Killing Floor

Killing Floor

46 ratings
Dynamic maze
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
497.289 KB
17 Feb, 2013 @ 2:06am
1 Change Note ( view )

Subscribe to download
Dynamic maze

Description
This is a small boring little maze map where the maze slowly alters over time, blocking paths and opening new areas.
If you look up you can see a mirror which will basically act like a map for you.
I wrote all of the codework on this map, feel free to use it in your own maps.

Map files:
Maps/KF-DynamicMaze.rom
System/RandomMazeMod.u
14 Comments
NoxVerna 1 Mar, 2018 @ 8:10pm 
i wish this was on the second one so badly
76561198152167391 13 Dec, 2014 @ 7:16pm 
Maze Runner?!?!?!
Pug Poacher 24 Oct, 2014 @ 8:13pm 
made by satan
Feed Chickens 11 Sep, 2014 @ 5:38am 
only level nine? such scrub
Hawner Rashnek 8 Sep, 2014 @ 2:00am 
A friend of mine hates you. 6 out of 7 waves we were either trapped or the enemies were and we had to wait for the map to change enough so we could go after them.
The concept is awesome, but a few options to avoid those situations would be great. :DJSkully:
anw37 17 Aug, 2013 @ 6:46pm 
You lost me at "small boring little maze map".
I'll give you bonus points for being honest though.
LazyTavi 27 Jul, 2013 @ 1:57pm 
I'd love to know how you were able to design this map. I'm working on a map, so I know enough about SDK, but I have no idea how you could make it change this. :D
Mathx2 26 Jul, 2013 @ 7:49am 
good map, if you make the overhead map only available on the lower difficulties, make it change more often reduce the brightness a little, include T intersection rooms and make it 7x7 or 8x8, then the map would be better in my oppinion, but what do i know, i've never published a KF map and i haven't tried this in multiplayer.
LazyTavi 10 Jul, 2013 @ 8:30am 
Boring? Why it's hardly any different than KF-BioticsLab. It's just that the walls move.
Abraham Cervantes Murci 8 Apr, 2013 @ 1:03pm 
The overhead map is a fantastic idea, i like that it shows your location AND enemies exactly where they are and how they look (texture mods). Basically every time I've played this map, I've quit due to being trapped for 5 minutes or even more! If there was a way to have the players decide WHEN to switch the map in ADDITION to the built-in timer, it could greatly reduce the agonizing wait of just standing around for the path to the Zeds to open up.

Overall: great idea, but there is room for improvement. Nicely done on the randomization of the layout, as well.