Killing Floor 2

Killing Floor 2

my_mountain_side_nightmare_objective
26 kommentarer
MrRogersBestNeighbor 27. mar. 2019 kl. 16:29 
Yeah, I figured the map will probably be a lot easier with a full team. I'll put it up on my server and try it out again with a team.
[]z  [ophavsmand] 27. mar. 2019 kl. 8:50 
yeah thats whats strange is my 10 year old machine running a 750ti does fine
Captain Awesome 27. mar. 2019 kl. 6:38 
Thx bro :steamhappy:
Its important to optimize maps also for medium/low end pc's, like official maps are.
So everyone on server has fun. :bh:
[]z  [ophavsmand] 27. mar. 2019 kl. 6:30 
@Captain Awesome
yeah i for got the performance stuff for landscape and need to delete some foliage stuff
but it does run fine (with about a 5%drop around the canyons) on mine
so ill keep at it
cheers again dude
Captain Awesome 27. mar. 2019 kl. 5:58 
Hi []z
there are big frame drops in canyons.
I dont know what could be reason.
Maybe 'Serious' can tell u better.
[]z  [ophavsmand] 27. mar. 2019 kl. 5:42 
@MrRogersBestNeighbor
many thanks for the feed back

i hadent noticed that portal issue will fix in next update



i have completed it on hell on earth 4, 7, and 10 wave but it is as hard as kf gets.
(haveing said that we were a full team 2 medics 1 beserker 1 sharpshooter 1 firebug 1 support)

i will have a think about moving or pausing some of the spawn locations

the tree textures is a known bug and no one has a fix unfortunatly
i will have another look tho

i am going to implement some more changes soon so keep a look out for that

again many thanks for the feedback
[]z
MrRogersBestNeighbor 27. mar. 2019 kl. 2:45 
Also, if you run into the portal on the first wave before killing all the zeds, you get stuck. Zeds won't take the portal. It should be closed like on the 3rd wave (I only played a 4 wave game, so 3/4 wave).
And trees are missing textures.
MrRogersBestNeighbor 27. mar. 2019 kl. 2:44 
The spawns are WAY too close to the objectives. Constantly overwhelmed.
This is borderline impossible on Hell on Earth.

It has a promise with the objectives, but holy hell. Tried playing it with console cheats turned on and even then it wasn't fun. No chance to reload, burn your clips and zeds continue to pour in.

Obviously, it probably isn't meant to be done on Hell on Earth, but I can't even imagine doing this on Suicidal.
[]z  [ophavsmand] 25. mar. 2019 kl. 9:02 
after a couple months working on my own projects, i finaly had time to implement some of the sugested changes so it should now actuly work lol
many thanks
and as always any feedback is welcome
[]z  [ophavsmand] 13. jan. 2019 kl. 10:37 
thanks for the feedback realy appreciate the help
the doubled meshes is sepossed to be like that to glitch and "phase" but i need to change the texturing on the second version to make it more apparent(its ment to be covered in blood )

there are a lot of null actors that need removing but some are needed to trick the spawn system

the tree angle was ment to go with the nightmare theme but im still on the fence may change them to random settings or have a play
[]z  [ophavsmand] 13. jan. 2019 kl. 10:37 
yeah physinterpolation is the only way(i know of) to have it effect physics volume on entry
but ill have a look as i think it was an old bug work around and i think the bug was fixed last year(oops)

ill have a look at the lighting again as i just thru it together dynamic lighting is always a balancing act and i havent looked at it yet

the rocks where there mainly to provide shadows for underground sections before i knew what i was doing. so i can strip most of them completely

tree texture has me stumped (lol facepalm) ill have another look
many thanks again
Serious 12. jan. 2019 kl. 18:37 
Optic:
• You should unset the "align to normal" point on the EnvPine_Tree02, its looking weired which angles they have on different places.
• Delete the pine trees on spots where they are directly on the path... as foliage actor half of there texture is missing.

Bug:
• Set all StaticMeshActors like 3727 with no collision / and without shadow
• Some Static Mesh Actors are twice on the same spot....this could cause weired physics e.g. 2397/2360
• Delete Actors with NULL property, the could cause path finding problems. e.g. StaticMesh_376
• PlayerStart_1 is not working correctly due to Movement (Phys_Interpolating)

With good performance this could be an awesome map. Please try to improve it and it could be one of the best maps in the workshop ;)
Serious 12. jan. 2019 kl. 18:37 
Hi there, very cool idea and improvment to the original map... But unfortunately its almost unplayable due to performance issues and some other major bugs

Performance:
•Like Esprimo said before... the "whole scene dynmic shadow radius" of 4000 is very extreme....
Try sth like 1000 or maybe even 0 like it is on ZedLanding, i think this won't damage the atmoshpere but will help much with performance.
• Also Delete the lights on the way down, they looking weired and also decrease performance.
• Most of your big rocks could be set wihout shadow...e.g. staicmesh 11885
• Set the Max LODLevel and the Distance Factor of your landscape to sth like 5/5 or 10/7
• Delete Shadow of Foliage Actors
• Negate the dynamic shadow of all point lights
Esprimo 12. jan. 2019 kl. 11:18 
The idea of the map is nice but not playable.

Could it be that you have Dynamic Shadows turned on? The bad performance makes it hard to enjoy. Also the stand your ground as an Objective where everybody has to defend... the meshes do not let bullets pass through. So it's mostly just frustrating fight until a single husk roasts everybody.
Captain Awesome 12. jan. 2019 kl. 8:52 
Hi, your map is currently running on my server.
Real nice objectives that's fun.

But the performance is bad.
Many players have confirmed it to me.
Huge FPS drops in the canyons.

Indoor the performance was ok.
In the first indoor area.
I have not come further yet.
[]z  [ophavsmand] 29. dec. 2018 kl. 7:00 
all objectives and narration now added
trader voice needs to be removed (once i figure out how)
some bugs may still remain but will be sorted as soon as spotted
please give feedback
many thanks
Oz
[]z  [ophavsmand] 15. dec. 2018 kl. 2:03 
@FilliesAreBest♥
Thanks for the feedback
it'll be a little less brutal in the next update
Based Sensei 14. dec. 2018 kl. 8:31 
I tried it solo 7 rounds on hard. It is brutal. I couldn't survive the 2nd wave with the escort, enemies spawn right around the corner nonstop effectively boxing you in the way through. The spawn rate or place needs to be tweaked.
[]z  [ophavsmand] 9. dec. 2018 kl. 9:08 
@Daidaedra
thats fixed now and the path he follows has been extended
[]z  [ophavsmand] 9. dec. 2018 kl. 9:06 
first 3 waves should now work
wave 4 needs fixing
boss wave is boss wave unless anyone has any bright ideas

then on to 7 wave
im trying to come up with some ideas to extend the currently avalibale objectives
maybe an escort with blocks that need to be repaired in order for him to finish the path
please let me know of any bugs
[]z  [ophavsmand] 3. dec. 2018 kl. 6:51 
this is the original version made before objective stuff was added

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1174060995

its has screen shots aswell
[]z  [ophavsmand] 3. dec. 2018 kl. 6:37 
@Daidaedra
work in progress may be an overstatment ill get it working and add pics when its done
keep the bug reports comming
cheers
Daidaedra 2. dec. 2018 kl. 11:23 
trader at the end of second wave was at the wrong place. the edar i was suposed to protect had 0 HP and was still alive. he got ignored by the enemys and i couild not repair him. the welding objective was -/0 and went endlessly. also there were almost no enemys in that wave. (3 wave)
Captain Awesome 2. dec. 2018 kl. 4:26 
Hi, can u upload a few more Screenshots? =)
Greez
[]z  [ophavsmand] 1. dec. 2018 kl. 8:43 
this map includes some parts of the tripwire original maps and one community map (KF_C28)
[]z  [ophavsmand] 1. dec. 2018 kl. 5:16 
any feed back welcome