Killing Floor 2

Killing Floor 2

Elysium
67 Comments
Revalopod 22 Mar, 2021 @ 8:39pm 
what are the differences between official and workshop version?
did the map end up being finished for the "official" version?
Littlefoot 17 Jan, 2021 @ 2:32pm 
Having played the official version of this map, i'll say it was an interesting experience and i like what you envisioned it as. A few rough spots certainly, but it's definatively an experience the other maps don't recreate.

That being said, would it be possible for you to rename your version so that it doesn't conflict with the official version? Just saying because i would like to experience how the workshop version compares to the current one.
Undefined 14 Jan, 2021 @ 6:14am 
2/2

The QA is equally horrible.

Zed pathing would be laughable if you had nothing riding on the line. They zig-zag in unobstructed, straight pathways and they'll sometimes go around an object instead of coming straight at you.

Then there's the issues of invisible walls where it appears you should be able to go through. I won't fault you for the one in the Egyptian sub-map because I know TWI put that one one in but, sadly, that's not the only one, and there's plenty of others. For people who aren't aware of where these invisible walls are, it could mean taking unnecessary damage or even dying.

This would be a top map if the above were fixed and Tron sub-map were to be removed altogether (it's that bad and irredeemable). Alas, I'm not holding my breath, partly because it's out of your hands, but mostly because it's in the hands of TWI/Saber.
Undefined 14 Jan, 2021 @ 6:14am 
1/2

It's funny: over here, you see people praising this map, but anywhere else, people absolutely hate it with a passion.

I must say, it's pretty bad in terms of QA and one sub-map in particular: the "Tron" map.

The Tron map is a death sentence late-wave in Endless and the design of it is to blame. I would say the KF2 spawn system shares some blame, but a map maker should know better and to work around it. Instead, you made it so that the zeds block you off from every possible angle and there are no good escape routes. This is some of the worst map design in all of KF2. Even novice map makers know better than to make a map like this.
Max Paynis 31 Dec, 2020 @ 12:06pm 
Hey Sean, quick question. Do the 3 white spheres on the ground of the main arena have any significance or are they just props?
ShakawCon 24 Dec, 2020 @ 7:58am 
Amazing map, lots of fun.
Buuuut everytime I'm playing after killing the Mathiarch boos the next stage doesn't spawn any zombies, ever with the counter saying there 48 more to finish.
Sean Sindahl  [author] 20 Dec, 2020 @ 10:04am 
Aw thanks ya'll <3
Thalis Octavion™ 15 Dec, 2020 @ 9:54am 
Ayyy, glad to see this map actually being something made by a community memeber. So huzzah, congrats fella. Hope to see more from ya. Also you dirty tease never letting the tower be accessible.
Christina 14 Dec, 2020 @ 3:25pm 
Congrats on getting your map added to the game Sean, it's really cool! I love all of the exploration and item collecting. :) It feels like an adventure!
lico5512 11 Dec, 2020 @ 12:35am 
took me 2 hours to get botanical lol. Great map!
Rex-Wil 10 Dec, 2020 @ 7:12pm 
I love this map! very cool and unique! :tgrin:
Sean Sindahl  [author] 9 Dec, 2020 @ 6:49pm 
Indeed, collecting the roses and planting them in the vases in the center arena will add the Botanica to the list of locations you can get teleported to.
Tk0pe Allkeyshop 9 Dec, 2020 @ 1:39pm 
@buckshotbenben When you collect roses it can spawn you in botanical. RNG based ofc
buckshotbenben 8 Dec, 2020 @ 9:12pm 
How do you get to the botanical arena? I tried 2 times on endless and I couldn't figure out how
Mythical 8 Dec, 2020 @ 9:06am 
Official version is live :Batcat:
Sean Sindahl  [author] 3 Dec, 2020 @ 4:31pm 
Cheers guys :steamhappy:
Ryan Cooper 30 Nov, 2020 @ 10:53pm 
Meryy christmas update dude :D
Behi 29 Nov, 2020 @ 3:28pm 
first map i actually liked in this game.
Coffee And Green Tea 3 Nov, 2020 @ 1:25am 
bruh me and my server were bitching about this map like just last week and we hated how unfinished it was cant wait for the offical release
B1-66ER 2 Nov, 2020 @ 9:10pm 
Congratuilations your map is beautiful bro, looking foward to play it again after the patch.
Sean Sindahl  [author] 2 Nov, 2020 @ 8:14pm 
Thanks everyone! I'm pretty excited myself to see how it turns out.
Mixue Pizza 2 Nov, 2020 @ 7:33pm 
Congratulation
B1-66ER 2 Nov, 2020 @ 5:51pm 
The objects are part of the balance if not the map is too easy and breaks the game point.
Maur0 2 Nov, 2020 @ 2:00pm 
Let us pray that Tripwire / Saber does not damage this map with putting objects or others on this good map, as they did with Desolation.
Cate Meowdy 2 Nov, 2020 @ 12:26pm 
It's True Your Map is Now Official
Hertz3 2 Nov, 2020 @ 12:17pm 
Congrats man!
Cate Meowdy 2 Nov, 2020 @ 12:08pm 
Good Map
Tsiva 1 Nov, 2020 @ 1:30pm 
Hey man, just played your map rn, congrats on having it become official, shame it was not added on the steampunk season, would fit just right, anyway it's an awesome map and easily one my favorites now, congrats!
Sean Sindahl  [author] 30 Oct, 2020 @ 6:18pm 
It is indeed
Janis 30 Oct, 2020 @ 2:16pm 
Is it real map, which will be add in Xmas 2020?
Gov,nor GR££N☕ 29 Sep, 2020 @ 6:45pm 
Can't wait to play this map during Xmas congrats on getting this map official! :MrFoster::Fistofdosh:
Sean Sindahl  [author] 29 Sep, 2020 @ 6:15am 
Thanks Zuko <3 I agree with all your points, I hated playtesting the Fallout (swamp) too and yes - the underwater crawlers were intended. The idea was for the players to want to stay above water at all times and navigate the platforms.

