Killing Floor 2

Killing Floor 2

LeningradStorm
37 Comments
H4R4M 11 Nov, 2021 @ 3:38pm 
VERY NICE WORK :steamthumbsup:

I LOVE IT :Fleshpound:
sebul 19 Nov, 2019 @ 2:41am 
zeds spawns too far away. need more active spawnpoints.
massacretout  [author] 17 Aug, 2019 @ 1:54pm 
There we go ! Another update is available, fixing the missing texture for good this time :emofdr:
massacretout  [author] 17 Aug, 2019 @ 12:43pm 
Damn it.. I don't know what's happening with this one ! :awkward:
I'll remove it and publish the update in a moment.
MrRogersBestNeighbor 17 Aug, 2019 @ 12:24pm 
I just checked the map again and the big missing texture is taken care of, but the little one next to it is still missing:
https://imgur.com/a/zUuegHr (It's the same image from before, just ignore the big square :P)
MrRogersBestNeighbor 17 Aug, 2019 @ 11:26am 
Awesome, thanks!
I'll set this map as "Map of the Week" on my servers next week (Wednesday) @ MrRBN's QUALITY Custom Maps (192.168.1.144:7777, 192.168.1.7:7787, 192.168.1.144:7778, 192.168.1.7:7779)
massacretout  [author] 17 Aug, 2019 @ 3:08am 
the 2 textures should now be fixed !

I see the problem, some of the pathnodes near the hedges were a bit janky.

I've reworked the pathfinding around the hedges and the area and it should now be available in the latest patch.
MrRogersBestNeighbor 16 Aug, 2019 @ 3:12pm 
Weird. I don't get framerate issues on Black Forest. It seems to be resolved now though.
The missing texture is still there (not sure if you tried to correct it yet, but there's one right next to it I didn't notice before):
https://imgur.com/a/zUuegHr

Also, one issue I forgot to mention before (because I didn't get any recording of it and it's a really small issue), scrakes/fleshpounds will path a little funky around this hedge:
https://imgur.com/a/SnYBRyM
Like when I go from the building and past the bush to where I'm standing in the picture, rather than following me, scrakes, fleshpounds (and I think bloats and husks, etc..) will path to where I'm aiming and will either head back and finally path through or sometimes go around the hedge altogether.
Not a major issue, just a little weird, heh.
massacretout  [author] 16 Aug, 2019 @ 6:10am 
The latest update is now live ! :D:
massacretout  [author] 16 Aug, 2019 @ 6:03am 
Hey !
Of course i had to forgot one of theses !
About the hobo fire, I've got almost no fps losses around them, even with the whole familly of fleshpound following me.
I've used one of the fire source from the burning train in the black forest map.
Have you faced the same problem while playing the map ?
For the hotfix now, I've replaced every version of this fire particle used in the barrels and the burning tree by another one.

Damn, i'm so sorry about the map name. The map will stay named "KF-LeningradStormv1-3.kfm" by now.
MrRogersBestNeighbor 15 Aug, 2019 @ 8:45pm 
Update: One missing texture left :P
Also, the hobo fire (the fire in the barrel) causes some pretty bad framerate spikes. It seems to happen regardless of where you are on the map (as long as you're facing the general direction of it). You might not be able to see it much in the video, it's A LOT worse when there are zeds around. It's almost as bad as it usually is just before the game crashes (I thought my game was crashing when I first noticed it).
Both issues are in the video.
https://youtu.be/lTwwXTaJKJA

Also, please don't change the map name. When you change the map name (or in this case add the new version into the workshop folder), everyone who has the map on their servers has to manually re-add it to the map cycle.
I noticed it was updated but checked it on the server and didn't notice any changes. It wasn't until I checked under my games' maps that I saw both versions. As long as the name is the same, the servers will automatically update to the new map.
massacretout  [author] 22 Jul, 2019 @ 4:18am 
Thank you ! I'm so glad you like the map !

