Killing Floor 2

Killing Floor 2

KF-Hospital
29 Comments
Plague 11 Apr, 2022 @ 9:53am 
When I was testing this map I encountered some bugs. Whenever I receive a hold your ground objective on the bottom levels I seem unable to reach the area, as it is located behind locked doors. I also experienced a zed that spawned in an unreachable location on wave 9 and never move to where i was located, resulting in a failure to complete the wave.
Green Ghost 10 Apr, 2022 @ 12:38pm 
During my playtest of the map, there was a Stand Your Ground zone at one point that was in the previous section of the map, inaccessible since the map had moved on to the next area.

Otherwise a pretty good map for Survival.
Goom 20 Oct, 2021 @ 12:02am 
Broken on endless
Zero Jyllmeiko 11 Aug, 2021 @ 5:00am 
Not good for Endless. The Boss spawned behind the doors.
K Lou 4 Aug, 2020 @ 12:36pm 
Hello, I was testing this map solo offline and was enjoying it enough to add it to my servers but then I encountered a bug where the door to the next area was closed during trader time. I could not progress to the next area to access the trader before boss round. For more info I was on the level that was upstairs with a small cafeteria and a reception area and a couple other small rooms. When trader time came the arrows led me to a closed door i could not open. then when boss round started I was tele'd to that area. this was on 4-round survival.

Like I said I was planning on adding it to my servers until this glitch occurred. Very unfortunate as I did find the map to be enjoyable so far. Could it have been something on my end causing this? My servers are seven and ten round, could there possibly be a glitch with four round games like my solo offline one was?
MrRogersBestNeighbor 22 Jul, 2019 @ 7:12pm 
I really underestimated this map the first time I played it. I might've only played one or two waves, didn't know it was a holdout map.
Looks great, dig the traps, well done!
Kranot 11 Apr, 2019 @ 12:30pm 
Great map. High quality and good design.
We are hosting this at the Horzine Simulation Division Server in our selection of high quality custommaps!
IP: 5.9.22.30
S281  [author] 26 Feb, 2019 @ 12:17pm 
I'm not aware of zeds getting stuck in the front, but I do know they were getting stuck on 1st floor when players were on the 2nd. I have fixed that issue though. Are you talking about the front of the building by the parking lot?
Vlkolak26 25 Feb, 2019 @ 8:59pm 
what of the occasional zed getting stuck behind the wall in the front
S281  [author] 21 Feb, 2019 @ 12:42pm 
***UPDATE***

Precomputed Visibilty added
Fixed some minor game play issues

The map is done, however I will continue to play test to make sure there aren't any more issues.

S281  [author] 12 Feb, 2019 @ 8:54pm 
***UPDATE***

Combine Pass done
Traps added
Facade added

The map should look slightly better and run smoother as well.

The next and hopefully last thing is precomputed visibility. I will be play testing to check if there are any issues, but if you find any please let me know.
Mr.Something 20 Jan, 2019 @ 12:40pm 
Map design and progression is nice, but it has one massive flaw - small rooms. The reason why, is because its very easy to get swarmed and barely survive or get killed. Happened to me plenty of times. The only place where theres goods amounts of space is the starting area.
Everything else is fine, no bugs or poor framerate.
S281  [author] 18 Nov, 2018 @ 2:13pm 
***UPDATE***

Lighting complexity improved
Collision improved
Blocking volumes added to improve performance and movement

The map should run smoother.

Next update will include more traps and facade.

Enjoy!
S281  [author] 22 Oct, 2018 @ 5:27am 
***UPDATE***

I have adjusted the layout slightly along with gameplay. A lot more detail has been added to the map as well. It is getting closer to being complete. :steamhappy:

Next update will be optimizing the map along with blocking volumes.

Enjoy!
S281  [author] 23 Aug, 2018 @ 1:16pm 
Awesome! :steamhappy:
Sraigius 23 Aug, 2018 @ 1:37am 
The problems have been solved! Great job! :Dosh:
S281  [author] 20 Aug, 2018 @ 9:02pm 
***Update***

Fixed the doors not opening / closing on some waves

Fixed spawns not working on all waves

Next update will include:

Traps

More detail

Improved lighting

The gameplay should be fixed now and run smoothly. Please let me know if there are further issues.
Sraigius 26 Jul, 2018 @ 10:28am 
Hey man,this is a very nice map!
Layout consists of healthy combination of both close quarters and long range in multiple areas, which is very comfortable to play with any perk!
The framerate is very good, stays around 110-140 most of the time, so it's very well optimized!
Maybe see if you can tweak something with lighting.
However, i've ran into one quite serious problem. After trying to leave an upper floor of some sort (?), while I was going down the stairs both doors slammed shut and I couldn't get out of the damn stairwell! :DD
And the best part was- I couldn't get out, and zeds couldn't reach me or break down those doors either, so I had no choice but to kill myself! :hoxton:

I know, big whoops,but no reason to be upset, because it's just open beta shit that happens to anyone :D
Anyway, here's a picture of *that part* : https://puu.sh/B3wze/8e863c5133.png
Fix it and good job so far!! :47_thumb_up::steamhappy:
S281  [author] 21 Jul, 2018 @ 2:09pm 
I have fixed the blue texture showing up by deleting the landscape and using static meshes instead. It doesn't look as good IMO, but it still works. I cannot figure out how to get the texture for the landscape to show up after numerous attempts. I will be focusing on gameplay and more detailing for the next update(s).
Colt 19 Jul, 2018 @ 11:19am 
I too am experiencing the blue textures.
Fumo Bnnuy n Friends 17 Jul, 2018 @ 11:42am 
nice map

it has a cool L4D No Mercy vibe going for it
S281  [author] 9 Jul, 2018 @ 1:43pm 
Thanks for letting me know about the texture issues. I am working on fixing those and hope to update the map later this week.
Yazza 30 Jun, 2018 @ 11:51pm 
I see a blue texture covering some objects, it may be a material that isn't baked into the map

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1428011025

It may look good in the SDK, but doesn't display correctly in-game. I suggest in the KF2 SDK to pre-bake your map. Which should fix the texture/material issue.
Routine 29 Jun, 2018 @ 9:16am 
this maps looks brilliant but there was this weird pink texture covering most the floor and it probably souldnt be there, incase you didnt know already!
ALEX (aka.PykaBlood) 29 Jun, 2018 @ 8:29am 
Nice map:whiteward:
S281  [author] 27 Jun, 2018 @ 12:35pm 
Thanks for all the comments.

I am trying to get this updated to what I see being a final version as soon as possible.

The problems that have been pointed out so far on what I am focusing on first.

As of right now the map is going to be similar to nightmare, but I do plan on adding "objectives" similar to Airship.
Kareem_Pai 26 Jun, 2018 @ 9:05pm 
so is this like an objective map, or do the 5 areas just rotate through on waves, like nightmare, and the descent maps
Soninho 26 Jun, 2018 @ 4:22pm 
You should fix some problems like: Zeds spawn location, Pod location and some colors issues. I know this is a beta but the map still nice tho.
Saocao 26 Jun, 2018 @ 8:25am 
Looks very reminiscent of oldschool KF1, although too generous in space, well made nonetheless