Killing Floor 2

Killing Floor 2

KF-N64Facility
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Update: 19 Feb, 2018 @ 8:08am

Update: 19 Feb, 2018 @ 3:49am

V1 Change log

• Made several adjustments to destructible objects

• Fixed zeds and player getting blocked in the long cave corridor

• Fixed several incorrect lightings

• Fixed several incorrect trader arrow indicators

• Fixed doors blocking player

• Fixed player clipping on several areas

• Made all windows/glass destructible

• Re-designed the lab area near the final section, completely got rid of all the old walls, and added new ones

• Added more content within the lab section

• Added more destructible objects

• Added a new pathway from the final lab area to the control room in the final section

• Added animated cameras

• Opened up a new pathway from the large lab area to the entrance of the final section

• Greatly improved overall map performance and stability

• Greatly improved zed pathing

• Got rid of a great amount of unnecessary objects

Brief Overview

Hello Everyone!

I would like to present you all the first official version of KF-N64Facility!

It features plenty of bug fixes, general improvement throughout the entire map and even more content! I am extremely sorry for the long delay, but due to several personal matters and the fact that I spent so many countless hours trying to fix the zed vanishing act (created more than over 100 different test scenarios), this took me quite a while to finish. Nonetheless I will continue to investigate this phenomenon, and hopefully release a fix sometime in the near future.

I would like to thank the entire KF2 community for the support and vital feedback!

Update: 26 Nov, 2016 @ 5:45am

Beta V4 Change Log:

• Added the final escape section from the single player campaign

• Added more collectables

• Added more custom content

• Added more destructible objects

• Added more sound effects

• Adjusted Zeds spawn frequency and distance

• Decreased the number of Zeds spawn point

• Fixed zeds getting blocked on multiple door ways

• Fixed even more bugs/Glitches

• Fixed several errors and warning messages when compiling the map

• Increase distance of the green fog effect

• Improved overall stability

Known Issues:

Their appears to be an problem when hosting this map on a server where on certain sections of the map, they become invisible

Short Description:

One main new feature includes a re-creation of the final escape section where James Bond meets up with 006. This took me quite a while since it went through many different adaptations.

Other changes include overall improve with zeds behaviour, such as allowing them to pass through more freely through doors and adjusted their spawn frequency & distance.

There appears to be a problem when hosting the map on a server where on some areas the zeds tend to become invisible. Not sure why this is happening but I am currently investigating this issue. If anyone has any possible idea on why this is occurring, feel free to contact me.

Thanks, in advance and as always, I do hope you all enjoy the map as much I did on creating it!

Update: 22 Jun, 2016 @ 6:20am

Beta V3 Change Log:
• Added more content (Custom as well)

• Added a Zed spawn point from the vent in bathroom area

• Added more collectables

• Fixed a bug were the player was no longer able to access the secret cave if the doors were destroyed

• Fixed Misplaced objects & Textures

• Improved AI Pathing

• Overall FPS increased

• Remove all small pipes collision near lab area and toilet sections

• Increased Trader collision in lab area

• Combined Several static meshes

Short Description
Greatly increased fps performance around with multiple light sources by merging meshes and adjusting lights properties. Fixed several player exploit sections were zeds weren’t able to get them.

Most importantly, if the secret cave moveable walls are destroyed, players can now escape within the cave area, by simply crouching under the wall connected to the frozen tanker room.

Update: 30 May, 2016 @ 7:47am

Beta V2 Changelog:

• Added new lighting

• Added more content (Custom as well)

• Added more Destructible objects

• Added blur effect at starting area

• Added custom collectables

• Added Easter eggs!

• Added more SFX

• Fixed several object collisions

• Fixed large zeds not able to pass through certain sections

• Fixed misplaced custom textures alignment

• Improved AI Pathing

• Improved Trader Arrow indicators

• Decreased Green fog effect (Decided to keep it as the original map did have it)

• New Screenshots!

Update: 17 May, 2016 @ 8:08am

Update: 17 May, 2016 @ 7:10am

Update: 15 May, 2016 @ 6:25pm

Update: 15 May, 2016 @ 1:57pm

Update: 12 May, 2016 @ 10:21am