Killing Floor 2

Killing Floor 2

Rail House
25 Comments
MrRogersBestNeighbor 16 Jul, 2019 @ 5:05pm 
No, there was one that was in a train yard that looked whole lot like this map (Though I'll have to check Ghost Lake out, that looks interesting).
★ 7 0 Я 0 ★  [author] 16 Jul, 2019 @ 2:08am 
You mean ghost lake?
MrRogersBestNeighbor 16 Jul, 2019 @ 12:09am 
Wasn't there a version of this where a nuke goes off after a couple waves and obscures vision of zeds far away?
What happened to that one? I miss it...(Or am I thinking of another map? Pretty sure it was this one though. It was definitely a train yard).
Sraigius 16 Apr, 2019 @ 1:33am 
A straightforward improvement of average 15 FPS everywhere, mostly stays in 100-130 FPS range :)

Only stand your ground is missing, would be great if it could be added :)
★ 7 0 Я 0 ★  [author] 15 Apr, 2019 @ 2:50am 
Performance fixed, thanks to tony!
Myka, Relocate 7 Jul, 2018 @ 4:23pm 
Beautiful map, but it unfortunately is unplayable for me. I can't do anything without stuttering and massive frame drops, often into single digits. I play on ultra, and this doesn't happen on any other map.
HAPPYCAT 6 Jul, 2018 @ 11:34pm 
Great map! Very well done for being a dark map.

The only suggestion I have is moving the player spawns. Players who died in the last wave usually have to run 150m+ to the trader which usually means they don't get to the trader in time, or only have something crazy like 5 seconds left. Perhaps move the player spawns closer to the middle of the map???
oldmidget 20 May, 2018 @ 7:32pm 
i like the idea to make the rail cars bigger. great choice.
Sanches 8 May, 2018 @ 2:25am 
Looks cool! Very KF1-ish.
Sraigius 8 May, 2018 @ 1:39am 
As long as it helps! :steamhappy:
Tonny  [author] 8 May, 2018 @ 1:36am 
Thank you for notifying the problem so that the map is more enjoyable.
Sraigius 8 May, 2018 @ 1:27am 
Thank you, Toro and Tonny, the problems are completely resolved!
The map plays very nicely, overwhelming darkness is reduced and film grain effect is gone, and now, the map looks good and plays good! ... For a dark map! :47_thumb_up::steamhappy:
★ 7 0 Я 0 ★  [author] 7 May, 2018 @ 8:05pm 
Updated, tell us if the problem persist.
Sraigius 7 May, 2018 @ 3:44am 
Sweetfx OFF and ON does not look critically different, does it? But one can obviously tell that with sweetfx enabled, the whole picture (HUD included) looks seemingly sharper,less blurry and more defined. Cool, but I wonder how it looks like in nightvision?
https://puu.sh/AhHeI/2a76034f17.png
:O MY EYES! I'M BLIND!!! 😫
Good god, the nightvision is already problematic WITHOUT sweetfx that i'm using, and sweetfx only makes it worse than it already is. Because of the grainy film filter that is being used for this map. When I was going commando for 15 waves today, I started to experience serious eye strain, due to horrible noise in nightvision mode. Yeah, with flashlight it looks good, without flashlight too, but nightvision - OMGOT. :O
And now, time for King Fleshpound on wave 15.
https://puu.sh/AhHep/0119828375.png
Yeah. Very noisy image, with or without sweetfx. I'll leave the comments to the audience. /2
Sraigius 7 May, 2018 @ 3:34am 
With today's update, the map's visibility was significantly improved, it's not as dark as with the previous version, which is very good! :steamhappy:
However, the problem still remains. And no, it's not the darkness, it's that sharp film grain effect, that is very pronounced with nightvision enabled and during the boss intro sequences.
It will be a long reading, and i'll split up everything into several messages, but bear with me.
Anyway, as you guys know, or you may not know, Killing Floor 2 has this blurry image thing going on, that is caused by FXAA antialiasing. However, realtime image correction plugin like "Sweetfx" can improve it. I made some panoramic superimages, to keep it all short and avoid spamming the thread:
https://puu.sh/AhH9R/0237915664.png
Four still images, two different scenes, two without sweetfx, two with sweetfx.
The only thing that Sweetfx does for my KF2 game - it applies Lumasharpen and tonemap tweaks (mild gamma, exposure, saturation, and defog changes).1/
★ 7 0 Я 0 ★  [author] 6 May, 2018 @ 6:24pm 
Fixed
Frostbite* 6 May, 2018 @ 2:52pm 
nothing wrong with dark maps,atleast u get a use of a flashlight which is near piontless atm in most bright kf2 maps similar to door wielding:)commando or a zerkers nv ftw on this map,besides most kf1 maps were dark basically no 1 complained bk then,its down to the individal to play this type of map,different makes certain maps more harder to play,kf2 needs more kind of darker maps similar to this to get more of a challenge
Amanet 6 May, 2018 @ 6:21am 
Just a piece of advice for all KF2 ninjas out there: avoid dark maps they can damage your eyes. And where is the fun in playing on a map where you can's see shit?!
Sraigius 6 May, 2018 @ 6:01am 
Oh, what the hell is wrong with people? Why is the map 3 out of 5? :(
It's just very dark, but I guess it wouldn't cause many problems for Commandos and Berserkers (because nightvision).
Of course, everyone prefers a reasonably gloomy map over the one, that is as dark as the basement :hoxton: , but there's no reason to butcher it with dislikes :/
For everyone else, circling around the brighter-lit areas and using the flashlight can help. :)
PuppyMonkeyBaby 6 May, 2018 @ 5:10am 
Very Good Map as it is. It's different so I like it.

That being said, I came here to post what Sraigius just said. I would like to see a version that was ...

Brighter & less grainy. Both would make the map even better and actually show how well made the map is.

Keep the original but add a brighter/sharper version please.
I'M IN SUPERCREDITS DEBT 6 May, 2018 @ 1:09am 
looks sick
Pokerman 5 May, 2018 @ 6:40am 
Good map
Sraigius 4 May, 2018 @ 1:38pm 
Hooo000, this is the train yard from L4D1 Death Toll Map 3!
This one : https://youtu.be/Yd6CYBi5Vm4?t=599 :steamhappy:
Oh man, this is amazingly done map! And tons of ammo pickups too, but maybe bcuz I played it in endless :D
But there are two nuisances about it. For one, it's too dark! It wasn't even so dark in L4D to begin with,it just needs to be a tiny bit brighter! :) Maybe do a combination of its current darkness and "foggy 11 PM" that you can see in a video above. Now, for the second thing, it may or may not concern other people, but this "grainy film effect" somehow does not fit into the map's visual design. And that effect is very sharp during the intro sequence of any boss. That's a thing to consider too.
Other than that, it looks and performs great too, 120-130 fps without zeds, somewhere between 80-90 fps when you're shooting nasty nasty stuff :hoxton:
GG, but needs some brightness adjustments and something to do with film grain effect ;)
H U N ナ E R 4 May, 2018 @ 10:16am 
Perfect work, Nico.