Killing Floor

Killing Floor

Cutback Drop - Final V01
24 Comments
zemor3067 15 Aug, 2014 @ 12:20pm 
Looks great dude. The graivty lab will create some cool situations. Game on....
djmaster (homer) 29 Mar, 2014 @ 4:18pm 
nice job man keep up the good work
GunsForBucks  [author] 11 Mar, 2014 @ 9:08am 
Анальный инспектор 10 Mar, 2014 @ 5:51am 
cool
GunsForBucks  [author] 7 Mar, 2014 @ 8:31pm 
慕雪 7 Mar, 2014 @ 12:48pm 
lol
PaperBearBot 6 Mar, 2014 @ 6:04pm 
The invisible wall under the curved staircase next to spawn is the one. You can jump off the staircase or the makeshift ladder-walkway and land on it easily. I'm glad the zepplin is not walled up. After failing to survive landing on the crane I realized that the invisible wall is to make sure you don't fall from an non-fatal height.
GunsForBucks  [author] 6 Mar, 2014 @ 4:59pm 
Captain Toaster I would say that is a fair assesment of the map. Although if you would be more specific about exploits I would be happy to address those.... but, just to let you know, you can get a nice leap off the airship and much of the platform connected to it. Also portions along the player spawn can be leapt from... not a map for people with a fear of heights. New map has a dark theme, may be too dark... should have the beta up in a few days.... think Skeet..... PULL
PaperBearBot 6 Mar, 2014 @ 11:49am 
Ok I checked it out. The map has no theme just a bunch of mostly empty halls and rooms mashed together, although I really like the trader doors and other creative uses of the decorative objects. Stairs are dangerously steep, you can really hurt yourself running down them. The map is huge, but fortunately since all the rooms lead somewhere, you can take a wrong turn and still end up where you want to be. There's no long halls with pointless dead-end nonsense. Zeds can spawn in surprising places, one hall in particular they seem to spawn out of thin air. The invisible walls can be exploited and more obviously prevent you from having a satisfactory plummet to the ground floor. Overall I like the creativity and look forward for more maps from ya!
Боря 5 Mar, 2014 @ 6:18am 
lol
GunsForBucks  [author] 5 Mar, 2014 @ 2:49am 
Due to its size I put in about the same number of ammo and weapon spawns as Frightyard so it works pretty well, about what you would expect from an "official" map in that respect.
GunsForBucks  [author] 5 Mar, 2014 @ 2:40am 
There is one giant freaky decoration, but I do not want to spoil the surprise for those that would rather find out in game. It is in my screen shots though, so you can navigate to it from the others. Also some early in dev shots that show the vast area of the big room pretty well.
GunsForBucks  [author] 5 Mar, 2014 @ 2:25am 
Map is large, has many designed camp spots but due to its size requires the players to camp at different spots. The map is wide open with few decorations to get hung up on and features vertical drop shafts that allow the players to escape or double-back on the zeds, this makes for a very fun yet intense map to kite. Special features include decorative trader door "movers" that show themselves when the respective trader opens. The large open areas and steep verticals allow for "Helms Deep type" snipe opportunities at many camp spots.
PaperBearBot 4 Mar, 2014 @ 7:59pm 
Could you provide more pics, maybe a description of what the map features?
GunsForBucks  [author] 1 Mar, 2014 @ 1:55pm 
If you like this map, please come back to this page to rate it - thumbs thing. I know, I know, who's gonna remember to do that... but, if you do remember, can find it again, and feel so inclined...lol... Thanks ! Regardless if you rate it or not, enjoy it, and Thanks for playing it. I will most likely end up doing a separate "Hi-Res" version. When I did the quality lighting thing and the map size blew up to over 20 megs, I freaked out and changed it back. Now that I have checked out other large maps I realize that size was normal, even small, in comparison. I will wait for any issues people fiind with the map though, and make changes if needed then. I was able to solo the map on HOE, it was pretty crazy though. I'm sure the map would be much easier with a team camping different spots, than a solo kite.
Slick 27 Feb, 2014 @ 2:48pm 
Best map ive played in. Keep up the good work:DJSkully:
GunsForBucks  [author] 27 Feb, 2014 @ 12:16pm 
@Mama go into solo and it should be listed as a map to select.. you may have to restart KF for it to show up after download.
Momma 27 Feb, 2014 @ 6:43am 
I subscribed...so how do i play this map? thanks :)
Temu Employee 23 Feb, 2014 @ 6:00pm 
Yes, SDK does increase your brightness up, it happends to everyone.
~Ren~ 21 Feb, 2014 @ 7:29am 
Left my comment in your thread on the forums :)
GunsForBucks  [author] 20 Feb, 2014 @ 7:51pm 
Multiple Traders all fully functional with doors and teleports. Map could use some fine tuning with some decorations, better texture use in some spots. I am wondering if it is too bright so please comment on that if you play this map, I would appreciate it.