Killing Floor

Killing Floor

Resident Evil 1 Mansion - Objective Mode
Showing 1-6 of 6 entries
Update: 13 May, 2016 @ 6:12pm

V4 released.
Unfortunately I had a mismatch of files with the V3 which ultimately resulted in files being distributed that did not contain the fix that was the sole purpose of V3. V4 definitely contains the fix and a other minor tweaks like you should now longer get stuck on the little table on the 2F East terrace in wave 5.

Update: 3 May, 2016 @ 5:05am

I've just re-uploaded the map file, somehow, it was a slightly different version from the one I distributed through mirrors. Nothing different about it but was causing mismatches regardless.

Update: 8 Apr, 2016 @ 2:54pm

V3 Released
This update contains absolutely nothing other than a very small fix to a very major problem - yes I'm talking about the bug that prevented players spawning from wave 4 onwards! Big thanks to Dutchy who ultimately convinced me to fix it. I thought nobody played KF anymore and nobody would care! I was just being stubborn - sorry guys it took me 364 days to realise it!

So because there are no other changes, I'm expecting the most polished, bloody version of this map ever.

Update: 9 Apr, 2015 @ 2:47pm

V2 changes. These changes are mostly about balance, but don't worry I haven't made the map much easier.

1) fix for helping players get to Main Hall in time on wave 5 and with the opportunity to save the armor/ammo for later during that sequence
2) more ammo in wave 6 puzzle area, and a few other tweaks to weapons and ammo where players have found there's a little more than needed or not quite enough
3) halved the patriarch health; admittedly I went overboard with him. He will still be really freakin hard, but hopefully no longer impossible. So my previous comments about strategy still apply imo.
4) fixed a bug where if a certain thing is done in a certain place, the map breaks. Not saying how for obvious reasons.
5) jazzed up the final fighting sequence of wave 3 which I thought was a bit bland, its now going to be more challenging there.
6) misc spawn timing and balance tweaks.
7) aesthetic changes in various parts where you can see out windows (the aesthetics suffer from fake backdrops which are due to dividing into zones which is to give you good optimisation/framerate). There is also a cool new texture in wave2 see who can spot it.

Update: 27 Feb, 2015 @ 2:14pm

re-upload the preview image

Update: 27 Feb, 2015 @ 4:39am

initial upload