Killing Floor 2

Killing Floor 2

Training Grounds
33 Comments
H8 29 Feb, 2024 @ 2:56pm 
Best KF2 map i ever played in over 1000 hours of KF2 :Fleshpound:
BuffPuffer 15 Dec, 2023 @ 11:05pm 
Instantly one of my favorites. Great map!
Yossarian 10 Oct, 2019 @ 2:38pm 
Do let us know! That's good news. Good luck with your studies and I hope you find professional success and recognition. Cheers!
Se7en  [author] 10 Oct, 2019 @ 10:46am 
Hey @Yossarian, we very much would like to update the map and address as much feedback as we can, however it is tough to find and dedicate time to this, as we are students in a game development course. But when we do update the map, we will try to reach across the community and let everyone who cares about the map know :)
Yossarian 9 Oct, 2019 @ 3:05pm 
Is this map still being worked on? Just wanted to know, really. I forgot about it for a while (I think, unfortunately, the name is not easy to remember, as it's similar to "Hostile Grounds") and then played it again and was surprised, again, but how cool it is.

I don't mean to be ungrateful, I just like it so much that I'd love to see more. Thank you.
MrRogersBestNeighbor 13 Jul, 2019 @ 1:15am 
Congrats on the win, lookin' forward to any changes you make on the map!
I second @Yossarian's feedback, but also if there any rooms to be expanded, it would for sure be the snow and beach rooms. The city room works well as a spot to hold, the other 2 rooms are a bit too tight. The snow room in particular doesn't have a lot of ways out either. If you all decide to make changes, expanding those rooms or adding another room that connects to those two (so you have more ways out when getting overrun), would be a welcome improvement.
Exire 5 Jul, 2019 @ 4:03pm 
Congrats on the prize win.
Colt 28 Apr, 2019 @ 12:23pm 
One of the doors in the arctic area is misaligned and clips through the wall visibly when opened from the non-simulation side. A few signs in the office areas do not actually touch the wall.

Otherwise, very nice!
Mr.Daren 15 Apr, 2019 @ 9:12am 
I want to see this map in official maplist
Yossarian 14 Apr, 2019 @ 3:15pm 
I can't belive you've managed to execute this idea so well, wow! It's amazing when custom content can show you things you didn't know the game was capable of, and still pull off being an impressive map. Well done! I second the wish for more simulator rooms, or maybe just larger ones. A simulator set in catacombs or another hellish map would look AWESOME! But I leave it to your best judgement, of course.

I don't know if you can do anything about it now, but please notice there's a typo in "Lounge" here: http://oi64.tinypic.com/2naloaf.jpg

Cheers!
10,000 Gallon Hat 14 Apr, 2019 @ 2:29pm 
Had some issues with zed pathing, one got stuck. Boss took awhile to run into, probably could use more boss spawn points. https://i.imgur.com/sFqwnyk.jpg

Love love love the simulator rooms, just wish the map had some more to offer. Looking forward to what you guys do next.
Se7en  [author] 28 Mar, 2019 @ 8:11am 
Our first update is here, check out the change notes. While it's mainly bugfixes, it is the first step towards improving the tight layout. Once again we thank you for your feedback and support. Keep it up :)

