Killing Floor 2

Killing Floor 2

58 ratings
Terminal 034
   
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Maps and Mods: Maps, Survival, VS Survival, Holdout
File Size
Posted
Updated
91.278 MB
29 Dec, 2019 @ 6:34am
18 Jan, 2020 @ 11:33am
8 Change Notes ( view )

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Terminal 034

Description
This is a full cosmetic remake of the classic Modern Warfare map, Killhouse!

Terminal-034 is one of the many Horzine test sites based globally. A clandestine base cloaked in the green hills of Prague. A scientific research lab gone crazy. A time travel experiment gone wrong.
There's something just not right going on here. It's time to find out what's wrong.

---Features!---
- Solo and Multiplayer compatible!
- Revamped and fully redesigned visuals!
- Compatible with all game modes (including mods)
- Compatible with character and texture mods
- Time Travel!
- Teleportation damage indemnity wavers!
- Science!

Thanks to everyone at /r34/
Thanks to Infinity Ward
Have fun!
-----------

Thanks to NEXT for map set-up help!
Thanks to Zer0 and Mudge and IkeaPencils for AI pathing help!
Thanks to Serious!

Popular Discussions View All (1)
0
2 Jan, 2020 @ 8:58am
PINNED: BUG / ERROR REPORTING THREAD
Sam
20 Comments
orgy revolution 9 Oct, 2020 @ 10:25am 
love it :)
AccuKORE 15 Feb, 2020 @ 10:54am 
Nice looking map.... Unfortunately needs a LOT of work. Cheers :)
N.KATA 8 Jan, 2020 @ 5:30pm 
Good map buuuuuuuuuuuuuuuuuuuuuuuuut poor optimized :C
Pink Moon 3 Jan, 2020 @ 3:07pm 
I quite like this map, it's a cool design. It does however has some problems.

As others have mentioned, the performance has a tendency to drop (for me it goes from 60 down to about 50 when the Zeds show up).

I also think that from a visual perspective (and maybe performance too, I'm not sure) there could be less clutter. It makes the map look overly messy sometimes. More so than an actual training-range would (probably) be. It could be cleaned up a bit.

But aside from that, It's pretty neat.
Pokerman 1 Jan, 2020 @ 11:28pm 
Kill House from Call of Duty, I remembered.
Sam  [author] 31 Dec, 2019 @ 8:03pm 
Honestly, alot of the issues you've mentioned I just haven't got to yet. It's still a work in progress. Thanks for the advice!
Serious 31 Dec, 2019 @ 7:54pm 
Hi again, i played your map and checked it also in sdk. It's not bad.
But there are a few points to optimize.
• You are using very much pointlights for such a small map. And some of them has "per object dynamic shadow". This should never happen. Should be major point for improving performance.
• The Collision handling is simply not enough for KF2. There are many small actors... like drums or the tower in the middle which should be blocked. all of you blocking volumes are cubes... you can build better blocking volumes with geometry mode (shift+2) and split up sides to build correct collision
• Check collision in "viewport options/show/Collisionmodes/rigid Body
• Please remove Deadends.
Serious 31 Dec, 2019 @ 7:54pm 
• Please set a "maxdrawdistance" for your statics... ->also very important for performance
Or use a cull distance volume
• Spawn Volume: Min Distance to player at 10... thats a no go. Also you dont have a single Spawnvolume with "out of sight" and Boss spawn possible.
-> Its possible that the boss cant spawn if the players are seperated over the map.
Also the wave spawn period at 0.25 is pretty sure to low for HoE MP Servers
• There wont be any ambient sound on Servers, you need to load the bank of the sounds "client side" on you kissmet. "level loaded and visible" (Clientside) -> Load bank (Bioticslab) -> Start all Ambient Sounds
• your costumization points shouldnt be in the basic area... its possible that players in costumization screen could block zeds.
Sam  [author] 31 Dec, 2019 @ 4:25pm 
I can't say I've had performance issues, but I might just be using a higher spec PC. In the next update, I'll try to clean the map up for you guys!
AccuKORE 31 Dec, 2019 @ 4:21pm 
This map has serious performance issues. FPS constantly throttles and the last Zed seems to always be stuck somewhere in a corner of the map. Otherwise, nice map.