Killing Floor 2

Killing Floor 2

Bunkerlab
47 Comments
MrRogersBestNeighbor 15 Mar, 2019 @ 1:54am 
The map looks great, love the atmosphere. It's promising, but it has one major problem.
Too many dead ends.
Unless everyone who plays this map spends the time to learn the layout, it's going to be annoying as hell to play. And who's got time to learn the layout of every custom map? (I mean I do, but I'm not a casual player...). Anyone new to this game and this map will find it really frustrating to play.
It's okay to have maybe one or two dead ends, as long as they're wide enough (so you have room to maneuver around zeds) and there's something about the environment that looks very different from most of the map. So you can easily learn that that spot is a dead end the next time you pass by it.
Fix the dead ends, it has a lot of promise. I was having fun at least, until I inadvertently hit dead end after dead end.
Flammable 10 Feb, 2018 @ 10:04am 
Sometime zeds spawn infront of my face, this is annoyng
SKULKASAURUS  [author] 31 Dec, 2017 @ 3:42am 
ok thanks old midget, I'll sort that out asap
Storm_at_Sea 29 Nov, 2017 @ 5:43am 
Why don't you ask them, sure they'd be happy to share.
SKULKASAURUS  [author] 29 Nov, 2017 @ 5:42am 
God, this is so annoying! I still can't run the upload tool! How are other people managing to publish their maps????
Peridoxide 17 Nov, 2017 @ 2:59pm 
reminds me of a doom map just by the layout, awesome.
SKULKASAURUS  [author] 15 Nov, 2017 @ 1:12am 
Hey, missharvey yea that is something I've noted and am trying to sort. I noticed it too when testing the map with friends. The map seems to render enemies and players fine my side before brewing the map in the upload tool. So I'm hoping it was some kind of brewing issue...

Either way it's the main issue I'm arsing around with at the moment. Cheers for testing.
COMP DBD 1V1 14 Nov, 2017 @ 9:47pm 
really nice for a first map BUT there are some game breaking issues with this map

zeds/players are popping into existence when entering rooms
some sort of thing you did where each room only renders whats inside and doesnt render anything outside that room


huge frame spikes in the lounge room when a few zeds appear
SKULKASAURUS  [author] 14 Nov, 2017 @ 7:27am 
Hey, been working hard on the map, making changes and additions, these can be seen in the new screens. I'll upload as soon as the upload tool starts to work again.

Cosmetics done:

Expanded rooms.
Added a new Generator room with lots of space to move.
Expanded garages.
Added detailing to the mess hall.

Things to do:

Detailing

Add inaccessible spawn rooms.

Add blocking volumes so the props don't inadvertantly block players and so players can't cheat by jumping on barrels etc.

Sort splatter maps.

And solve any other problems people report.

Madsci 12 Nov, 2017 @ 8:29am 
@SKULKASAURUS - Very good map, it's large yet super confined, real easy to get lost in. TBH it reminds me a lot of the original Biotics Lab from KF1. While playtesting I did discover (and can confirm) the 3 issues you brought up (trader arrows, zed spawning patterns, player models) do exist for me as well. It's a bit frustrating, but workable. I'm sure you'll figure out the root cause!!
Storm_at_Sea 12 Nov, 2017 @ 3:02am 
I had trader arrows in sp.
Necri 11 Nov, 2017 @ 2:50pm 
Keep up the amazing work! i dont have the issue when i playing solo, only on server side, however visually appealing but frustratingly confusing, kept running into a dead end xD
SolidShark 11 Nov, 2017 @ 2:38pm 
this is a good idea, good luck!
SKULKASAURUS  [author] 11 Nov, 2017 @ 1:52pm 
Hmm, I've just been testing the map with friends on a server. We found some issues.

1) Like you said Old School , there definately are NO trader arrows.

2) During the first wave, enemies spawn correctly. However after the first wave enemies either spawn in front of players faces, or spawn normally but the models aren't loading till last minute.

