Killing Floor 2

Killing Floor 2

KF-Murder Street
36 Comments
Christina 11 Dec, 2021 @ 4:35pm 
Very cool map, it's so huge, detailed and fun to explore! The only issues I found were that the terrain texture was broken around the fountain trader area, and in some of the underground areas I could see through the ceiling at times (sometimes it would show, other times not). I hope you'll be able to work more on when you have time, it's very nice. :)
AdequateX  [author] 11 Mar, 2020 @ 10:34pm 
Merged some more meshes, and optimized the usage of particle effects to reduce the number of primitives. also widened part of the metro hallway (the thin and long one)
AdequateX  [author] 19 Dec, 2019 @ 2:54pm 
Merged a bunch of meshes to help improve performance, performance profiling suggested that many of the areas that had lower frame-rates had upwards of 2700-3600 draw primitive calls (suggested upper limit of D3D 11)
AdequateX  [author] 11 Oct, 2019 @ 7:08pm 
@{ST}GreenGhost, added a bunch of ammo+weapon/armor pickups across the map and tweaked a couple lights and textures here and there.
Green Ghost 10 Oct, 2019 @ 6:31pm 
No worries, I'm just glad that this map is still being worked on. A good few maps haven't been touched much since their initial releases, so it's always a welcome sight to see maps that develop beyond that.
AdequateX  [author] 10 Oct, 2019 @ 6:27pm 
@{ST}GreenGhost , Been busy with school, havent had too much time and other time dedicated to learning blender to make custom items.
Green Ghost 10 Oct, 2019 @ 6:27pm 
Ah, alright. Glad to hear that ammo boxes are still planned to be added!
AdequateX  [author] 10 Oct, 2019 @ 6:21pm 
@{ST}GreenGhost , yeah haven't implemented them yet, ill add them, in a couple days
Green Ghost 8 Oct, 2019 @ 11:26pm 
Is it just me, or is there a distinct lack of ammo boxes on the map? I haven't found a single one during my time on it.
Captain Awesome 19 Aug, 2019 @ 10:23am 
cool, i test this evening =)
AdequateX  [author] 18 Aug, 2019 @ 4:25pm 
@Captain Awesome Large patch today, changed quite a few things around.:happy_creep:
AdequateX  [author] 26 Jul, 2019 @ 8:15pm 
Another big patch today made some significant changes in interior map flow and decor. No pre-computed visibility as it takes somewhere north of 23 hours.
Captain Awesome 20 Jul, 2019 @ 10:47am 
nice =)
AdequateX  [author] 19 Jul, 2019 @ 8:19pm 
New Patch today :) added lots more detail to certain areas.
AdequateX  [author] 9 Jul, 2019 @ 7:30pm 
@Serious I'm currently reworking the map with your lighting suggestions for using a global light source for indoors. Had to work around a couple of issues mainly concerning the metro
AdequateX  [author] 27 Jun, 2019 @ 12:59pm 
@Edgesaurus Rexlord.. the idea is the fire is meant to be risk/reward, but yeah I tend to agree after having test played quite a bit...I'll reduce all of them...I'll tone the emp area down to 1/2 damage and make it solely for de-aggroing zeds. Thanks for the feedback:happy_creep:

There will be more more obstacles added in aka c4 that will be good risk/reward but if misused will significantly hurt the player(s).
MrRogersBestNeighbor 27 Jun, 2019 @ 12:34pm 
This map is pretty good, but there's one issue I have, which is the fire in the window.
I mean you have a pathway leading right to the window from the bus and there's no way to get through the window without losing a third of your health. I'm okay with there being fire there, but there should be at least some way to get through the window without burning yourself.
Or alternatively, the damage could be toned down a lot. Same with the room with the electricity, it hurts A LOT more than you'd expect.

I generally LOVE obstacles that you should avoid (there aren't nearly enough, if any really, maps that have them), but there isn't any way to avoid them if you pass through the entrances they're in on this map (like jumping over them, crouching and walking under them, walking through a very narrow pathway surrounded by it, etc...)
AdequateX  [author] 22 Jun, 2019 @ 8:26pm 
@serious I also did some performance profiling of comparing with and without the pre-computed visibility vs just the default occlussion culling, the resulting performance increase was in the area of around 45-60% which translates into about 25-33 FPS.

certain areas i was only getting 115fps or so and after it was pinned at 150fps.
AdequateX  [author] 22 Jun, 2019 @ 7:03pm 
@Serious kk sounds good, Ill start working on mesh merging as well, that should also reduce the amount occlusion culling thread time that can't be further optimized by precomputing.. Thanks for the tip about the landscape data. :steamhappy: ...lots of work ahead still :2016dig:
Serious 22 Jun, 2019 @ 6:14pm 
@AdequateX
One Idea to fix these lightbleed without to much pointslights and different channels could be:
• Decrease Radius of the Lights so they are not possible to brighten up areas you dont want(
For in indoor lights this could mean radius around 256-372.
• Brighten up your Skylight for Indoorlighting (~0.2-0.3)

I know only one way to include landscape texture data into a map (workaround)
1. Copy your map into the unpuplished folder
2. Copy it again so you have to times same map in there
3. Brew both maps at the same package
4. Look into your puplished folder
5. The alphabetic second one should be bigger.
-> This is the one with included textures.
-> Delte the other one. Copy the bigger one also to the unpuplished folder.
AdequateX  [author] 22 Jun, 2019 @ 11:21am 
kk sounds good, map just got done finish building

