Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can check it out here: https://forums.tripwireinteractive.com/forum/killing-floor-2/kf2-news-and-announcements/news-and-announcements-af/2332985-killing-floor-2-mapping-contest-winners-announced
I want to thank all you Kf2 fans and my friends that played the map, tested with me, left bug reports on workshop page and in any way helped make this possible!
You guys are great, thank you all very much!
I'm not sure if it is intended but the ammo crate spawns seem to be global instead of, as it is typically for Holdout maps, local to one area. Ended up having no ammo and chasing ZEDs with a knife in the area with portals, while there was only one visible ammo crates which was unreachable. (Somebody already made some screenshots in the bug discussion thread.)
Seriously, this is easily one of my favorite Workshop items for this game.
The toy room is definitely my favorite, I think it would be cool if the front of the train ragdolled zeds and hurt players (like that demon bus on the Zed Pool level)
There's a lower ceiling at the foot of the bed that players need to crouch walk under, you can exploit the Zed pathing here so they never reach you, might be intentional, even blaster DARs will walk around though.
- fixed an issue where players would fall through the floor near the hanging tree in first level
- fixed an issue where portal spawns from 1st level would activate in other levels
- tweaked Depth of fields in the Door Room, giving players more pleasing view
- tweaked Depth of fields in the Tea Party, extending the view to full blur, also reduced the blur amount
- tweaked Depth of fields in the Raft level only to the background far away, so players riding on the raft don't get seasick! ;)
- tweaked Depth of fields in the Pan level, extending the view to full blur
- fixed an issue where zeds would be stuck in place if you crouch under the bed on Pan level
- fixed an issue where grass in the Beanstalk level would block player weapons
- added dynamic blocking volume on the rabbit hole so players wouldn't glitch there
- fixed an issue where players screen would go black when entering the little door on Door Room level
I would like to thank you all for public testing and helping me make a better map! :)
Its fun, and its technically well made
But there a also negative points:
• Tea Party area the zed spawn is far to low.
• Raft Level is really making me dizzy. Too dizzy to really enjoy this part. Please reduce the speed of your mover and reduce the blurr a bit. Otherwise this area is looking very cool.
• the area with the giant table is optical pretty lame. -compared with e.g. the teaparty^^
• The plants at the castle are blocking weapons.
Speical Positive:
XYLOPHONE :D
The Boss Area is awesome :)
Start area remembers a bit on sanitarium, but despite this its very good looking :)
Blance is overall good
Please rework the plants at the castle and the raftarea a bit...