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Even will all that said, I'm pretty damn impressed with a lot of it, especially the map with all the zeds in cages. With all those negatives i would still recommend it, as the positives definitely outweigh the negatives.
There is a trigger at the start of the digital area where you can disable the effect.
I like it but i can fully understand when it's to much^^
Even 2 years after release i still find new servers hosting some of my maps
🍻
great to hear my maps are played and liked even >2 years after release
But anyway, thank you for your great job
I have other maps which are rebuilds or at least inspired by other games:
Serious Sam:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2497043377
Control:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470762275
Payday2:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2433549222
In general i always try to stick with the original kf2 stuff. External stuff increase the filesize very fast.
I added very special effects here, some are hardly noticable (e.g. forecfield--- you cant stand still) others are more obvious (lower gravity or some skulls in the black sky)
But tbh i didnt check the map the last months, possible something got broken with updates. I will check it.
Thanks for playing and comment 🙂
What is the heart stage?
Then it's up to your teammates to show you some good weapons on the ground or drop something for you. After round 10 its shown that there won't be any trader after this point. Teamwork is neccessary on this map.
You are right. There is no trader on the last area. But the weapons on the ground spawn with any tier, and there are enough amo boxes. Thats the way to master this area.
At least a few rounds. 🙂
Yeah, would be cool if it would be availabe on more servers.
More people need to play and subscribe to this map.
Thanks :-)
You are right the areas are not equal from difficulty, but i tried it SP and MP (4-6) Players on hoe and suicidal and it is possible, even if its really difficult.
But due to the complexity and the possibilty to play an progression/holdout map on endless complete optimizing for every area/setting/gametype/playernumber just impossible. At least with the tools KF2 offer.
To be honest, endless was always my major point for this map. And thats also the main cause why i will never change the sequence setting. (Basic Holdout-Maps are not playable in endless due to Boss and Pre_Boss_Area_Behaviour). The Void-Area was my primary intention, everything else was more like (ou ... this area could be nice too) ;D
It was working fine before, so this must have been a recent update or something along those lines.
Could use more lighting on the cave area though. Imagine being exposed to the map for the first time. The lack of lighting makes it really hard to navigate without knowing the layout.
The area with the golden walls is kind of ridiculous on Hell on Earth/Suicidal. It's a bit too tightly spaced with no spaced areas for room to breathe.
And the snow area is too small. No idea how a team is supposed to survive if you ever get unlucky enough to have 3+ fleshpounds spawn, especially on Suicidal/HoE.
Other than that, the rest of the areas are really well done.
I just wish it would randomize the areas on Endless, because it just kind of stops at the last area. Alternatively, would be great if it just restarted the progression.
@deliciosa:
• The map is ment as a sequence, it should always end at the void and (even if its called endless) i don't like real endless plays... to much uninteresting rounds. "VOID" is my try to get real action into any round after entering ;)
• For staying longer in one an the same area it could cause fog and lightning bugs for MP.
• The Dosh Game in the Void is Tricky. Some of the effects it should trigger are very experimental and i have to figure out if they are working on SP MP. One effect which is already for sure working is force which push you a little bit around till the next wave start.
For instance, each room could last 3-5 waves, or even randomized rooms that endlessly loop rather than being in a sequence that stops at the void room.
Also, what does spending the 2700 dosh grant from the altar in the void?
The Secret Path is opened not directly in the Cave. Its in the Storm area.
Otherwise it would cause MP Bugs when new Players will join (which are not present at the time the riddle was solved).