects to see if i can make the map more enjoyable not only for players but for my self:)as u said big map its missing few important that i holding the ai back from central spawns and speed of the ai
Windows11 10 Nov, 2017 @ 7:57pm 
toooo big map, slow zeds..
It'sWri'tt 30 Sep, 2017 @ 3:01am 
I love this map, the nostalgia hit pretty hard tbh, but I cant get over how loud the rain and wind sounds are
Frostbite*  [author] 11 Sep, 2017 @ 9:52am 
@pokerman i appreciated the corncern:)
Frostbite*  [author] 11 Sep, 2017 @ 8:26am 
before i finished this map i reported this bug to twi regarding this particular issuse ,still havent had answer back untill they have the correct working solution im banging my head against the wall im sure others would like to know the answer too,if a twi dev or representive came on with a solution,then i would gladly impement the 4 original lifts in the game,out of site out of mind thanks for trying
Pokerman 11 Sep, 2017 @ 8:21am 
Just....use force path...
Pokerman 11 Sep, 2017 @ 8:19am 
Well, if you still trust zed will not "track the elevator path", I will make a special version for my own server, good luck...
Frostbite*  [author] 11 Sep, 2017 @ 8:17am 
its coded via twi my friend,no matter how u cut it in kismet ect,it will not work they way its planned,ive did all in kismet to get it to work that way and it does not work zeds of all kind CANT USE LFTS ECT BY THEMSELFS-THEMSELFS
Pokerman 11 Sep, 2017 @ 8:14am 
If you want to learn to make zed use elevator, I have file, you wanna see?
Frostbite*  [author] 11 Sep, 2017 @ 8:05am 
@temp solution,im guessing triggers ect as long as zeds see u then yes but on there own they cant,i couldnt get em to use elevaters nor lifts FOR THEMSELFS in sight they will folow ofc,on there own they just ignore them take longer and easy uncomplicated routes,nice try though:)
Pokerman 11 Sep, 2017 @ 4:28am 
@Frostbite* Zed can't activate elevator??? Why my Scrakes activate the elevator?? :D

https://www.youtube.com/watch?v=9E_7aAov4Cc&feature=youtu.be
Frostbite*  [author] 10 Sep, 2017 @ 10:00am 
@pokerman,the reasons for the spawns come from a distance is there is no lifts operational in the game zeds have to use long way round that is why the zeds in this map is fooked due to twi cant naviate there ai to use them,its there issuse and it makes the map bad,it isnt my level design,as its all original,if u can make zeds use lifts on there own your done something that twi have not done,then i can put the original lifts back in the game then i will sort the player respawns,for nowi aint waisting my time on something that isnt my problem sorry if i sound off:)
Pokerman 10 Sep, 2017 @ 1:38am 
OK, sorry for a bad attitude criticism, but can I suggest something?

I saw this map has portals, if you can place more portals and make zed spawn from it.
It will be nice to solve the zed density problem.

Zed will use the portal which approach the player.

For example :
Build a tiny room, zed spawns in this room, and 20 portal entrances in this tiny room.
The portal is one-way portal, zeds and player can't teleport back to the tiny room.

In the battleground, the exit portal will be "portal gate" (seen in picture #9) or "sphere energy".

Therefore zed will select which portal is nearest the player, therefore zed will not appear in a far position.
missing.trigger 2 Sep, 2017 @ 2:40pm 
would be cool if you could make ammo and health pickups actually working
RockMax  [author] 2 Sep, 2017 @ 7:04am 
Pokerman: If you didn´t know, you will now. Frost is doing most of the kismet and pathing work on my map because he just understands it better than me. He knows how to set trader, thats the easiest thing for him. It´s not the map problem that you have rage quitting players
frosty* 1 Sep, 2017 @ 9:05pm 
ofc he does mate,and much more for kismet too^^
Pokerman 1 Sep, 2017 @ 7:50pm 
Could be better if you know how to use kismet to change player spawn point to be near the trader.
The players keep crying when they can't reach the trader "after they respawn from death".

Because the trader is 300M+ away from the player spawn.
Commonly author will say "better not to die", however it ends up player ragequit after a hard fight.

