Killing Floor 2

Killing Floor 2

Filth's Cross Remake
18 Comments
manolito 9 Sep, 2019 @ 12:46pm 
:steamhappy:
mango 16 Apr, 2019 @ 9:33pm 
God I loved Filth's maps in KF1 they brought out the best of the grungy old UE2 engine and meshed so well with the aesthetic
Ardhanārīśhvegan 16 Apr, 2019 @ 9:37am 
:TerribleFace: :firealone:
Storm_at_Sea 9 Nov, 2017 @ 4:33am 
p.s. I rated :tu1:
Storm_at_Sea 9 Nov, 2017 @ 4:32am 
Definately NOT too dark. If you think that dark level is pushing it, you may not enjoy the first game very much. I still play it sometimes.

(plus the first game is more difficult, the 2nd is a cake-walk by comparison, but they did decide to open the 2nd game to the consoles as well.. when things go for wider appeal, they usually get markedly easier, kf2 is no different).

Anyhow, I look forward to watching your progress on this map. :)
Yazza  [author] 10 Oct, 2017 @ 12:08am 
@ChemSiR

Fixed the exploit, I've added an invisible wall there. Thanks for the help!

So far, in terms of functionality, it's been relatively bug free.
Yazza  [author] 9 Oct, 2017 @ 4:24pm 
Thanks for that, I'll fix it soon
ChemSiR 9 Oct, 2017 @ 7:26am 
Report an exploit, SC or all other zeds at the left side cannot find his way to kill those 2 campers at the right side as you see in my screenshot.
https://steamuserimages-a.akamaihd.net/ugc/885379384023540607/575936AE50735B88589103070A51AC96612AC265/
Yazza  [author] 5 Oct, 2017 @ 8:14pm 
Well, I won't be redoing this map. So if anyone wants to make a direct port, you're free to do so.
Frostbite* 5 Oct, 2017 @ 7:00pm 
kf1 filths cross uses mainly subtracts and meshes,it also uses additives too
https://imgur.com/a/SvW9k
Yazza  [author] 5 Oct, 2017 @ 6:49pm 
@Kore

I'm quite sure this map uses static meshes, not BSP. Can you post evidence of brushes?
MehKore 4 Oct, 2017 @ 2:56pm 
@Yazza1993
You can open the map in KF SDK, select all the BSP, copy, put into new map and export. Then you can rescale it with some toolthing to the size you want, import in KF2 SDK, build geometry and done.
Yazza  [author] 4 Oct, 2017 @ 2:36pm 
@Kore

I know it seems a bit narrower, but a bit too late to update that now. I'm not using any BSP from KF1. I was quite sure there was no BSP, looked to just be static meshes on the original KF1 map.
Yazza  [author] 4 Oct, 2017 @ 2:33pm 
@ChemSiR
That's to do with players being present in both spawn points for the boss, which is unlikely on 6 player server.

I can try update the map with more boss spawns.
MehKore 4 Oct, 2017 @ 2:01pm 
Seems incredibly tight :o
When I made this little spot:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=864879222
I upscaled the BSP to 1.75x.
MixMakMax claimed it should be around 1.5625x, wich seems quite accurate, so you may wanna try that.
ChemSiR 4 Oct, 2017 @ 9:24am 
Nice remake, but Boss couldn't spawn at boss wave in a 36 players server. :steamsad:
Yazza  [author] 30 Sep, 2017 @ 2:20pm 
The map is currently 1.5 MB compressed (or 16 MB uncompressed). The only thing imported so far is the ground texture from KF1. I don't think it can get smaller than this.

I think anything less than 50 MB compressed is a good target for a map size. But I understand where you're coming from.

What I was thinking of importing were cars, some signage, payphones and ticket machines. Would actually look like it's set in the UK and not France.
Rewire 30 Sep, 2017 @ 10:09am 
Hi there. Took a look at your gallery there and i even played your map. As a personal advice, i'd say you should just stick to using Tripwire's assets for your maps and little else, if any. The moment you start adding custom external assets, your map size will increase drastically. The heavier the map is, the less people you will have downloading it. Not everyone has a fast internet connection unfortunately, even nowadays. Hit me up if you need help, critical thinking or just general advice. Take care.

R