About the missing textures you've found Edgesaurus Rex-Lord, I'd love to know where you've found them so I can fix them ASAP.
MrRogersBestNeighbor 19 Jul, 2019 @ 3:21am 
Great job on this map! It's really well done.
There's missing textures scattered throughout and a couple spots with invisible walls. I'll post the locations of them tomorrow.
Paulie 17 Jul, 2019 @ 10:30am 
from the thumbnail I thought you had just ripped the map from RO2, but I see its actually an original work, nice job.
massacretout  [author] 14 Apr, 2019 @ 7:22am 
The version 1.2 of the map is now available, featuring new assets, lights, sounds and more...
Have fun !
massacretout  [author] 12 Apr, 2019 @ 7:24am 
hey, sorry about the late answer ! I'm actually working on a second update and it should be available really soon :D
Gorgeous George 6 Apr, 2019 @ 5:44pm 
will there be any updates soon?
massacretout  [author] 17 Mar, 2019 @ 2:55am 
hey merci bien pour ton retour !
Je vois de quel porte il s'agit, elle devrait te laisser gentillement passer pour la prochaine maj.
Pour le scrake, je suis sur le coup :rwrsoldier:
Seurge 16 Mar, 2019 @ 6:20am 
Salut Massacretout, merci pour la map.
Pour ton prochain correctif pour info problème avec une porte qui est bloquée par une lumière, il faut se baisser pour passer.
Même problème que Parality pour le scrake bloqué, sinon map très sympa.
FattestCat 10 Mar, 2019 @ 9:47am 
Very nice outdoors map.
Ardhanārīśhvegan 9 Mar, 2019 @ 9:09pm 
:fod2star: SUPER :fod2star:
Seurge 9 Mar, 2019 @ 12:56am 
Superbe map merci
massacretout  [author] 7 Mar, 2019 @ 2:58pm 
@Paralityczny Epileptyk thank you for the video and that list of issues you've found, they will be fixed ! :rwrsoldier:
Sir Moisty Capybara 7 Mar, 2019 @ 12:53pm 
https://youtu.be/VG03lYp_4ss
1) correct blocking volume on stairs (0:00)
2) correct lack of texture in room (0:15)
3) consider replacing at - current position of it have no particular sens (0:20)
4) consider changing trader pod prefab to something else (0:22)
5) correct large zed spawn (0:30)
6) that birch palisade don't make much sense (1:00). Also seems to advantagious for players/zeds being on it
7) tree are too repetitive, consider scalling / rotation or mesh change (1:00)
8) consider changing placement of p4 wreck or making block volume on it
Gorgeous George 6 Mar, 2019 @ 12:33pm 
this was about the audio btw since I have used it before in some test maps and it sound cool
Gorgeous George 6 Mar, 2019 @ 12:31pm 
I can teach you how if you want to you need the Nightmare reverb (from the trench area) volume then extend it and then place the nightmare base and boom
massacretout  [author] 6 Mar, 2019 @ 12:24pm 
Hey guys, first of all, thank you soo much for your feedback, you are awesome !!

Now, let's talk about your suggestions:

I guess i went a bit overkill with the invisible wall and the limit of the map might need to be made more obvious to the player on some places. This will be my main focus on the first update.

About the audio background I'd love to do something like in the nightmare map with the AA gun and the planes passing by ! I'll also try to add this in the first update.


@TheRedAce Don't give up, I can't wait to see your map, this game need more WW2 maps ! :D
UncleBourbon 6 Mar, 2019 @ 11:54am 
Hey Massa, I think adding some background ambient war sound like shots fired and prop planes and shit would be cool and fitting for this map.
Gorgeous George 6 Mar, 2019 @ 8:52am 
Goddamn, And i've been trying to make a Stalingrad map, but this is amazing @massacretout you are a inspiration
Gorgeous George 6 Mar, 2019 @ 8:51am 
AHHHHHHHHHHHHHHHHHHHHHHH
Tiretracker 5 Mar, 2019 @ 8:20pm 
Just the other day I was playing Nightmare and said "Why hasn't anyone turned this section into its own map?"
Ei 5 Mar, 2019 @ 7:46pm 
Yes i agree.
Yazza 5 Mar, 2019 @ 2:57am 
I like the map, but I think you should open up more areas and have less invisible walls. Or if you do have invisible walls, make the barriers more obvious. Add more objects to them.

Some areas looks really well detailed and you can't access them.
massacretout  [author] 4 Mar, 2019 @ 3:14pm 
Thank you ! :D
UncleBourbon 4 Mar, 2019 @ 12:42pm 
Nice work man!
Ei 3 Mar, 2019 @ 7:48pm 
Cool map.