@세불바
Holdout maps do take more time to make, and if we want to keep the same level of quality that this map offers, in a holdout map. It would simply take too much time for three students. However, I, as the technical designer on the team, am considering putting a detailed guide together on how to create these simulator rooms.
sebul 23 Mar, 2019 @ 11:27pm 
could you make a holdout version of this map too? i think it would fit the concept better.
CEO of Skill Issue 15 Mar, 2019 @ 6:58am 
Looks absolutely amazing! Should be official
Yeezy Boost 350 V2 12 Mar, 2019 @ 9:59am 
:) ico da 4erpi6 bradmi
Apapin  [author] 11 Mar, 2019 @ 1:06pm 
@Phoobie There is plenty of stuff we would like to change or add. This map was made for the NEWGROUNDS contest which had a deadline - 4th of March. We feel like making any changes will be against the rules and not fair. I'm very happy that you enjoyed what we made. If possible we would like to work some more on the map because we too spot a lot of room for improvement 🙂
Xaven! 10 Mar, 2019 @ 10:38am 
when i walked into a holodeck and it formed the map around me my jaw dropped but i have three little issues with this map one i noticed is that sometimes zeds might get stuck on the catwalk between the zed landing and the karampus lair zones but can still be shot at. the trees in karampus's lair have quite a large hitbox on the branches. lastly i had a boss get a little confused in the halls next to the main lab. other then those little flubs its a greatmap!:WhiteWolfInterset:
一本好书 9 Mar, 2019 @ 6:52pm 
cool~:cozyovercooked2:
Se7en  [author] 9 Mar, 2019 @ 11:54am 
How so Slayer?
гуль 9 Mar, 2019 @ 9:12am 
its not letting me in
★★★ Money_1_man ★★★ 8 Mar, 2019 @ 12:53pm 
this map is too great
Apapin  [author] 8 Mar, 2019 @ 9:09am 
@Serious Are you talking about the bushes in the jungle area blocking you or somewhere else? In which areas did the zed pathing not work? Please share so we can look into it. Thank you for your feedback we apreciate it a lot. If you saw anything else you disliked feel free to reach us.
kotok 8 Mar, 2019 @ 8:54am 
Thank you for your replies and telling me about the switch.
I don't (or can't) say something like "hey make this map bigger". That will take even more time and labor than you already invested. After all, I'm just able to play this map because of your hard work and generosity. I'll be happy if my feedback can help your next big work. :)
Serious 8 Mar, 2019 @ 8:33am 
Optical very nice and interesting.
But from Balance and Gameplay this is not optimized at all.
So much useless blocking points. Starting from Streetbollard to flowers and treeleaves which block you and your weapon. Way to small areas, and despite the nice optic effect all areas are exactly the same (Extreme Narrow/2-3 Ways in and out/Even the zeds are sometimse confused).

Please do some fine and medium tuning on this map, it could be awesome, but there is much to do.
λ 8 Mar, 2019 @ 7:16am 
Браво, изглежда уникално :steamhappy:
Se7en  [author] 8 Mar, 2019 @ 7:10am 
We appreciate every bit of feedback, and while the majority of what you (kotok) said requires drastic changes which we can't provide now, there is a feature already implemented that might help you. The holograms by default are on "power saving mode", but you can have them constantly active by pressing a button in the main Lab room near the observation glass. That way you will always see the geometry of the room you are entering.
MotLock  [author] 8 Mar, 2019 @ 6:11am 
Thanks for the feedback kotok. If we have the opportunity we would like to increase the size and change some spawns.
kotok 8 Mar, 2019 @ 5:46am 
Artistically and conceptually, this is one of the greatest map I ever played. Holographic pageants are too fantastic to ignore. If you are interested, you should see them once or twice.

In game play, this is not a good map, or at least not as splendid as it looks. It feels like Zeds are spawning almost right next to you during the whole game and you always have to suffer from the lack of space. In a hectic or dire situation, the hologram mechanics tend to kill you since you can't visually get where you exactly are for about a second after rushing into the room.

This map is a kin to holdout maps like The Descent and Power Core. This map is not holdout, but more cramped. If you don't like them, I don't recommend to play this map, especially in Suicidal or HoE. Normal or Hard is good enough just for the visual revelations.

Anyway, thank you for the good work.
Sraigius 5 Mar, 2019 @ 12:35pm 
Yes, performance is very good too.
130-160 FPS during combat (can be higher during trader time).
Se7en  [author] 5 Mar, 2019 @ 11:14am 
Thank you Straigius. It is very nice to hear that you enjoyed our map, and from the screenshot, I see that performance is alright as well. I hope more people come forward with bugs and issues, as you did. I hope soon I can update the map with bugfixes and a Precomputed visibility volume
Sraigius 5 Mar, 2019 @ 8:41am 
Oh man, this is one of the coolest and most original maps that i've seen in quite alot of time!
A laboratory complex that offers multiple simulations of other existing maps (Burning Paris, Krampus Lair, Zed Landing, maybe i forgot any?..)

The game might get a little bit too hectic on suicidal/HOE game of 6 people, maybe yes, maybe no, maybe just an extra environmental challenge. At least I got King Fleshpound for a boss and kiting him was quite comfortable and without issues (I bet the same applies to Abomination and other bosses).

Amazing map! I rate this with ten crawlers out of ten! Also have :47_thumb_up: and ⭐!

POST SCRIPTUM: I've noticed one particular location that had missing textures.
https://i.imgur.com/HreRiST.png
No bugs or other problems.
Ei 4 Mar, 2019 @ 7:33pm 
Blue map.
Raven 4 Mar, 2019 @ 6:38pm 
this is amazing