3) During the first wave, player models can be seen clearly at all times, AFTER the first wave though other player's models will disappear and reappear at certain points.

I don't know why...arghhh
OldSchool 11 Nov, 2017 @ 1:21pm 
There was a small update pushed this morning. verify your KF2SDK tool files. ; )
SKULKASAURUS  [author] 11 Nov, 2017 @ 11:49am 
I still can't seem to use the upload tool to place my upload. Are other map-makers still having an issue?
OldSchool 10 Nov, 2017 @ 3:32pm 
I go threw the same thing when uploading mods on workshop. It is no fault of your own but the way the game is set up. There are about 5 places a copy could be that would cause you to see assets clients don't.

1.Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC
2.Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC
3.Documents\My Games\KillingFloor2\KFGame\Autosaves --Delete this whole folder.
4.C:\Steam\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps
5.C:\Steam\steamapps\workshop\content\232090\1510350952

A good way to check if the workshop item you uploaded brewed and uploaded correctly is to toally remove any copies of the file locally from your machine and just test the download from workshop.

I always delete this too before testing. C:\Steam\appcache\httpcache Ofc keep a copy of the file somewhere safe. I wish you luck. I really enjoyed the map. Very well done otherwise.
killerbaby 10 Nov, 2017 @ 2:07pm 
I wish I had some constructive criticism for you on this, but you have done really well! Very cool map to play, space/lighting is appropriate for what it is supposed to be, etc. Fantastic job!
SKULKASAURUS  [author] 10 Nov, 2017 @ 1:55pm 
Ok thanks for the video I'll investigate. But I see trader arrows...I'm not sure why you don't. Anyone else got this problem?
OldSchool 10 Nov, 2017 @ 1:43pm 
Hmm version three with pathing issues also? https://youtu.be/3a8z9n3i-tA
SKULKASAURUS  [author] 10 Nov, 2017 @ 12:58pm 
thanks praetorian :)
The Praetorian 10 Nov, 2017 @ 12:06pm 
this map reminds me hadley's hope somehow) good job!
SKULKASAURUS  [author] 10 Nov, 2017 @ 4:16am 
oh, ok, thanks, that's interesting, I'll have a look into that...
Storm_at_Sea 10 Nov, 2017 @ 3:38am 
Today in-game it showed 2 versions of this map in my map list. One was just the map name, the other was the name1. I'll uninstall/reinstall. I know you've said you had problems updating it due to mod tool issues.
charlie 9 Nov, 2017 @ 2:41pm 
good luck
SKULKASAURUS  [author] 9 Nov, 2017 @ 11:47am 
I just can't freaking upload yet!!! argh!!
SKULKASAURUS  [author] 9 Nov, 2017 @ 11:46am 
I've updated the map a lot today and made a few changes, namely looping a second corridor round to the garage/maint area that according to the current map only has one entrance. Ive also increase the size of one of the garage/maint areas substantially to give that extra breathing space for larger squads...
Verty Enchanter Green VII 9 Nov, 2017 @ 7:20am 
Very nice
SKULKASAURUS  [author] 9 Nov, 2017 @ 4:08am 
Thank you SHARKE BYTE
SHARKE BYTE 9 Nov, 2017 @ 3:30am 
Very nice work!

:otttd_shark::byte:
Storm_at_Sea 9 Nov, 2017 @ 2:07am 
I loved the labyrinth feel of the map, one of the ways it was different. It's nice to get some variety.
SKULKASAURUS  [author] 9 Nov, 2017 @ 1:40am 
Ok, thanks for testing it out for me Obtuse, I'll consider adding more corridors which connect, it's a work in progress. The changes I probably will end up making will largely be based on input I get back from people playing in squads. Single player-wise I'm quite happy with the level of intensity at which enemies spawn, and the time players have to react whilst in the hold-out rooms I made.