As for some dev insight, my original plan was for each arena to be twice the size they ended up.

The Fallout arena would have old factory buildings connected by scaffolding and industrial pipelines.

The Desert arena would have an entire multi-leveled indoor temple.

For Old Town I had a large carnival courtyard planned and several buildings were open for players to enter.

The Forest was supposed to have expansive cave systems with underground caverns.

The secret arenas were all rushed and were planned to be larger and more detailed. Sadly I had to cut a ton of content to meet the deadline.
Dimi 29 Sep, 2020 @ 5:54am 
[Part 1] First of all I would like to thank you for taking the time to design this map and congratulations for winning.

So, I recently played it to see it for myself and I honestly enjoyed it. Going from dimension to dimension and seeing the map ''grow'' with new elements from the dimensions I have visited, feels like an RPG element (I think there was a game I played that had the exact mechanics, however I don't rememeber it's name).

The only map I didn't quite enjoy was the swamp-like one. The only problem I had with it is that due to the level of water being very high, you can't see the crawlers and they can sneak up to you easily ( I don't know if it was intended or not). Also the boss level feels quite easy since you can kite them by going around the pillars (A nightmare for the Matriarch since she can't use her laser properly).
Dimi 29 Sep, 2020 @ 5:54am 
[Part 2] Now, I don't know what changes TWI will make for your map but it was a very enjoyable experience.

Last but not least, a sidenote, I actually didn't expect this map to be the one we get for Christmas so when I saw it I was like ''What? No way!'' since I was expecting more of a fitting theme haha. A job very well done nonetheless. Bravo Seanchaoz! :zombiethumbsup:
Sean Sindahl  [author] 27 Sep, 2020 @ 4:31pm 
Thanks Maur0! I'm quite excited myself to see what they end up doing with it as I fully expect things to change. I'm not too bothered by it honestly as I never managed to fully finish it the way I had envisioned it to be due to the contest deadline. I would have liked a couple of months extra to make some of the arena's more fun and interesting, but hey, 24 hours a day is a cruel mistress :bear:
Maur0 27 Sep, 2020 @ 1:23pm 
Well I don't know what to say, but to congratulate you for having won and allowing it to be official.

Too bad it took a long time, since you won in 2019 in 3rd place and more when they launched it in a Christmas event, and I'll be honest, but this map has nothing to do with Christmas. But hey we'll see what comes out :/

Anyway I congratulate you for making this great map. Although I feel that Tripwire / Saber may give it some changes like the previous maps did.
Gypsy Witherman 2 Sep, 2020 @ 8:49am 
Don't know where to post bugs, but new hrg scorcher flares bug out if shot on the pipes in main area
Lubian 27 May, 2020 @ 9:14am 
The lore master knows
booOOhhOh, very spooky :cocochan2:
Szogo 12 Jan, 2020 @ 7:28am 
10/10 nice map
Attlich 17 Dec, 2019 @ 7:01pm 
Well, since TWI decided to give up on the game and hand it in to the guys who made World War Z, I hope you and the rest of the modding will finally get proper modding tools you need to make great things happen. I mean, the game came out 3 years ago and they still didn't introduce a goddamn ladder climbing mechanic for maps that have "usable ladders".

