Killing Floor 2

Killing Floor 2

Flockbort version3
9 Comments
Soultaire 2 Jan, 2024 @ 4:21pm 
Fantastic map for casually playing endless. Thank you for creating this! :D
Potato Moose  [author] 16 May, 2022 @ 11:57am 
anyone willing to confirm if this thing works on servers?. i dont have a server of my own to test and the one i frequently play on has either not updated to the latest version or i failed to upload it. latest version is supposed to have better lighting and no teleporting bug
deltarune2026 28 Dec, 2021 @ 5:30pm 
how do i play custom maps
Potato Moose  [author] 12 Dec, 2021 @ 5:23am 
So um, i got some advice from another mapper and he showed me how to add better lighting to the map, and also how to use atlas maps which combines multiple 3d objects for better performance(needs to be the same mesh in sdk but idk about other tools). i have decided for the sniping spot that there will be a small light zed spawner close by(above first chokepoint tunnel). i have tried everything but this is the only solution to making the pathing work that i can think of. Since i probably messed up something in the new update ive decided to do a true final update of the map again (sorry). I will try to get it out before christmas.
Potato Moose  [author] 10 Dec, 2021 @ 5:16am 
Just asking if the update worked or if something went wrong again. bunkers should have those fences mentioned in the update part. I recently discovered that some tp hubs are not working like intended.(zeds just tp back and forth). Im considering another final update again to remove those because they dont seem to add anything anyways.
Potato Moose  [author] 5 Dec, 2021 @ 11:33am 
Im a beginner at this if it isnt obvious already xD. been chatting with two other mappers trying to fix that bunker thing despite them saying that it is near impossible because zed ai is not the greatest(at least not when you are inside an area with far node distance which is the case here). found somewhat of a workaround on the new version im working on, il make sure to keep the name although another guy i chatted with told me i should simplify it. probably just gonna stick with the current name though.
Potato Moose  [author] 5 Dec, 2021 @ 11:26am 
yeah sorry about that.... tell you what. ive been trying to fix this thing over the last few weeks and i have at least improved it but yeah.... btw, is it only me chaning the name or does the map not work at all? i need to know in case i messed up big time.
missing.trigger 5 Dec, 2021 @ 11:02am 
You can't just change map name, now you broke it for servers
Potato Moose  [author] 17 Nov, 2021 @ 10:54am 
Possible update in the future with the aim to tweak the following:

*Make it so zeds can find players in the sniping bunker more often(opening between 2-3rd floor in center). they can find you there but its very rare that they end up going there.

*Cut down on the ammount of pathnodes(2k something currently). a lot of them only have 320 units in distance but some could work with 640 or more.

* ´Maybe´ improve splat maps on ramps.

*A new teleporting system for zeds on bottom floor that helps with navigation to the corners without requiring teleporter hubs on higher floors.


This update will probably not happen until 2022. It depends on how well i can find a solution to the sniping bunker problem. Map is still playable though, and its mostly for mass multiplayer fun so no major problems unless the bunker becomes a braindead exploit that prolongs map playtime in endless mode.