Killing Floor 2

Killing Floor 2

KF-TheLibrary
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Update: 2 Oct, 2019 @ 10:20am

* KFWorkshopMapSummary.ini added.

Update: 2 Jul, 2019 @ 10:31pm

*Adjusted SpawnRate
*Adjusted weld and repair objective count requirement per player.
*Fixxed some material change issues.

Update: 2 Jul, 2019 @ 7:59pm

*Fixxed an issue on objective mode where Hall trader would not give you the "equip welder" prompt while doing weld and repair objective.

Update: 30 Jun, 2019 @ 5:54am

*Objective mode has been added.

*DomeLibrary's Trader Has been moved to give more playspace arround the domelibrary's angel statue.

*Doshobjectives now give players more time to get to the doshobjective before starting penalizing for not being in the objective.(from 20sec to 40sec)

*Optimized splatter maps.

*Changed lightning slightly in some key area's.

*Added and changed arround a few static meshes, for visual/cover/evading zeds when kiting.
-pillar added to basement stairs.
-Barrels/boxxes added in winecellar for extra cover.
-Pillar top of stairs added in Mainhall going from or towards garden.
-Mainlibrary A has a wall added between staircasses to prevent zeds comming from lower floor to jump.
-Pillar upper ruins removed and made more open.
-Wall removed in upper ruins for a new sightline and jumpoffpoint.

*Added postprocces volumes for colour tones for different environments.

*Added Script for Wolfhowling, you won't hear them in basement/winecellar/cave/parking/research/Greenhouse(Testing)
*Added new church sound and scripted so you won't hear it in the basement/winecellar/cave/parking/research/Greenhouse(Testing)

*Adjusted overall collision.

*Adjusted draw distance on some meshes.

*All Doors now start opened.

*Added a few more sound triggers arround the map for objects.

*Cleaned up Kismet.

*SpawnRate Adjusted from 3 to 4.

*lightning has been adjusted slightly (a bit brighter overall)

*particle Effects adjusted, (less dust in center of hallways)

*New Custom Meshes cleaned up and poly's reduced.

*Mesh cleanup and combined meshes.

*Collectible's have been adjusted total of 20 collectible's have been more evenly spread across the map, Goodluck finding all of them! :)

Update: 27 Feb, 2019 @ 11:02pm

*Lightning Has been adjusted slightly

*pathfinding has been adjusted slightly

*A issue causing zeds to seemingly "teleport into view" in a doorway has been fixxed.

*Window in the center of Research has been removed and replaced with supports, players have a new line of sight.

*Collision in cave has been improved is now smoother.

*Reception has been altered slightly.

*Spawns in cave have been adjusted.

Update: 20 Feb, 2019 @ 11:54am

*Added missing Dynamic shadows outside and inside greenhouse.

Update: 20 Feb, 2019 @ 11:27am

*Precomputed Volumes adjusted and precomputed rebuild.

*Collision slightly adjusted.

*some sounds and scripts removed.

Update: 9 Feb, 2019 @ 11:10am

*Draw distance adjusted on some static meshes.

Update: 13 Nov, 2018 @ 10:45am

*Fixxed a collision issue in cave.

Update: 10 Nov, 2018 @ 10:09am

Masive Overhaul on KF-TheLibrary



*Layout of entire map has been adjusted for preformance and gameplay reasons map is now less large.

- Underground Ventilation has been cut.

- Library's GuestRoom has been cut.

- Library's Lowerhall has been cut.

- MainHall has been overhauled is now a larger simple room with a statue and directly connects to the mainlibrary's lower floor (A)

- Bunkers near the main entrance of the library have been cut and replaced.

- Greenhouse layout has been simplified and greenhouse has replaced bunkers near the main entrance of the library for a more simple outdoors area and removing the high drop.

- MainLibrary B-C Area is overhauled and out of reach spawn has been added on the large stairs.

- Upperlibrary hallway has a new out of reach spawn.

- SecondLibrary Bookshelves and benches have been added creating a more simple cover/layout.

- (Emerald) Cave has it's layout adjusted to connect to the new "underground Research" room, All rock models have been replaced in the emerald cave with costum made meshes basically combining the rocks into simplified walls and cutting the poly count down to 25%. (from 108k verts to 26k verts) and reducing the model count from 500 to 30 and improving the splattermap and shadow maps on the rock walls.

- Underground parking is overhauled to simplify the layout and improve some visuals + to make it feel more like a parking lot.

- OLD player costumization lobby has been implemented into the map making a connection between emerald cave
and new Parking.

- Connection between Winecellar and SecondLibrary hall is removed instead connecting stairs to cave and
winecellar.

-New Players Costumization Lobby has been added.

-Garden's layout has been slightly altered.


*Effects have been added + sounds and new models.

- Blue fog emmiters are added to the outside area making giving it a more cold feeling.

- Lens Flares have been added to ground flares and to the emerald cave's Stones

- Church Sound has been added midwave.

- Wolf howling from the Halloween update has been added.



*Lightning has been redone.

- Dynamic shadows have been added to the greenhouse.

- MainLibrary and SecondLibrary had all their lights adjusted to create a better looking result
(Old version looked stale and too bright)

- WineCellars Lightning has been redone.



*More meshes have been added and combined for better uvmapping and preformance.

- Outside Floor Models have been simplified and reduced in poly count and use has been made of the UV paint Materials.



*StaticMeshActor count has been reduced massively by about 5000 again for preformance (from 19K down to 14K)


*MapFileSize has been cut down 100MB compared to old Version. (350MB to 250MB)