Killing Floor 2

Killing Floor 2

kf-badlands-tf2
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Update: 3 Jan, 2020 @ 2:16am

  • Fix for Trader Pod in special zone outside of map bounds activating in Standard and Endless

Update: 3 Jan, 2020 @ 12:47am

General

  • Adjusted pathnodes to further address AI exploit and stuck spots

  • Added missing lights to Trader Pod in Blue Base

  • Added variation for waiting room (Room players Ready Up in)

  • Adjusted Splattermaps at Middle along tracks so blood splatters do not stretch in an unnatural way

  • Addressed grenades falling through middle bridge along the tracks

  • Optimizations to fence outside of map bounds

  • Adjusted Max Draw Distance on several props that were previously 0.000

  • Adjusted Rock Formation outside Blue Spawn in Blue Base

Objective Mode

  • Wave 1
    • Replaced Weld Objective with Transport Wave

  • Wave 2
    • Exterminate Wave added back in again

      • Originally an Escort wave was planned to be added for this wave however it proved cumbersome due to the map being so large and there not being many interesting landmarks to stop by at. The objective may return at a later date but for now it's being shelved.

  • Wave 3
    • Reduced weld requirements on Junction Box

  • Wave 4
    • Hold Zone time reduced from 120 seconds to 90 seconds
    • Added two ammo spawners that replenish every 25 seconds during Wave 4

  • Wave 5
    • Exterminate Wave
      • NOTE - Will be a Hold Zone Wave later

  • Wave 6
    • Boss Wave

    • The following while prepped for implementation currently does not function for now

    • New Area Added specifically for boss fight

      • Additional Trader Pod location added specifically for this Objective Wave

      • If players have not entered this area by the time the wave begins they will be teleported to the Trader Pod

    • Outro added for completing Wave 6

367.871 MB

Update: 9 Oct, 2019 @ 5:54am

  • Map now has a preview in the map list
    • This is a placeholder and will be touched up when the bigger update is released to objective mode later on.
  • Objective mode has been enabled again
  • Addressed visibility issues with Trader Pods in objective mode that require repairs

355.372 MB

Update: 9 Oct, 2019 @ 5:51am

Guess what I can't do anything right surely the next one will work.

Update: 9 Oct, 2019 @ 5:42am

Yet another botched update

Update: 9 Oct, 2019 @ 5:36am

Woops - Botched the update

Update: 15 Aug, 2019 @ 4:17pm

  • Heavy adjustments have been made to Precomputed Visibility Volumes. The main change this should have is an increase in performance and less asset popping while traversing the map. However if you notice the opposite affect please report any problematic areas and I'll try to address it in the next update.

  • Implementation of Collectible Reward setup - While not fully implemented destroying collectibles will trigger rewards. While this is not fully implemented you can experience placeholder events that won't affect the game. In total there are 12 collectible objects however only 10 are required for the full reward as a fail safe for how I have implemented this setup.
    • Every 2 collectibles before the 6th one will trigger a sound event - Currently using placeholder audio
    • The 6th collectible will open the Blue Forward Spawn closest to Blue Base - Currently this room is empty
    • The 10th Collectible will give a hidden reward

  • Custom animated shutter doors have been added to various doors
    • Red Base has shutter doors that spawn closed and will open at the start of wave 1 - This is purely visual and will not affect pathing
    • Blue Forward Spawn at middle has a closed shutter door IN OBJECTIVE MODE that will only open once the Junction Box is repaired - This door is always open in Standard, Endless and Weekly gamemodes.
    • Not Yet Implemented - Wave 7 in objective mode will have animated shutter doors that lock the players in base for the Patriarch Fight



    • Objective Changes & Adjustments

      • Wave 3

        • Junction Box now has a new appearance for broken status
        • Blue Forward Spawn is now blocked off by a shutter door until the Junction Box is repaired. Repairing the Junction Box will slowly open up the shutter door.

      • Wave 4

        • Capture Point will light up when Objective is active
        • Added special hologram effect for when this objective is active
          • This initial implementation is just the first iteration and will be adjusted later

354.010 MB

EDIT - Clarifications made to original post

Update: 28 Jul, 2019 @ 5:16pm

  • Implemented 5 out of the planned 6 Waves for Objective Mode - All waves not fully implemented will be temporarily replaced with a standard wave. The implemented waves are currently the first iteration implemented and will be adjusted later on.

    • Wave 1 - Repair the Trader Pod at Red Base and Eliminate all remaining Zeds - Trader Zone will activate at this location

    • Wave 2 - Standard / Special Zed Wave

    • Wave 3 - Repair the Junction Box outside of the Blue Forward Spawn near Middle. Once the Shutter Doors open repair the Trader Pod inside the building and Eliminate all remaining Zeds - Trader Zone will activate at this location

    • Wave 4 - Defend Middle

    • Wave 5 - Not implemented - Recover Intel - Currently is a default exterminate zeds wave as a placeholder.

    • Wave 6 - Patriarch Boss Wave

  • Adjusted positioning of Trader Pod in Forward Blue Spawn to accommodate Objective Task

  • Addressed several exploitable spots that were unreachable for AI

  • Further adjustments to AI pathing nodes and blocking volumes

349.126 MB

Update: 21 Jul, 2019 @ 1:43am

  • Temporary workaround for Objective Mode - Implementation is a placeholder due to an oversight made earlier - For now while the objectives actually mention various actions killing all the Zeds should complete the round.

346.912 MB

Update: 20 Jul, 2019 @ 12:34pm

Changes

  • Adjustments to path nodes have been made to further reduce stuck spots

  • Adjustments to blocking volumes have been made to assist in stopping dead zones (Same as above)

  • Made adjustments to Depth Bias and Max Draw Distance to several Decals

  • Adjusted terrain on blue side at farthest ground floor entry door so there is no longer an opening visible in the terrain

  • The rock formation on the ceiling in Blue Base no longer has an opening into a void

  • Adjusted the UV's of the Spytech Handrail Clusters in Blue Base

  • Adjusted the appearance of the wiring throughout the map

  • Corrected wall positioning in Blue Forward Spawn building at Middle so the wooden beams don't protrude through the ceiling

  • Adjusted the terrain on Red side around Grey Bridge so the seams of the terrain are more out of place for Splattermaps.

  • Adjustment to collectibles

    • Visual change to collectibles

    • Adjusted positioning of collectibles

Known Issues

  • A collectible near middle is difficult to destroy due to it resting on an object with a oversized collision covering most of the collectible.

  • Objective mode is available in the gamemodes however selecting this option will spawn you in an empty map with no waves. This is an oversight on my part and this will be fixed very soon. (ETA - Sometime on the 21st)



346.895 MB