Killing Floor 2

Killing Floor 2

KF-Distillery
7 Comments
sebul 9 Mar, 2019 @ 10:45am 
zeds spawn to far from the players.. and too slow!
sebul 3 Mar, 2019 @ 1:41am 
holdout, progression maps are always welcome. plz make more with wild ideas.
Magrooter  [author] 21 Feb, 2019 @ 1:10pm 
I have updated the map with precomputed visibility. I also fixed the boss spawn issue and updated the lighting. The map is basically done, but needs testing.
Sraigius 16 Feb, 2019 @ 10:24am 
The boss does not spawn at the end of the game, like at all.
I've attempted today, twice and in a row, finished a long game and also a short one.
The boss just did not spawned, i've also ran around in the final boss area for good 2 minutes straight - nothing spawned ¯\_(ツ)_/¯

Plis fix.
Magrooter  [author] 16 Feb, 2019 @ 12:28am 
I have updated the map with the following:

Combine Pass
Lightmap resolution
Splattermap resolution
Blocking Volumes
Gameplay balance
Updated traps
Additional detail
Lighting complexity improved

The map should run a lot better and play better too. I also agree that the map is more of a progressive style (just like Krampus Lair), however there are no tags for that when uploading and I feel that holdout is the closet and most appropriate tag at this time (since this is not a standard survival map). If a progressive tag becomes available in the future I will use that.

Hope you enjoy the update. :steamhappy:
Sraigius 4 Jan, 2019 @ 3:42am 
Workshop tags are misleading (this is not a holdout map, rather a progression survival map).
Good job so far! I actually enjoyed it!
But there are some issues.
Zeds like to get stuck in this particular area:
https://puu.sh/CrvwY/d0dcf015d3.png
Also, boss round area does not have any ammunition pickups. Add ammo pickups for final boss area.

I've also noticed several performance inconsistencies in various areas, where framerate dipped into low 70's. You should add more optimization for this map.
https://wiki.killingfloor2.com/index.php?title=Map_Optimization_Guide_(Killing_Floor_2)

In conclusion, very enjoyable progression-survival map! I'd like to see some further improvements, but have a :47_thumb_up: and ⭐ in advance!
Drunkenstein 3 Jan, 2019 @ 9:18pm 
The problem with the map is that it's trying to follow Objective Mode like Santa's Workshop is when really it could just be a Holdout map and work perfectly. Also, breaking the windows causes the player (such as I or anyone else) to be able to exit the map, literally jumping off the edge to a bottomless pit of nothing and forcing ourselves to suicide or exit. There's also the textures, but those aren't as big an issue.