Killing Floor 2

Killing Floor 2

Crash (Original)
77 Comments
☣-x.PABLIM.x-☢ 15 Dec, 2023 @ 1:17pm 
???
☣-x.PABLIM.x-☢ 6 Dec, 2023 @ 8:06pm 
Hello Tamari, good evening, how are you? Could you give me the Kf-Assault map edited by you? because the one in the workshop doesn't work for me, it has bugs.
ArTDrifter 7 Sep, 2023 @ 10:34am 
Based font for thumbnail of this map.
Daily Armour Of God 20 Nov, 2022 @ 10:54am 
Cool map! :Alberts::Batcat:
Tamari  [author] 11 Nov, 2022 @ 5:52pm 
Thank you, and yeah I know. That'll be done sometime soon
Blaster The Dragon 11 Nov, 2022 @ 5:44pm 
Congrats bud, this map of yours is now part of the Christmas 2022 update of KF2! Remember, Tripwire is going to do a little bit of rework on the map, so best to rename this addon to 'Crash (Original)'
Tamari  [author] 10 Nov, 2022 @ 2:20am 
I do want to do that eventually. I've got several ideas. The main issue is finding the time to commit however, as I am really busy these days.
We'll see though! Thanks for the kind words :>
๖ۣۜMk137 9 Nov, 2022 @ 9:12am 
Side note: I really hope you decide to make another fully fledged KF2 (or KF3) map in the future. We need people like you in the community.
๖ۣۜMk137 9 Nov, 2022 @ 9:10am 
Bro why did I think this was from Call of Duty the first time I played it. Way more impressed now that I know it's an original map. Congrats on being made official!
Tamari  [author] 9 Nov, 2022 @ 5:08am 
They've been doing it for like the last 2 years straight now lol
Schamyl006 9 Nov, 2022 @ 3:56am 
A map we players have already played hundreds of times getting released as a "new map".

How exciting.
Tamari  [author] 8 Nov, 2022 @ 10:44pm 
Thanks Dom!
PoliceDom 8 Nov, 2022 @ 10:39pm 
Another awesome community map add to official , congrats Tamari :steamthumbsup:
Blazer Wifle 8 Nov, 2022 @ 2:06pm 
Lets just hope they wont massacre this one as they did any other community map.
Maur0 8 Nov, 2022 @ 6:38am 
@NSFWaifu - Possibly the Devs are testing the map before releasing it to beta 1.
Tamari  [author] 7 Nov, 2022 @ 9:08pm 
Thanks everyone. I will be updating this to Original soon
MilkSteak 7 Nov, 2022 @ 6:16pm 
how do 0.01% of players already have the achievements for this map-
Gov,nor GR££N☕ 7 Nov, 2022 @ 12:12pm 
Ah so this is the next map for KF2, congrats hopefully TW/Saber takes good care of this one! :gearthumbsup:
Maur0 7 Nov, 2022 @ 10:53am 
@Tamari - The achievements have been revealed and mark the name of this map. Possibly it will be officially released for Christmas 2022. Congratulations!

Remember that when they get to announce the map for the update. Be sure to mark this map as (Original). Since as always, Tripwire/Saber will make corrections and adjustments to your map.
Tamari  [author] 26 Aug, 2022 @ 8:34pm 
No problem. I was updating multiple maps that day and used the wrong workshop info file for the wrong map. Thanks for letting me know about it!
Miyagi 26 Aug, 2022 @ 7:16pm 
Thank you.
Tamari  [author] 26 Aug, 2022 @ 4:15pm 
Fixed
Tamari  [author] 26 Aug, 2022 @ 10:27am 
Thank you
Tamari  [author] 26 Aug, 2022 @ 10:27am 
Ah I'll fix this
Miyagi 26 Aug, 2022 @ 9:42am 
FYI when you install this map it creates an entry into the PCServer-KFGame.ini file that adds a non existent map to your server web admin. The code is:

[KF-FrightYard_Redux KFMapSummary]
MapName=KF-FrightYard_Redux
MapAssociation=0
ScreenshotPathName=KF-FrightYard_Redux.UI_MapPreview_FrightYard
bPlayableInSurvival=True
bPlayableInWeekly=True
bPlayableInVsSurvival=False
bPlayableInEndless=True
bPlayableInObjective=False
Ezerald 23 Apr, 2022 @ 9:53am 
i don't know why but everytime i start either crash or crash (night) i fall through the floor
Tamari  [author] 9 Jun, 2021 @ 1:25pm 
Upped the number of collectibles required.
Max Paynis 9 Jun, 2021 @ 10:02am 
What was changed in the recent update for this and Crash (Night)?
Mrs. Blackberry 28 Mar, 2021 @ 4:15am 
Hey, I love the map. It's really something special. Just a question though. Are the Christmas decorations still supposed to be there? Was just wondering.
Windows11 17 Mar, 2021 @ 3:20pm 
Can you combine map and package? workshop is so buggy....
Tamari  [author] 20 Jan, 2021 @ 10:08am 
1.13 Released
-----------------------
- Fixed more trees blocking bullets
- Altered the skybridge at the center of the map so that it can only spawn Trash
- Altered the rooftop spawn at the center of the map so that it can no longer spawn Larges
- Altered the back spawn on the west side of the map so that it can no longer spawn Larges
Horny Bear 11 Sep, 2020 @ 11:31am 
I was playing with 2 other players in a custom server, all of us turn left and start walking after spawn, but somehow all fell vertically out of the map and died, we left the game immediately so that's all the information I can provide.
Tamari  [author] 11 Sep, 2020 @ 10:54am 
That sounds like a random bug.. never had that happen before and I just played the map the other night. Are you able to recreate the scenario somehow so I can test it?
Horny Bear 11 Sep, 2020 @ 10:42am 
Sadly this map is unplayable, fell out of map right after spawn.
TURBO_MANCO 17 May, 2020 @ 8:41am 
This is such a nice map lots of places to kite and/or choke hordes of zeds,great work XD
Tamari  [author] 6 Apr, 2020 @ 11:15pm 
1.12 Released
-------------------------
- Fixed a few trees blocking bullets
Tamari  [author] 22 Mar, 2020 @ 12:41pm 
1.11 Released
-------------------------
- Massive FPS improvements. Found a particle that was severely slowing down the engine and replaced it.