I'm reinstalling the entire game and its assets for a clean build, so that i can see some of the issues everyone is describing.
Captain Awesome 22 Jun, 2019 @ 3:35am 
Hey, u are invited to join us this evening on server to test your map in real combat :D
85.14.224.121:27015
AdequateX  [author] 21 Jun, 2019 @ 10:39pm 
@serious It seems the people playing this map aren't seeing a lot of things, with the help of a friend I've identified some of the things your talking about as well like the untextured landscape and missing items.... very interesting
AdequateX  [author] 21 Jun, 2019 @ 7:51pm 
@serious. I'm probably going to redo the whole concept of lighting in the office building, as the current render thread time for "frustrum culling" is quite ridiculous. I'll see what the results of precomputed lighting are and see if it brings it down enough. I'll build it sometime tonight. Currently working on culling some high poly count objects manually and destructible actors.

Frustrum culling is currently between 1.1-4.5ms with an average around 2.4 outdoors
AdequateX  [author] 21 Jun, 2019 @ 6:45pm 
@serious

I've started working on your ideas, the cars will be deeply missed :( :2016popsicle:
AdequateX  [author] 21 Jun, 2019 @ 6:42pm 
@serious Thanks for the feedback, yea performance is very fucky in some areas

I agree the //destructive// point lights are a bit excessive indoors, they were done in a way to simulate indoor lighting conditions using a bit of a hack solution. By combing indoor/outdoor lighting environments instead of just using either indoor or outdoor like conventional maps I was able to remove most/all the light bleed through walls and between separate areas/rooms... the light bleed is a bug when destroying lights that were never meant to be turned off in an room that is then left completely dark. Normally you would never notice light bleed because in stock KF2 maps you can only destroy lights that are decorative in nature and aren't responsible for lighting an entire room like in this map
AdequateX  [author] 21 Jun, 2019 @ 6:42pm 
The reason for using both indoor and outdoor lighting environments was because static lights when destroyed between 2 levels of the same building there would be ridiculous amounts of light bleeding from level to level

eg. Destroy lights on ground floor and the lights from level 2 would be cast onto the ground floor
AdequateX  [author] 21 Jun, 2019 @ 6:42pm 
-Precomputed visibility, Yea I'll build it after I've done some of the things you've listed the current time for it is somewhere north of 16 Hours not exactly development friendly.


-"cars in the air"...... shhhh your not supposed to see that (it was for quickly placing vehicles with all meshes preconfigured in the right positions)
Serious 21 Jun, 2019 @ 4:47pm 
Hi AdequateX, i played this map also on Captains serv.
Looking good.
But here are some points you could consider to improve the map (main performance stuff)
• Reduce Lights (over 900 Point lights are far to much)
• Disable "Cast per object dynamic shadows" on every pointlight. IMPORTANT
• Reduce Radius of Lights, instead you should increase the Brigthness
• Check your StaticMeshes (yes... all of them) should they be lighting channel out or inside
• Proscripe Paths between blocked nodes (e.g. 1112-795 or 590-5)
Serious 21 Jun, 2019 @ 4:47pm 
• Create a blocking Volume over StaticMesh: (e.g. 6408 6374 6389)
• Precomputed Visibilty at least for the indoor areas. WorldSettings Precompute Visibilty -> True (It will take very long, 4-12h, depending on PC to build with this set)
• You could add Destructibles e.g. as StaticMesh 10176
• Change the AKLoadBank from snd_four_corners to the main sequence
• Should be only one File: "KF-MurderStreet.kfm"
• Delete the Landscape or include the texture data into the Brewed Package
• Use one Skylight for indoor lighting optimzing and one for outdoor.
• Why exactly are there cars in the air^^ (e.g. StaticMeshActor_7524)
• Set up a Max Draw Distance for every of you Lights/Meshes/Destructibles (At least for the Indoor stuff)

Please consider these points. With better performance could be cool map :lunar2019grinningpig:
AdequateX  [author] 16 Jun, 2019 @ 11:02am 
@Captain Awesome thanks for the report I'll work to tweak some things
Captain Awesome 16 Jun, 2019 @ 8:56am 
Cool and good looking map. :steamhappy:
I have it on my server and people like it.
Got reported fps drops in some indoor areas and saw it also myself.
Outside performance is good.
AdequateX  [author] 12 Jun, 2019 @ 9:49pm 
@High Velocity Raptor, Thanks for the video, looks good. As this map comes closer to completion I will republish it, but in the mean time this one will be receiving daily/weekly updates.. I'm sure you can tell some areas are missing some detail. some of the missing textures have already been addressed as well as some sound issues. Thanks again :steamhappy:
High Velocity Raptor 12 Jun, 2019 @ 8:22pm 
Thanks for map this is one video of the map so that others can see more of your work

https://www.youtube.com/watch?v=NYaTLM7eMHY
AdequateX  [author] 12 Jun, 2019 @ 1:53pm 
Yeah I'll be repudating it soon, this was just a test upload cause the workshop tool for kf2 is quite glitchy
Captain Awesome 12 Jun, 2019 @ 9:57am 
u have some screenshots maybe?