Killing Floor 2

Killing Floor 2

A Room
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♥ Pipp Petals ♥  [developer] 23 Jun, 2018 @ 2:21am
Verbose Change Notes
Update: 27 Jun @ 3:46am
Lowered boss klax audio from 1.5x to 1.25x
Testing found that some users thought the sound was too loud, so I have lowered it accordingly.

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Update: 23 Jun @ 9:29am
Increased PSS chance
The chance for the rare random event was doubled, now 1/1000 rather than 1/2000

Delayed PSS by 7.5 seconds
In the event of PSS happening, there will be an additional 7.5 seconds before sound plays
Wave start => initial 5 sec delay => PSS chance => 7.5 sec delay => PSS => Klaxon

Adjusted audio on various sounds
Basically leveling all sounds so that they play at not the same volume, but the intended volume

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Update: 23 Jun @ 7:45am
Blocked Zed sight through glass to prevent clipping
During Hans or Patriarch fights the glass barriers to block bullets are raised, as the bosses didn't see this as an actual obstacle for their weapons they would often just shoot at it, or worse, they would stick their guns through it which would allow them to shoot right through it, this fixes this by changing the visibility of the glass to the Zeds

Added command to test PSS events
This allows PSS events to be forced at the start of the next non-boss wave, the command shall remain a secret unless someone actually cares enough to dig into the file itself for the name

Boss detection trigger now detects Player controlled Patriarch (Versus mode)
The regular Patriarch and the Player Patriarch are not the same entity, and as such wouldn't be detected by the same KFPawn_ZedPatriarch trigger, this adds the player controlled Patriarch to the list, which allows the glass barriers to raise for the boss fight in versus mode

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Update: 22 Jun @ 6:09am
Boss klax/door delay removed (caused too many problems)
The original delay was to stop the klax sounding during the animation sequence as it causes the sound to play weirdly relative to the normal klaxon, due to boss intros having different lengths I gave up and removed the delay altogether

Trader lighting added
Adds a slight blue glow to the trader, light is very subtle and may not be noticeable if ground is surrounded with blood

Reworked kismet door sequence to allow for PSS to not overlap with waves
This is just a simple sequence change that means that the doors opening and the spawns enabling is triggered not by waveStart but instead by the klaxon itself, so if PSS is active, it will trigger the klaxon, which in turn means that doors/spawns now happen after PSS regardless of sound length

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Update: 22 Jun 1:18am
Fixed boss spawn and klaxon delay being incorrec
I originally assumed that the boss intro sequences were all the same length and set the boss door opening and klaxon sounding to be delayed by that set length, it was wrong.

Changed trader collision from DynamicPhysicsVolume to DynamicBlockingVolume
The trader was initially using DynamicPhysics as it allowed me to push the player out of the way and attempt to keep them from walking through the trader, instead I changed it to Blocking as this prevents all movement through that area, the only downside to this is that players can now stand on top of the trader

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Update: 22 Jun @ 12:50am
Boss klaxon now sounds 13 seconds into wave
This was an attempt to get the klaxon sound to happen after the intro, however it was mistimed due to it triggering after the initial 5 second delay

Boss doors now open 12 seconds into wave (both of these are to combat the animation played delaying the fight)
This was to go along with the above one, the second early was to fit with the slight flatness in the start of the audio file

Attempt to fix SeqAct Handler error for pathcosts
Rather than setting the cost for the pathnodes on the lowered glass to 0 at the end of every wave, it now only does it at the end of boss waves, error still happens at boss wave

Added 45° corners to thematic rooms
Scenery, doesn't change gameplay as these room had no gameplay in the first place

Added doors to thematic rooms
Same as above

Splattermap resolution increased from 16 to 32
Halves blood size on surfaces meaning that it now takes approx twice as long to coat a surface in blood, as previously it would only take a few waves for the splattermaps to become entirely used

Moved boss spawns away from outside edge
Some bosses would occasionally clip through the back wall in their intro, this moves them slightly to combat that

Moved customisation points closer together
Personal preference, I like seeing my entire squad in the opening ready-up phase, by moving these points closer it allows me to do so much easier

Decreased trader collision size by 16UU
This allows you to get closer to the trader without it feeling like you can walk into it, but also without feeling like an invisible force is keeping you away

Trader collision now applies velocity of 0,50,30 (X,Y,Z)
Early attempt to stop players from walking inside the trader, when inside the trader it would push you out by applying a slight velocity to your character

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Update: 21 Jun @7:05am
Added boss specific klaxon
To distinguish boss waves from normal waves, a new starting klaxon was added. This one is intended to have a more ominous tone

Spawnwave changed from 2.5 to 3
Each new squad of enemies now takes 3 seconds to spawn, instead of the previous 2.5, this is to reduce overcrowding and allow smaller squads of players a higher chance of survival

Added map title and Author to WorldInfo0
This is the little bit of text in game that tells you who made the map and the map name, this is not inferred from the workshop or file, and actually exists in the WorldInfo object

Fixed trader collision
This added the DynamicPhysicsVolume, which didn't work.

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Update 21 Jun @ 4:37am
Updated starting wave klaxon
Changed the old starting klaxon to a newer, much more intimidating one, as the old one sounded weak and didn't fit the atmosphere

Lowered unique start sound chance to (a == b (a=1-2000,b=1-2000))
Changed PSS chance from 1/1500 to 1/2000, as it was currently still too common for my liking

Combined main room meshes (this was to fix lighting and splattermaps)
Each main wall, floor, and ceiling was combined into one, instead of being individual parts as parts have their own lighting, and their own splattermap, which causes blood and lighting to look obviously segmented and ruins basic immersion

Added images to workshop page
Adds preview images to the workshop page to allow users to see the map before they download it

Added 5 second delay to wave start
Adds a slight delay at the start of a wave to add suspense, and more importantly make sure the trader voiceover isn't speaking when PSS / klaxons are sounded

Adjusted lighting
Increased pointlight range by 100 to cover most of the room and make light location less obvious

Changed spawnwaves from 2 to 2.5
Each new squad of zeds are now 2.5 seconds apart instead of 2 seconds, this is to try and balance the spawnrate with the small size of the map, as players are quickly overwhelmed otherwise

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Update: 20 Jun @ 7:59pm
Fixed PhysicalMaterial with main walls and ceiling
The metal in appearance walls and ceiling now actually sound like metal when shot, this also makes the bullet hole decals look more metalic

Added sound for wavestart
Adds a klaxon sound at to signal the start of a wave and the opening of the spawndoors

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Update: 19 Jun @ 12:56am
Fixed hole in trader
You can no longer fall through the map by standing in the hole where the trader appears from, this was another error caused by DynamicPhysics instead of DynamicBlocking

Added glass barriers for Hans and Patriarch
The biggest complaint I've had in previous maps like this is that ranged bosses can kill you without any way to dodge them; In this map with this change, if either Hans or Patriarch are detected within a map-wide trigger, it will raise two glass barriers that you can hide behind. (Glass is chosen as it allows you to keep sight of everything, but still hide)

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Update: 18 Jun @ 4:35pm
Added dynamic spawns on bosswaves to limit trash
In a space so incredibly small and hard to fight in, trash heavy bosses would make the fights much harder than intended, all spawns are now disabled after the boss is spawned, meaning that other than Abom minion spawns, there is no trash during boss waves. This is enforced in the players mind by keeping trash spawn doors (yellow) closed during the wave

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Update: 18 Jun @ 3:39am
Added trader
Some idiot map creator forgot to put the actual trader trigger there, so before this change the trader was a visual feature of the map only, and no weapons could be bought

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Update: 18 Jun @ 3:24am
Initial upload
First upload of the map onto the workshop, nothing important to note
Last edited by ♥ Pipp Petals ♥; 26 Jun, 2018 @ 8:01pm
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Proponent_ 7 Jul, 2018 @ 2:10pm 
So verbose
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