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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).
Only stand your ground is missing, would be great if it could be added :)
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???
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1383456599
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!
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
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/
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
For everyone else, circling around the brighter-lit areas and using the flashlight can help. :)
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.
This one : https://youtu.be/Yd6CYBi5Vm4?t=599
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
GG, but needs some brightness adjustments and something to do with film grain effect ;)