Killing Floor 2

Killing Floor 2

kf-badlands-tf2
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Update: 11 Jul, 2019 @ 7:51am

General

  • Adjusted Detail Mode for various props

  • Added several missing props

  • Moved observer room outside of the map
    • This is the room players stand in when joining a server
    • While the room remains the same visually it's now duplicated to be outside of the map bounds. The old observer room location is being repurposed for something else.

  • Removed hidden room in tall building with B L U decal on it - This was originally intended to be a spawner for zeds however the spawner was moved directly across to the mining shack.

Spawns

  • Added in several additional spawns
    • Both tall buildings near middle now have a Ceiling Spawner
    • The mining shack above Blue Base alongside the truss tracks now has a Medium Spawner
    • Blue base now has a large zed spawner near the entrance
    • The Vents in Blue Base now have a High Wall Spawner

  • Several adjustments to previous spawners have been made to things such as distance required and line of sight needed

Screenshots will be updated shortly after these changes go live

343.661 MB

Update: 6 Jun, 2019 @ 7:56pm

Please view the immediate previous changes - This was a hotfix

  • Removed duplicate assets to reduce package size

  • Addressed spawner issue where a window collision was preventing zeds from leaving spawn room

  • Addressed lighting issue on bridge

392.043 MB

Screenshots to map will be updated next update

Update: 6 Jun, 2019 @ 5:22pm

Important

To address a VFX issue all contents of the map have been raised by 2560 units above the 0 0 0 coordinates. For players this shouldn't affect anything however if anything seems misplaced vertically whether it is a collision or pathing for ai this is the reason why.

If you notice VFX (Bile, explosions or blood) randomly appearing at the 0 0 0 coordinates of the map (Directly below the bridge) please post about it so I can look into it. Below is an example of the issue. To answer any assumptions about this yes raising the map to a higher point was specifically because I couldn't figure out what was causing this problem. It may occur again in the future so I'll look for a more permanent solution if needed.

https://www.youtube.com/watch?v=0EbqTEvYK6I

Other possible issues include ragdolls falling through terrain using per poly collisions. This includes both stumbled zeds as well as dead zeds. I'm still looking into what's causing this as this shouldn't be happening since the terrain didn't change. However this only occurred in editor so it may not be an issue.

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Changes

  • Cleanup of files
    • Removal of the following packages after migrating contents to kf-badlands-mesh
      • kf-badlands-package
      • kf-badlands-props

  • Adjustments to glass windows in Blue Base
    • Visual change in appearance as well as fragments on the ground where the window opening is so the area isn't completely pristine.

  • Blocker adjustments
    • Added blocker middle alongside train cargo to prevent Zeds from surfing on the edges of the train car
    • Added blocker around trader pod at Blue Base to prevent items and zeds from getting stuck behind the trader pod
    • Added blocker around various areas for AI to prevent rare situations where zeds would get stuck on ledges when attempting to climb or drop down

  • Path Node Adjustments
    • Adjustments to assist ai with ledges and jumps

  • Adjustments to Stand Your Ground
    • Expanding zone around Spire so it's a bit less crowded at the top
    • Two additional zones
      • Addition of zone at red side near middle within the red building
      • Addition of zone at blue side near middle within blue building
        • Note - These are not identically shaped zones

  • Adjusted the following assets
    • sm_bb2_wall_14 - bb walls are just blue base walls that had small adjustments
    • sm_bb3_wall_02
    • sm_bb3_wall_03
    • sm_bb3_wall_05
    • sign122_INST - Removed gloss from Red Valley Mining sign

  • Terrain changes
    • Adjusted Vertex Paint of terrain mesh to be more accurate with original map - Note that this is still a work in progress although the main thing to change is smoothing out the sharp edges.
    • implemented various visual changes

  • Add missing cobwebs in the main buildings near middle

  • Added missing signs on the cargo crates middle

Filesize From 327.892 MB To 431.247 MB

Filesize will be reduced next update as I left some assets in the map packaging just in case I need to roll back some changes.