Please let me know if you experience better (or worse) FPS!
Tamari  [author] 7 Jan, 2020 @ 12:23pm 
1.10 Released
------------------------
- Removed all Christmas decorations
Tamari  [author] 13 Dec, 2019 @ 1:45pm 
1.09 Released
--------------------------
- Removed a lot of the blowing wind effects since it was causing FPS drops for most players
Tamari  [author] 3 Dec, 2019 @ 8:01am 
1.08 Released
-----------------------
- Fixed bad splatters on some of the snow piles
- Fixed a visible seam on the outer face of one of the buildings
Tamari  [author] 2 Dec, 2019 @ 10:32am 
Sorry for any inconvenience this has caused anyone. Enjoy!
Tamari  [author] 2 Dec, 2019 @ 10:29am 
Okay I've reconsidered. I've flipped the two versions. The snowy version is now merged with the same workshop id (this one), with the legacy version available at:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1926427848

I suppose the game is so dead anyway that it doesn't really matter which one the 'new' version gets uploaded to. If anything, at least it'll be easier for server ops at this point.
Fastie 2 Dec, 2019 @ 5:12am 
Oh, nice :thecathead:

To not break any server configs you could have kept this page as the primary version, so it wouldn't change steamid and filename. All servers would just get the new snowy primary version! Then if servers wanted the legacy map they could add it and its new filename.

This update is going to break a lot of servers configs for this map.
Tamari  [author] 1 Dec, 2019 @ 11:36pm 
New update! This version has now been renamed to KF-Crash_Night. This is due to a brand new Christmas version of this map being released. It has an icy theme and a festive flair! Please give it a look over and let me know what you think!

You can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1926427848

That version is officially designated as the primary version of Crash, as it is the way I have always envisioned the map to look. The reason this version still exists, is to serve as a Legacy version, for those who may prefer it over the new one, and for posterity really.

This version and the new version will be kept up to date simultaneously.

Small changelog as well:
- Added volumetric fog (thanks to Arnie for helping me with this)
- Fixed a few bad LODs
- Fixed some meshes having incorrect lighting
Tamari  [author] 29 Oct, 2019 @ 11:35pm 
Alright it took me long enough, but I finally fixed up the pathing issues I think. Zeds shouldn't get stuck anymore on either side when they try to hop into the map over the trains. Same with down below in the sewer when they try to hop over the railing. If anyone sees it still happening, let me know and I'll see what I can do.
Tamari  [author] 26 Oct, 2019 @ 1:18pm 
Hey, I appreciate the kind words.

I've been looking over the official TWI implementation of Objective, and it doesn't look that hard to add in. The challenging part honestly will be getting past my personal distaste for the mode. I find it to be really uninspired/boring and flat out unplayable (coughNukedcough) in some cases. I'm considering it still though.

Pretty much the only reason I added all those jump spots was because I am a Support main, hehe
I've managed to use them to get out of some pretty hairy situations myself, so it's definitely useful sometimes, even if most people won't use them / won't understand what they're for.
Fastie 26 Oct, 2019 @ 10:43am 
Played the map a couple of times now. It feels close to an official map in both layout and fidelity, great work . KF2 needs more maps with the same or better quality as the official maps.

Give Objective mode some dev time, really lacking maps there! A good survival map is a good endless map and vice versa.

The recoil force boost spots are a creative idea, but since only 2 classes would realistically use them I feel they will always be underutilized.

Been playing the map on HoE with friendly fire enabled, so the map is not too hard nor too easy. Hope this map gets picked up as an official community map at some point.
Tamari  [author] 16 Oct, 2019 @ 2:06pm 
Technically, they aren't low enough to be jumped over, at least not from the ground level. You -can- land on them though if you fall from above. I agree though and I'm looking into it. Just haven't had time to work on the map recently
Fastie 16 Oct, 2019 @ 1:28pm 
If a railing is low enough that it can be jumped over, it should be. #Noinvisiblewallsonrailings
foil 9 Oct, 2019 @ 4:28pm 
Adding extra cement under the railings could make them appear impassable at first glance. I don't think anything that looks like you can jump over it should block players.

I'd argue that Lockdown is one of the best examples of why railings should be interactive, it has a ton of railings and dropdowns, they break up the map really well and make it feel very dense and varied. I think it's one of the most fun community maps there is.

Jumpable railings don't necessarily make the game easier, either- zeds can also jump over them. Players have more options, can also gain quick height advantages with railings (:woo: mechanics!) and low ground becomes even more dangerous. If you don't Tony Hawk as zerker up and down railings in zed time are you really even living?