Killing Floor 2

Killing Floor 2

KF-MayanArena
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Update: 19 Jan, 2019 @ 7:55am

V2.0 Change Log

• Added multiple different “Stand your ground” objectives

• Added a new dynamic event, which causes the wind strength to increase over time

• Added a new foggy vision if the player decides to stay inside the trader room when a new wave starts

• Added new workshop tags

• Players will now teleport away from the trader area when the boss wave begins

• Vines/Liana no longer react to wind

• Plane’s Propeller should now display correctly

• Other minor bug fixes

Brief Overview

Main changes include the addition of six randomize “Stand your ground” objectives, a new dynamic event has been added which occurs after the volcano erupts. Several adjustments have been made towards the trader area, such as the addition of an auto kick if any players remains inside the room durning the start of the boss wave. Finally a new foggy vision has been added if the player remains inside the room during the start of a normal wave.

Update: 20 Mar, 2018 @ 6:37am

Final V1 Change Log

• Greatly improved performance by combining several static meshes

• Made more objects compatible with blood splatters

• Added new dynamic event (a bit of Mayan mysticism)

• Got rid of plenty unnecessary objects & textures

• Improved overall blood splatters quality and size

• Fixed incorrect day SFX upon level reset

• Other minor changes and fixes


Brief Overview

Main changes include a huge performance boost due to combining several game objects and re-adjusting the blood splatters to render it more realistic. Plenty of unnecessary game objects and other textures have been completely removed, and a new dynamic event has been added during a boss wave (I'm sure you will figure it out :)) .

Update: 27 Feb, 2018 @ 6:09am

Beta V2.0 Change Log

• Fixed several non-intended reachable areas using the double barrel shotgun exploit

• Fixed several areas blocking both players and zeds

• Added new collision for skull statues round the middle section

• Added a random day or night variation of the map

• Added even more dynamic events, some occur during specific daytime

• Added more content to render the map a bit more animal lively

• Re-adjusted the temple zed spawn frequency

• Made the rain and storm events random

• Re-adjusted the main entrance pathing for zeds

• Increased rain SFX volume

• All dynamic events should be working properly in MP sessions as well*

• Other minor bugs and glitch fixes


Brief Overview

Main changes include a complete new experiment day or night variation of the map, each with their own unique feel and events. Several non-intended exploitable areas have been fix. The Zeds spawns have been re-balanced, now everything should feel much more smoothly as both players and zeds can freely navigate much better. Additionally, now I am happy to announce that all dynamic events should be fully functional in MP sessions as well, with a small exception.

* Please be aware that the both the lighting SFX and lighting weather have been completely re-worked to render it functional on MP sessions. Now similar to the day and night events, theirs a 50/50 change of getting a stormy weather at night time, and another 50/50 change of getting the lighting SFX at day time.

The main reason for these changes is that since KF2 is a heavy modification of UE3 the game runs very differently in both solo offline and online, therefore there are certain limitation on what you can do. This is why I choice this workaround since I didn’t want to completely exclude these events and render them only visible in solo offline. *

Update: 7 Jan, 2018 @ 3:20am