Kismet Hint : Action-> Killing Floor -> Set Trader.

If you still not know how to set kismet, call me.
Jean-Claude Van Damme 1 Sep, 2017 @ 6:04pm 
Thanks for porting this map. I tought I was the only one who liked it.

Anything that is UT, Quake or Doom is a winner to me in KF2.
insomnia 31 Aug, 2017 @ 3:39pm 
If I start this map in wave 1 , I can find the trader easily. I mean when you join the game halfway,you have to use your t1 weapon to survive because the trader is too far to approach╯﹏╰
Frostbite*  [author] 31 Aug, 2017 @ 8:55am 
Mångata common sense tells u to look at your hud:)
insomnia 30 Aug, 2017 @ 11:09pm 
don't have enough time to approach trader,funny map
Prozacster 30 Aug, 2017 @ 8:43pm 
I followed the arrows to the next trader... didn't make it. Is there a way to tell where the trader pod is going to be before the round ends? I never once missed the trader in any of the maps that come with the game.
Mikan 30 Aug, 2017 @ 12:56pm 
Oooh Hot damn, this map looks nice. Can't wait to play it. (Computer is down at the moment)
TIGHT,TIGHT,TIGHT 30 Aug, 2017 @ 5:44am 
try playing kf1 you mostly had to get to the trader before the end of the wave.
RockMax  [author] 30 Aug, 2017 @ 2:15am 
I´m sorry but, shouldn´t you look where the trader is for the next trader wave? What do you expect from the game? To hold your hand while playing?
Prozacster 29 Aug, 2017 @ 7:38pm 
I'm sorry, but the distance between the trader pods is absolutely ridiculous. There are times that where I end the battle it was impossible to get to the trader pod in time. Bad map design in my opinion.
GrannyPounder 29 Aug, 2017 @ 4:47pm 
nice
HUGE GUTS 28 Aug, 2017 @ 8:58am 
Found it, thanks!
Frostbite*  [author] 28 Aug, 2017 @ 8:51am 
triggered event,goes to the center area im sure it will kick off with sounds to match:)
HUGE GUTS 28 Aug, 2017 @ 8:50am 
Yeah, zeds appearing from nowhere is a bad thing. Map still should work well on 6+ playercount servers anyway. Also, what's up with rain? I guess it should appear on some wave like Nuked's atomic mushroom, but which wave exact? I played full short game with boss, and it didn't happen.
Frostbite*  [author] 28 Aug, 2017 @ 8:03am 
HUGE GUTS the reason is the lifts have no central option for zeds they have to naviagate the long way around,twi issuse:( also the map is very wide opened so not much hidding for the zeds,most come out of the interior,only way would make the spawns out of site and then the players complain they have zeds in there face:)
HUGE GUTS 28 Aug, 2017 @ 7:07am 
What many great custom levels lack is ambient sfx, to the point there's absolute silence during trader time. This map just nailed it with those non-stop chaotic storm sounds, little quake effect is also very nice. My only complaint is that it's just too huge, even on HoE difficulty with 6 faked players zeds were coming too slowly. Decreasing size to something like 50-75% of current one would be great.
DannyArt 28 Aug, 2017 @ 1:40am 
Ah, Nice. Thanks!
Frostbite*  [author] 27 Aug, 2017 @ 4:48pm 
that was just a benchmark danny to show fps that it can be run on a low end card,the card i used i swapped over to a gtx780 for the benchmark.......my primary card is 980ti :)
DannyArt 27 Aug, 2017 @ 4:43pm 
Woa! You released it! Just a Question, Do you have the Benchmark movie ready to be added here, or even some gameplay movie to show on this page? Just wondering because you invested so much time into the R&D of the tech behind this map, it would be a waste not to show it to the world :D. Will try this map ASAP! Great job so far, keep up the development and awesomeness! -Danny :Dosh:
UltraKill 27 Aug, 2017 @ 4:41pm 
:P6:
UltraKill 27 Aug, 2017 @ 4:41pm 
this is something really good!
tnx 4 port mate, good work.