Update: 11 Jan, 2019 @ 3:07pm

General

  • Added Collectables
    • Currently destroying all collectibles do nothing however later down the line they will be replaced with more thematically appropriate collectibles and may have a bonus effect however this is still undecided
  • Addressed problematic spots that could be exploited
  • Added missing gameplay signs throughout the map
  • Adjustments to foliage
  • Adjustments to pathing nodes

Red
  • Cleaned up the area below the concrete bridge and made it more obvious that you cannot exit the area through the opening
  • Added missing props along dirt road

Red Base
  • Corrected the color of the handrail material in Red Base to be black instead of white to mirror the King of the Hill version of the Team Fortress 2 map
  • Added custom handrail prop for both staircases - Two total
    • This is so both handrails no longer clip through each other or through a wall like in the Team Fortress 2 version. The material for these handrails will be touched up next update.

327.892 MB

Screenshots will be updated soon along with actual comparison images

Update: 4 Jan, 2019 @ 12:24pm

General

  • Further adjustments to lighting / shadows
Red
  • Increased max draw distance of beams that are in the back of the room in the forward spawnroom
  • Corrected inaccuracies of large red building at middle
    • Missing supports
    • Inaccurate material placement
Blue
  • Added an ammo pickup on top of Spire
  • Corrected inaccuracies of large blue building at middle
    • Missing supports
    • Inaccurate material placement
    • Leak on rooftop in balcony room
Blue Base
  • Adjusted collision for staircase with chicken wire beneath it
  • Addressed smoothing issue on rock formation near last point
  • Updated UV's for staircase sets near final point

If you experience any notable issues with this build whether it be drops in framerate at updated areas or other issues please report them by creating a thread or posting about them in the comments.

Note - Screenshots should also be updated a little bit after this update. Comparison images will show up later down the line.

334.023 MB

Update: 27 Dec, 2018 @ 2:43am

General

  • Characters should now speak dialogue when outside of combat
    • The current implementation is temporary and will be adjusted later on
  • Adjustments to lighting around the map
    • Lighting may be a bit brighter in some areas than normal. This was a side affect of addressing the issue with bloom however next update everything should look normal.
  • Bloom should no longer blind players when firing firebug weapons
  • Corrected light positions to match fixtures attached to wiring outside
  • Addressed an exploit used to hold the boss in place
  • Merged many signs with adjacent building to improve visuals on Splattermaps
    • The main buildings at middle are still pending this change
Blue
  • Adjusted the position of a metal panel near opening in fence so it is no longer floating
  • Corrected inaccuracies of Blue Spawn at Middle
Red
  • Replaced old spire asset with new one
  • Red Spawn at Middle
    • Added missing details
    • This building is now open and its main purpose will be to spawn zeds (For now)
  • Added missing wooden panel above red forward spawn in hatch window

332.822 MB

Update: 17 Dec, 2018 @ 8:52pm

  • Disabled shadows on wires
  • Updated workshop thumbnail

Update: 16 Dec, 2018 @ 8:32pm

  • Visual changes to Spire
  • Updated FAQ on discussions page

334.799 MB

Update: 14 Dec, 2018 @ 5:13pm

  • Adjusted path nodes in the following areas
    • Hill next to Blue Spire
    • Concrete Bridge at both Blue and Red side
    • Staircase at Blue Base in long corridor
  • Adjusted some rock meshes in Blue Base*
  • Adjusted wires to be more smoothed out
  • Adjusted opening for ripped open fence at Blue side near Spire
    • Halved height and adjusted collision

333.799 MB

Update: 13 Dec, 2018 @ 4:25pm

  • Added placeholder for hanging wires that were missing throughout the map
  • Fixed positioning of several props
    • The adjusted props are paired with the wiring
  • Adjusted fence material to be more visible from a distance
    • This is a placeholder

333.466 MB