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1. New weapons appear in the shop.
2. Armor in the zed spawning floor, globally has 30 secs delay.
A few more ideas:
1. Make the edges of the glass cover more defined so it's easier to tell when you are about to walk off it or shoot the glass.
2. Add an indicator in the cannon lanes with the shot remaining count that you can see while facing down the lane. Somewhere midway perhaps. Something to show you when the cannon is dry and it's time to run.
3. What about a portal from next to the trader pod to a higher floor that is only open between waves to help people get out of the spawn area without the using the elevator? Maybe just to the first level by the lift, or the first level by the stairs.
4. Maybe let people pay more to have more shots in each cannon. Obviously at a very expensive rate (eg 1/2 unlock cost +1000 for each additional shot, first level would be 4500, 5500, 6500, 7500, 8500) with a reasonable maximum (eg 10). Using the same terminal that unlocks it.
5. Indicator at the corner, GOOD Idea, I will trying to find a indicator mesh and place it on the ceiling of each floor.
6. Add an one-way portal? I don't think it help, when you goes 1F, the zeds can very easily fall to 1F......does not help.
7. Armour dispensers , maybe......but I don't like more AFK player or camper who stay high floor and not helping other teammate.
1. Add gates - BAD Idea, this game has a lot of gate trollers who weld the door when people need to retreat and cause teammate die.
2. Split the elevator, uh I think it will make the map become too easy, I'd not like to see 3 medics kite zeds by elevator trick for 3 hours to finish a wave.
3. Make the floor narrower, BAD Idea , the player will be knock out of the floor and die from falling more easily, and also make player has less chance to escape from piles of big zeds. (Image 5 FPs blocking the entire floor)
Add symbols/icons to the purchasable zed effects at the top so it's easier to see what each does at a glance.
Add a one-way portal from the very top of the map to the bottom of the first floor near top of the stairs, (above the trader) to turn the map into a giant loop.
2/2
Some suggestions:
Add an indicator at the corner of each floor so when you are running and fighting backwards you can tell when it's time to turn. It could be as simple adding a stripe of texture.
Make the floors thinner, and angle the edges. This is so it's easier to shoot at the zeds from higher floors.
Make the floors narrower. If they were narrower, the zeds would pack together more and be easier to kill. It would also help with shooting from higher floors.
Split the elevator in two. Separate the platforms a little so someone can't activate both. That way multiple people arriving separately can use them faster.
Add gates. Not sure if this is a good idea, but I like the idea of adding weldable gates on every level opposite the cannon.Something to help bunch up the zeds for the demos and medics.
comment too long, 1/2
https://www.youtube.com/watch?v=CAf7oSUn_6s
BIG CANNON!
Add a long thin sticks near the elevator. To ensure the player can check the situation below the layer and take the elevator more safety.
You should ask Zachjd, not me, I am just the contributor.
I can't update that custom preview workshop as Contributor, Zachjd is the owner.
[KF-Killzone KFMapSummary]
MapName=KF-Killzone
ScreenshotPathName=UI_MapPreview_Custom.UI_MapPreview_KF-Killzone
[KF-Killzone_Marathon KFMapSummary]
MapName=KF-Killzone_Marathon
ScreenshotPathName=UI_MapPreview_Custom.UI_MapPreview_KF-Killzone_Marathon
[KF-KillZone2 KFMapSummary]
MapName=KF-KillZone2
ScreenshotPathName=UI_MapPreview_Custom.UI_MapPreview_KF-KillZone2
I tried to add and/or change the spelling of KF-KillZone but nothing works. Maybe you forgot to put it on map list. Check it for yourself if you're unsure and let me know :D
[KF-KillZone2 KFMapSummary]
MapName=KF-KillZone2
ScreenshotPathName=UI_MapPreview_Custom.UI_MapPreview_KF-KillZone2
No longer restrict to Endless Mode, but all crates have a very long respawn time in other game mode.
Player death event won't be triggered in trader time.
Request Maps:
1. Helms Deep Reborn made by Serious Samurai on L4D2 map mod
2. Resident Evil
3. Alien Isolation
4. Outlast (Hospital)
5. FEAR 2 (School)
6. Silent Hill
1. Boss Theme since only 4 boss types
A. RE 4 Saddler Theme
B. RE 5 Wesker Theme Winds of Madness
C. Final Fantasy 13 OST - Fighting Fate
D. God of War II - Junkie XL Colossus Remix
2. Add buttons per floor for easy navigating and easy to escape in case
3. When you step on elevator, is it possible to navigate which floor you are going back and forth?
4. Add 2 more trader in the middle and at the top.
The reason why I suggest the themes because you said, and I played it and I find it relaxing :D
The higher wave you reach, the less crate you get.
1. Sometimes the texts on the top floor button are not shown and can not be pressed even i have enough dosh.
2. The red ping of C4 placed on ground does not disappear after detonation. Not sure if its the game engine or the map tho.
Enjoying the map so far with friends as two berserker pushing the frontline in Up Up Decay. Basically this map is the literal "Killing Floor". Love the artworks and would love to see more effects or updates. <3
10/10
If you are a maxplayer modutator server owner, and you want player to wipe out in this map, there's a method.
Method - Set MaxMonster to a number more than 64, they can wipe out in an Up Up Decay wave :)
Is it some sort of gate to block them from passing?
Either way, thanks for the help!
Great map for casually playing on.
https://i.imgur.com/I8rZkTy.png
Payed 20,000 and I didn't understand what it did.