Killing Floor 2

Killing Floor 2

KF-Aftermath
24 Comments
inxs 7 Sep, 2022 @ 10:26pm 
Amazing map. Genuinely gives a sense of dread.
Serious  [author] 21 Mar, 2020 @ 8:32pm 
Thanks for over 100 positive votes :peeperfish:
Ol' Dreaddy 10 Sep, 2019 @ 6:33am 
https://www.youtube.com/watch?v=hEaGpgVy71s



This map made me think of this song.
Kranot 11 Apr, 2019 @ 12:33pm 
Great map. High quality and good design.
We are hosting this at the Horzine Simulation Division Server in our selection of high quality custommaps!
IP: 5.9.22.30
Serious  [author] 10 Mar, 2019 @ 1:50am 
You said it before... ;-)
It's just a more or less logical reason for the screen effect.
It's not ment to really hurt you
whois.Lycan? 9 Mar, 2019 @ 9:30pm 
Really nice acid rain effect. Shame it's mostly pointless and serves to only obscure the screen whenever it shows up. Really don't know why it's even here.
Serious  [author] 5 Mar, 2019 @ 8:34am 
v. 1.1

- Complete Overhaul over almost everything^^
• Optical corrections and improvements
• More Stuff in open Areas
• Increased ZED Spawn
• Much more ZED SPawn Areas
• Performance overhaul ~10%
• Fixed some Blocking Points and 2 places where you can fall trough the map
• Increased Toxic Waste Damage
• Much more ZEDs are spawning from the Ground
• Additional AmbientSounds
• much detail stuff i don't remember anymore^^
Serious  [author] 3 Mar, 2019 @ 5:52am 
I will not narrow the map entirely.... Its "more or less" openworld and thats exactly what i want. But i added some more specific Spawnvolumes. Or other said: The map is now much harder ;)
whois.Lycan? 2 Mar, 2019 @ 10:44pm 
You really shouldn't have Stand Your Ground objectives this small on a map this large. Especially if you're gonna place them so far from any Trader Pods. I feel like this map is just unnecessarily large.
sebul 2 Mar, 2019 @ 9:33pm 
and zeds come from too far away. it would be better if you add more spawn volumes here and there.
sebul 2 Mar, 2019 @ 9:32pm 
path should be little narrower so players wont be so easy to kite around. otherwise its to easy.
Serious  [author] 2 Mar, 2019 @ 9:04pm 
Big update almost on the go:
I hope it will be ready today :-)
Tiretracker 25 Feb, 2019 @ 7:17pm 
KF_Nuked2: Return of the harmless fallout
Crazyonehull 24 Feb, 2019 @ 6:53am 
pls add tripwire
12 Ounce Riot 23 Feb, 2019 @ 11:30pm 
one of the best level geometry
Serious  [author] 23 Feb, 2019 @ 4:00am 
Thanks guys :lunar2019grinningpig:

@ThatIrsihPug, Zero Grav is part of a progressionMap i'm working on, but its not ready for release or even testing. So stay tuned :lunar2019wavingpig:
AllergicToBrainRot 22 Feb, 2019 @ 8:22am 
Looks really good,
76561198327885486 22 Feb, 2019 @ 6:52am 
keep making these maps map geez u are god like these hope this becomes and offical map plus could u add some traps maybe and heres and idea a zero grav map maybe?
Captain Awesome 22 Feb, 2019 @ 4:15am 
Very nice =)
Your best map so far i think.
Keep it going.
erik 21 Feb, 2019 @ 5:35pm 
Downloaded map on Sraigus' recommendation. It's great. Very nice work :hey: :oh: :hey: :oh: :hey: :oh: :hey:
Serious  [author] 21 Feb, 2019 @ 5:13pm 
@Sraigius, thanks man.... of course i tried to make something like a ..."nuked-sequel" but much more destroyed.^^
Serious  [author] 21 Feb, 2019 @ 5:13pm 
@Cass
• 1. I checked small objects, but off course its possible i miss some. But if you mean destructible actors like the desks from biotics lab, they are ment to be with collission.
• 2. Blur is just around the crater with different settings depending on the distance to the crater, i could add some more stepps between zero and full blur.
• 3. I understand your thought, but i like the fire everywhere^^.... the map with its pretty open character is slightly easier as most official maps so these fire make it at least a bit harder.
• 4. The Crater area is so "empty" cause its around of the crater. I think simple cars or even buildings directly at edge of the crater would be fully destroyed. But at least the blurr makes it a bit harder.
• 5. Fence and other smaller objects, i used official maps as ideal. But i could try to add sth bigger into the fence so it's more clear "no tresspassing here" :)
Thanks for the Feeback. I'll try to fix some of them in the next update.
Cass Griffon 21 Feb, 2019 @ 2:51pm 
Here are some 'issues' I found on my first run-through.

Some objects need to have collision removed, mainly objects that look like one could simply walk over them but in the current state cannot.

Distance blur need to be decreased within immediate range of the player but increased only slightly at greater distances.

There are some ground fires that ought to be removed (fires in general should be kept at the edges of the map / on top of objects with collision)

Center area / around the crater could do with more objects obfuscating the view to make the boss fight less of a cakewalk (big trucks, generic debris)

There is a fence that is about waist high, one should be able to at least jump over it to avoid trapping players.

All in all, a good map.
Sraigius 21 Feb, 2019 @ 2:23pm 
Another great map as usual! :)

This one feels like a direct sequel of official map KF-Nuked (with the whole brown-red fog, destroyed buildings, acid rain, undetonated bombs scattered around in debris, all that all everything).

Love this, man. LOVE THIS. :47_thumb_up: and ⭐ and into server's rotation! :steamhappy: