Killing Floor 2

Killing Floor 2

Advent Bunker Down
28 Comments
H.U.N.K. 12 Mar, 2023 @ 2:15pm 
Hello , can you please made version without rage fp and sc, we with my server friends want to play this on harder than hoe difficulty , but insta rage makes sh"t
†Ω† OUR MASŦER †Ω†  [author] 23 Jun, 2022 @ 7:17pm 
@Efectivo Thanks! This is a generic short coming for even TW maps and maybe caused by a few things. TW needs to fix. There are no explicit community known fixes that I know of.
Efectivo 23 Jun, 2022 @ 5:26pm 
hello, the map is very pro, it has quality finishes, but it has a problem, at the end of the waves, sometimes the merchant indicator does not appear if it is too far away and many players get lost without being able to reach the merchant, so they do not play, if it could be corrected that would be perfect, regards
ṽөίℭᵾꞥө℺ꞿꞻꞰe 6 May, 2022 @ 2:22am 
Reminds me of death match maps from UT99
M E L L O W 24 Sep, 2021 @ 11:33pm 
Pure masterpiece :2018bestaward::2018bestaward::2018bestaward:
Tap Tap 30 May, 2021 @ 12:23am 
it is v good yes :)
†Ω† OUR MASŦER †Ω†  [author] 9 Apr, 2021 @ 8:14pm 
@Lith thanks! We'll see...
Raven 30 Mar, 2021 @ 5:14pm 
Best horzine office based map I've seen. Should be added officially.
†Ω† OUR MASŦER †Ω†  [author] 24 Nov, 2020 @ 6:56pm 
@B.Z.B Enraged zeds speed up gameplay in addition to the difficulty. The map has open areas enabling players to see enraged threats sooner than traditional map layouts and helps, in my opinion, for balance reasons.


But... I may consider another version in the future.
orgy revolution 11 Oct, 2020 @ 6:58am 
beautiful, epic map. doesn't run super well for me, but it's absolutely gorgeous.
Big Floppa 24 Jun, 2020 @ 4:08am 
This is fuckin' awesome?? Added to my servers rotation right away, I hope to see more maps from you in the future :)
Police grill 22 Feb, 2020 @ 2:23am 
OMG This is amazing!
†Ω† OUR MASŦER †Ω†  [author] 25 Dec, 2019 @ 10:49pm 
@ReMiLLy Thanks! Given how sophisticated your maps are I have much to learn. It means a lot.
レミリ 25 Dec, 2019 @ 6:42am 
Must be official map
MrRogersBestNeighbor 27 Oct, 2019 @ 7:05am 
Nice, lookin' forward to any changes made!
I think a simple fix to the spawning would be to have zeds spawn from somewhere in this area: https://imgur.com/a/OgcXml1
I mean it could probably use more spawns in the center area as well. But without any zeds spawning from that direction, there was never anything sneaking up on me (no reason to watch my back) on top of zeds spawning fairly far away.
I checked out the control deck again and there's no framerate issues. So if you made any changes, that's no longer a problem. If you didn't then ¯\_(ツ)_/¯ might've just been my pc.

Should also add, a dark version of this map would be pretty awesome. Would add a bit to the difficulty to! Should obviously probably make it a separate version of the map if you plan on doing that for those who like it as is.
†Ω† OUR MASŦER †Ω†  [author] 21 Oct, 2019 @ 11:29am 
@The Law YES! I call them death traps/ death trap maps… Also I can look into the effects of adding more fog and adjusting the lighting. There was a much darker version of this map that looked really cool but I found it was too dark and frustrating to play. Hopefully that’s good judgment on my part.
†Ω† OUR MASŦER †Ω†  [author] 21 Oct, 2019 @ 11:21am 
@Lisov I agree with you and will balance respawning resources better in the next update. Also, I’m glad you like the map. Thanks!
†Ω† OUR MASŦER †Ω†  [author] 21 Oct, 2019 @ 11:20am 
@Lord Edge, Market Guru continued:

I agree with you that many players, especially myself, like wider maps I broke up this monotony with the one way slopes creating 3 paths to the furthest points of the map. So it is not as wide as it might seem and can be more “long” than wide. I like situations with long range heals and witnessing combat from afar.

As for the performance drops in the control deck, there is no quick solution for this but I will investigate. I did not experience these drops and my testers have not reported any ethier. Most of the materials I used in the map are reflective so I don’t think that’s the issue. The Horzine logo is also used in the large area below, so I don’t think it's that ethier. I can guess that you waltzed in with an m32 and blew the #$%@ out of all the destructible props. Nonetheless, the control deck has the most destructible, dynamic and lighting props than any other area of the map.
†Ω† OUR MASŦER †Ω†  [author] 21 Oct, 2019 @ 11:19am 
Hi @Lord Edge, Market Guru, I’m glad you like the map and its features. I think all the TW official maps range from hard to extremely hard, so to say the map is moderately difficult is fair especially since numerous maps on the workshop are a bit on the easy side for numerous reasons.

I’m experimenting with natural ways of expanding the map for more spawn points that aren’t BS if you know what I mean. The large red vents are questionable inclusions because zeds fall from the sky. I’m looking forward to furthering this discussion on how this may play out.

Adding more assets to the larger area can be problematic for performance reasons and I deliberately hesitated and kept most of this area bare. I will revisit this and see if there are cost effective solutions.
The Law 21 Oct, 2019 @ 11:08am 
A masterpiece, as expected. I missed this kind of maps on workshop, currently all we usually get are tight corridors and labyrinths-styled ones. Would love the addition of heavy fog / lights out / emergency lights only / earthquake events though
LisoV 21 Oct, 2019 @ 8:25am 
Very good map, but there is one thing that You should change. There are too many ammo/armor spawns and they are spawning too often, i had moments when I saw 3 boxes lying nearby. Change it, otherwise everything is awesome :)
Good luck friend :)
MrRogersBestNeighbor 21 Oct, 2019 @ 6:09am 
Then again, lots of people seem to like the map, so it'd probably be best to leave as is. A lot of people like wide open/easy maps. So to each their own, I guess.
But felt the issues worth noting as something to keep in mind if you make future maps (I mean it really does looks fantastic!)

That all aside, one issue I found is that there are huge framerate drops in the hangar control deck, I think caused by the giant Horzine logo in the center of the room (or the reflective tiles?).

Also, the hop over the railing/slide to the bottom feature is just great. The first time I did that accidentally, I thought "this is something that needs to be in more maps". Made me feel like a badass sliding down and while shooting zeds.
MrRogersBestNeighbor 21 Oct, 2019 @ 5:34am 
Map looks gorgeous! I totally dig the look of it.
However, I found it to be wayyy too easy. Zeds often spawn SUPER far away, making it easy to snipe them long before they get anywhere near you. I kind of chuckled when I read "moderate difficulty". I mean it's by far wider than the widest (and easiest) TW Official map (Nuked). Could definitely use much more spawn points in the center hangar area to compensate for how wide it is.

It suffers from probably the most common problem I find of custom maps in terms of gameplay. Too wide open in certain areas and too tight/not a lot of pathways to navigate through in the rest of the map. Essentially guaranteeing players will naturally be pushed to/remain in the widest open area rendering the rest of the map... well... practically pointless, at least in terms of gameplay.

Could consider adding obstacles/trucks/whatever in the center area/along the sides of the hangar, so zeds have a chance of making it to players.
Panicillin 20 Oct, 2019 @ 7:46am 
Nice aesthetics and fun map.
Not!No!Never! 20 Oct, 2019 @ 5:47am 
All kinds of wide open space and still several places where one can be killed in solitude if that's you're thing.
Call Me: Pickle 19 Oct, 2019 @ 9:24pm 
Sick ass map!
Steaky 19 Oct, 2019 @ 8:22pm 
Good stuff, added it to my servers! :Alberts:
Darkstar805 19 Oct, 2019 @ 6:17pm 
One hell a fun map nd quite well done :Horzine::MrFoster: