Killing Floor 2

Killing Floor 2

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KF-Kholnee
   
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202.212 MB
4 Jul, 2016 @ 4:20pm
4 Nov, 2016 @ 7:16pm
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KF-Kholnee

Description
'As the days pass, those fortunate enough to escape the main concentrations of these horrible things often find themselves scattered elsewhere.
As the sun lowers, those poor souls seek shelter, and fortify.
As the night falls, we hear them, baying.'


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A 'House in the Woods' scenario. Compatible for both Survival and Versus.

Summary:
Forum thread.[forums.tripwireinteractive.com]

I was working on this last July-ish? Then stopped that from loss of motivation, recently ported the old structure and started anew. Began with a simple idea-thread on the forum, using this[i90.photobucket.com] as a visual top-down plan, with the first[i90.photobucket.com], second[i90.photobucket.com] and third[i90.photobucket.com] being screenshots of the older version after some work, shortly after the Manor and it's resources were released.

Suitable for 1-6 human players, spawning inside the House itself, with Zed AI/Zed Players spawning in the further edges of the forest, breaking through thickets and derelict buildings. Generally intending for the Humans to stay within the house, welding doors/windows and trying to keep the Zeds out.

Features:
- One Trader-Pod, in the Shed North-East of the House. Helps for not getting lost.
- Possibly oppressive fog - even in darkness, clear silhouettes move.
- Two double-metal doors, each with thinner windows allowing defenders to fire upon Zeds trying to break through them, and three metal-shutters over the wide-windows that can be welded shut, blocking Zed intrusion while allowing Humans to fire through the tall gap, but Crawlers can sneak in.
- A Petrol-Generator in the Living Room that keeps the lights going, destroying this by accident or intention breaks all lights.
- A dozen or so thin-windows Humans can smash open to shoot through upon Zeds, thinning the numbers out before they reach the doors or metal shutters.
- Many destructable elements inside the House, including the Generator, Lights, various features and part of the structure itself, and others outside.
- Somewhat spacious central house with Kitchen, Living Room, Bathroom, Bedroom and two Main Hallways and a Side-Hall.
- Highly decorated interior and exterior - a hopefully believably House, surrounded by overgrown, twisting woods that have consumed the abandoned and neglected.
- Hundreds of sound-emitting trigger-volumes; Almost every cluster of bush and plant create sound, old buildings creak, broken glass crackles, shuffling paper can alert Defenders to the whereabouts of the Zeds and vice-versa. (May suggest turning music down or off)
- Several clusters of brush with gnarled roots sticking out, blocking Humans while allowing passage to Zeds, watch your flanks people.
- My attempt at a little story via 'Show, don't Tell'. Hopefully it's nice.
- Apparently lovely lighting effects. Go see.

Still being actively developed, so any constructive feedback/critique on visuals and gameplay is desired and would be appreciated!

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Change Log:
D/M/Y; Version - Details

5-7-2016; 0.15 - Uploaded map, minor changes.

5-7-2016; 0.16 - Fixed the North window-barricade, large Zeds could not properly attack the door-actor before. Tweaked splatter-maps, fixed Petrol-Generator and clock ambient noises, some indoor-lighting fixes, altered interior door start-positions. Added Precomputed Visibility volumes.

7.7.2016; 0.17 - Replaced the Storage Room with Bedroom, one ammo and weapon spawn, same as before. The Storage area is now at the North side/back end of the House. Office has been replaced with a new Bathroom which has one ammo spawn inside, Office aesthetic added to the new Bedroom with the radio in there now. General addition of details, destructible objects, curtains, etc. Removed a solid csg shape that decided it'll appear in one of the Zed AI/Player spawns south of the Track-Side Derelict Structure.

8.7.2016; 0.18 - Fixes, removed floating objects north of the House, added dialog volumes.

9.7.2016; 0.19 - More tweaks here and there, mostly for statics, fixed pathing for larger zed in the Bathroom/East Hallway, updated lights, new screenshots looks a bit fancier.

17.7.2016; 0.20 - Path corrections for small doorways, Large Zeds should be able to access all interior rooms, static details added, grunge added. One or two things I forgot.

18.7.2016; 0.21 - Fixed Generator being insta-killed by ballistics (Why, Dragon?), details here and there regarding overgrowth, attempt at increasing Zed-spawn from the south, etc

23.7.2016; 0.22 - Another minor update, moving a few path-nodes about/prescribed route or two, ambient emitters to better show non-access to Zed-spawn areas, added messages to tell Defenders to go back when approaching/bumping into Zed-spawn access routes.

27.7.2016; RC 1.0 - Bigger update! Festooned more overgrowth, details for materials, statics and such, ambient effects, sound-zones and such.

27.7.2016; RC 1.1 - ...Small destructable trees crashed the map. FFFFFF. Fixed, my apologies.

1.8.2016; RC 1.2 - Increased the dilapidated state of the House, added details, etc.

4.8.2016; RC 1.3 - Details! Touching up.

14.8.2016; RC 1.4 - More details! Re-done the windows, Also wrecked the interior a little bit more, sorry.

23.8.2016; RC 1.5 - Ambient fx in/out of play-area, added smaller foliage around the exterior, small material/texture alterations.

28.9.2016; RC 1.6 - Replaced foliage, optimisation passes, added details, etc, takes so long.

29.10.2016; RC 1.7 - Visual updates, re-done player-customisation area, bits and pieces here and there, small fixes, etc.

31.10.2016; RC 1.8 - Optimisation pass, again, lighting things, and stuff. I don't know at this point.

04.11.2016; RC 1.9 - Because there wasn't enough overgrowth, fixing tiny things, tinkering, should be done hopefully. Also, fixed a blocking-zone error resulting in Zeds being stuck in one entry-point. CURRENT VERSION IS RC 1.9
77 Comments
xx 18 Nov, 2023 @ 3:41pm 
ginger
MrRogersBestNeighbor 8 Aug, 2019 @ 2:33pm 
Since Supports can repair broken windows/doors, this map is one of my favorites to play!
Need at least one Support, but best to have at least 2.
A few tips for people new to the map:
1. There's a window with a view of every door from the outside. Blow out that window and kill zeds that come bangin' on the door.
2. Have at least one Support to go around and fix up broken doors/windows. Everyone should be welding to keep doors/windows sealed up.
3. If there are fleshpounds/scrakes banging on the windows/doors REQUEST HELP, to quickly dispose of them before they break them.
Kranot 11 Apr, 2019 @ 12:25pm 
Great map. High quality and good design.
We are hosting this at the Horzine Simulation Division Server in our selection of high quality custommaps!
IP: 5.9.22.30
MrRogersBestNeighbor 12 Mar, 2019 @ 6:59pm 
How could you have not uploaded this into the Newgrounds Mapping Contest?
This map is so great. Especially if you have a Support or two on the team (to weld and repair windows/doors). It basically turns into CoD Zombies. Would love to have seen it become an official map!
Cass Griffon 2 Mar, 2019 @ 12:59pm 
You should enter this map into the New Grounds mapping contest.
This map is fantastic.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 Jun, 2018 @ 7:23am 
I love this map. Cheers, it is really well done, is just perfect.
DEIMOS-X1 6 Jun, 2018 @ 12:16am 
being inside the house is probably the only place to be in or around of since the only trade pod is close by, which is a problem with this map. the map has forest areas around it in which you can get lost if you're not paying attention, but there's no reason to traverse through it which makes map suffer. wasted potential imo.

still a fun nevertheless and recommend it and would hope the author adds more stuff to it that makes traversing the outside areas a necessity. it seems official material as well
general_stealth 17 May, 2018 @ 9:47am 
love the map man , its definately one of my favorites wouldn't change a thing , a bit tough but interesting an eerie , like it.
+1 A silent hill map in Killing Floor 2 - Overgrown lush exterior + creepy House with dead many dead ends that could use destructable walls/windows for exit/entry.

Zed time does NOT blind in fog surprisingly, Great map for artificial difficulty enhancement.
Rex-Wil 21 Nov, 2017 @ 10:51am 
This map should be renamed, "Fog.exe."

In all seriousness though the fog was a little extreme. I feel like just the wild woods or just the fog would be enough to obscure the players vision, but both inhibitting your vision got very annoying.

The map itself though is great! I love the house and all the details, like the breakable walls you can shoot through. It looks so natural to the map yet works so well for gameplay. My absolute favorite part though was the metal-shutters that could be weld shut! Thats something that ive never seen before in this game and was a really fun and interesting mechanic; as you could defend the window somewhat but it still allowed smaller zeds and some zed attacks inside.

Overall great map! Just tone down the fog some please. :blissful_creep: