Killing Floor 2

Killing Floor 2

KF-TF2_Well_Holdout
24 Comments
Pokerman  [author] 15 Aug, 2024 @ 4:28am 
2024/08/15

Reduce the announcer sound from 85% to 60%
ReBoot 12 Oct, 2019 @ 3:08am 
Thank you! :p2chell: Thank you big times!
Pokerman  [author] 9 Oct, 2019 @ 10:42pm 
The stage now running in sequence now. No more random stage selection.
Pokerman  [author] 13 Jul, 2019 @ 4:22am 
I will make it to be sequence, not random choosing next trader, but current game broke server's workshop download, so it will be delayed.
ReBoot 13 Jul, 2019 @ 4:00am 
Could you proportionally shrink the map a bit? First, it looks rather huge by the standards of KF2 and second, that would help make long walks to the trader shorter thus helping. Not by much, a tiny bit.
Daidaedra 8 Aug, 2018 @ 5:44am 
As far as i see. in this version. the trader will be in the area you will fight in next. i think for a map this size the next trader should be in the area you just fought in. currently you can miss the trader if it is to far away.
Frostbite* 25 Jul, 2018 @ 9:23am 
well done 5 stars :)
Pokerman  [author] 25 Jul, 2018 @ 7:20am 
OK DoshHold now working on Holdout version now.
Pokerman  [author] 25 Jul, 2018 @ 3:48am 
Difference of Holdout version and Open world version :

Open world :
1. You will not be forced to fighting in a specific sector.
2. Zed will spawn very toward you, they may come from any corner.
3. Support Dosh Hold Event.
4. Next trader probably be very far away, it's a marathon for alive player.
5. Train will stop during boss wave.

Holdout :
1. You will be forced to fighting in a specific sector.
2. Zed will not spawn inside the specific sector, they only come from outer sector.
3. Doesn't support Dosh Hold Event.
4. Next trader will not be very far.
5. Train will not stop during boss wave.
smbrr 25 Jul, 2018 @ 2:27am 
👍
sebul 25 Jul, 2018 @ 12:45am 
nice. i love holdouts. thank u for your hard work pokerman
Pokerman  [author] 24 Jul, 2018 @ 4:37pm 
2018/07/25,
1. Changed name to KF-TF2_Well_Holdout
2. Disable DoshHold

KF-TF2_Well non holdout version WIP.
Helion139 24 Jul, 2018 @ 10:12am 
i agree with smbrr being blocked and teleported around is not fun
smbrr 24 Jul, 2018 @ 6:14am 
Then fix this by designing maps that do not have a best camp spot. This map is not fun to play because of this. Gameplay is disjointed and you end up having to camp anyway because all the paths are barred.
Pokerman  [author] 24 Jul, 2018 @ 5:33am 
@smbrr because if it's an open map, players will only choose ''One'' best place to defending.

And other area will wasted.
smbrr 24 Jul, 2018 @ 4:56am 
What's with the areas randomly getting blocked off? This is not fun. I want to explore the map and find a kite route, not run into invisible walls that were open the wave before.
Same complaint about getting teleported to the starting room at each wave. This is not team fortress, this is killing floor.
waxg0d 23 Jul, 2018 @ 6:42pm 
gg
missing.trigger 20 Jul, 2018 @ 1:35pm 
Killing boss with a train is a best feature ever
SkeeTy 20 Jul, 2018 @ 10:07am 
I was not complaining. Nice map :)
Pokerman  [author] 19 Jul, 2018 @ 3:52pm 
@SkeeTy

1. Stand Your Ground in this map just an experiment, however it still can't achieve on a hold out map, maybe I will turn off all Stand Your Ground if too many player complaining.

2. There's so many maps that can instant kill BOSS by map objects:
KF-Jaywalker_Tunnel
KF-Big_Green
KF-Mini_Green


NetFlox 19 Jul, 2018 @ 12:12pm 
My favourite tf2 (actualy i like ctf version, but dont care) map now in kf2...cool man
SkeeTy 19 Jul, 2018 @ 10:28am 
Cool map, nice port :)
However i can´t seem to find the stand your ground objectives when they trigger. No directional arrows and no visible area to defend. Trains killed my boss and stole my xp i think >:| 5/5
Düsterkeit 19 Jul, 2018 @ 4:18am 
absolute madman