I know the suffering of creative drought, so here's to hopes that things will start to change for the better. Glad that you responded tho. Still, for what tools you've been given and for the map's faults, you did make a pretty enjoyable and fun location.
Sean Sindahl  [author] 17 Dec, 2019 @ 6:02pm 
The original plans for the map would have seen at least 2 additional unlockable arenas. Both the "glitch" and "lore master" arenas were supposed to be a lot more detailed and elaborate in design, not just mostly empty boxes.

I planned to have even more secrets and dynamic events, with one of them leading to a truly dangerous arena.

I was even going to have the flavor text between waves be fully voiced.

If I can find the mojo I might pick the map up again and expand upon it. No promises though.
Sean Sindahl  [author] 17 Dec, 2019 @ 5:56pm 
Fair critique, SirAttlich. I appreciate it and even agree on some of your pointers.

Grenades falling through the floor in the void can be aggravating, especially for zerkers. Hadn't given that much thought honestly. I would set it to collide with grenades while letting ragdolls through if I knew how (likely not even possible due to the SDK limitations).

The invisible walls in the fallout arena are garbage. Truth be told the map is in beta, I ran out of time to properly finish it due to the contest deadline. It got pushed out the door with quite an extensive list of unfixed elements and numerous additional features never implemented.

I'll honestly admit that with my lack of motivation for KF2 content I never found the energy to finish the map after the contest ended and just threw the map on the workshop as it were.
Attlich 17 Dec, 2019 @ 12:21pm 
[2]

The poisonous swamp gave me a very unpleasant surprise in the form of invisible walls. The two instances where I encountered this travesty was when I was trying to go behind the silo and the one with the staircase that leads to the small wooden booth. For a map that is supposed to reward player exploration, this kind of thing is unforgivable until fixed.

Which is a damn shame since I really do enjoy this map, because when it works - it works. But these issues (the last two) kinda represent having sex with a hot girl and then out of fucking nowhere she pulls a spiked dildo that she wants to put it up your bum.
Attlich 17 Dec, 2019 @ 12:21pm 
[1]

The map is creative and pretty cool overall how the main arena keeps constantly getting "refreshed" by obstacles and hazards from the other areas you visited. The map isn't perfect however.

The uncovering of the tomes reminded me a lot of CoD: Zombies Easter Eggs, and not in a good way. Mind you, I love solving these mysteries, but the line between fun and tedious is if you get hints...which you don't here. Mind you, this is a personal thing from me and while I really don't like constant hand holding, I also don't like running around like a headless fly trying to find a secret that may not be even there to begin with.

The dark space map with the floorless floor pisses me off to no end because any grenade that isn't the Demo's dynamite is rendered useless as it just goes through the fucking floor - if you're playing a Zerk or a Sharpshooter on this one on HoE? Tough luck.
Harsto 7 Dec, 2019 @ 4:58pm 
how do i activate this map?
Sean Sindahl  [author] 30 Nov, 2019 @ 8:55am 
Thanks guys for the bug reports, apologies for the late response.

I've added Large zed flags to the hidden Void zone spawn volumes, which hopefully fixes the out-of-bounds spawning. Please let me know if the bug still persists!
ReBoot 30 Nov, 2019 @ 3:47am 
First and foremost, I love this map! It's creative, trippy and provides for quite the variety during gameplay. I gotta submit a bug report though: https://steamhost.cn/steamcommunity_com/id/reboot/screenshot/787497351418208309 The last Scrake was stuck and didn't move for minutes.
Pokerman 14 Oct, 2019 @ 2:19am 
After I check the map, the void stage has no stable "Out of Sight" EST_Large spawns, indicate some players can make this stage can't spawn any big zeds by seeing all the spawnvolumes here.
Pokerman 13 Oct, 2019 @ 3:26am 
Map bugged when players got teleport into Void stage, no zed spawning :(
Sir Moisty Capybara 8 Sep, 2019 @ 2:42am 
is this Pathologic 2?