That being said, I just have no clue as to how the gameplay will change with a full squad. If it turns out that squads are easily overrun I will increase certain room sizes, link a few more corridors/rooms and make corridors longer to give squads a chance against larger Zeds.

Thanks for playing and leaving your critique :) I'll have a look into corridor linking.
Pokke 8 Nov, 2017 @ 8:06pm 
A well-crafted map. I really like the details in each and every room. The lighting is great. The entirety of the map feels small and cramped up, which really fits the bunker theme I suppose. Did not find any issues with the map - everything works as it should be.

If I were to be very nitpicky, I would say that the layout is a tad labyrinthian. I feel the map is more fun and suitable to be played while kiting rather than holding a spot, especially when the corridors are so cramped if several fleshpounds are after the squad the squad will be overrun in no time. Maybe connect more of the rooms together for more kiting options should one of the routes gets blocked by a bloat or whatever.

All and all, really well-made map.
Frostbite* 8 Nov, 2017 @ 7:30pm 
no worries ma friend:) we all have maps waiting to be uploaded atm^^
SKULKASAURUS  [author] 8 Nov, 2017 @ 7:29pm 
Thanks for the info Frosatbite, makes me feel ALOT better that it's not just me!
Frostbite* 8 Nov, 2017 @ 7:22pm 
SKULKASAURUS  [author] 8 Nov, 2017 @ 3:35pm 
Argh! I'm trying to upload another updated version but my Steam Upload Tool is not responding, so I'll have to figure out how to get it working before I can upload the latest version...
Storm_at_Sea 8 Nov, 2017 @ 12:21am 
I had trader arrows.
SKULKASAURUS  [author] 7 Nov, 2017 @ 3:07pm 
Hey OldSchool, I tested it my side and I'm seeing trader arrows, checked the path nodes too, all seems ok... might just be you for some reason...
OldSchool 7 Nov, 2017 @ 1:59pm 
I'm not seeing any trader arrows? Anybody else verify this?
SKULKASAURUS  [author] 7 Nov, 2017 @ 10:54am 
Hey storm at sea, thanks for testing it out, yea that is an issue I'm sorting, hah. Well the previous version uploaded didn't have any drops lol. Thanks for the feedback, I'll have a think about where I can place some weapon pickups etc and re-upload. Cheers for playing!
Storm_at_Sea 7 Nov, 2017 @ 10:23am 
I didn't have a problem with the zed display personally. I loved the map overall- loved how it was dark! (Sorely lacking in the workshop by the way, & it's dark done well). Loved the layout and the look and how it felt different instead of more of the same. Good job :) (Could use a few drops tho- weapon/ammo, as was mentioned). +rated, favorited.
Fears 3 Nov, 2017 @ 1:48pm 
Yeah, the zed display is really the only thing i noticed that made me do a double-take, everything else seemed very ship-shape.
SKULKASAURUS  [author] 3 Nov, 2017 @ 1:04pm 
Hey, many thanks for checking it out for me Lemoniffcient, appreciate it. Yea hah the ammo boxes! That's a silly mistake! Regarding the row of Zeds behind the glass I was trying to make it seem as though Horzine was trying to promote their various devious projects with a display section. If it seems silly I'll take what you said into consideration and see if others agree. I want the map to FEEL like a real place and if that Zed display is just stupid then I'll remove it.
Fears 3 Nov, 2017 @ 7:55am 
I did notice a distinct lack of ammo boxes though, might wanna fix that.
Fears 3 Nov, 2017 @ 7:36am 
Tried it out just now.
It runs fine enough and the detailing you mention shows through very well (although i think the row of zeds behind the glass window is a bit silly.) You also mentioned it's not an overly big map, i'd say it's a pretty good size, but very tight at the same time, whether people like that or not is up to them i suppose.
For a first attempt? Awesome work. Looking forward to future maps from you. :rockon: