Killing Floor

Killing Floor

Nightmare Forest - Beta V1
22 Comments
GunsForBucks  [author] 9 May, 2014 @ 3:55am 
New "insane" version of map now in workshop, all movers set to crush and low marsh areas do damage.. this is still the normal version and there is also an EZ version
GunsForBucks  [author] 4 May, 2014 @ 3:54am 
Maps are in your maps folder in steam - steamapps - common - killingfloor - maps any maps you do not want in your map list anymore will need to be removed manually from that folder. For mods I am unsure, they nomally come with install instructions I guess, so just undo what you did to install it. Working on update now, so anyone wanting the new version stay subscribed !!
Storm_at_Sea 4 May, 2014 @ 1:34am 
*A little help needed :) *
I subscribed on Steam, but when I unsubscribed, it's still listed in game (like a few other unsub'd mods). How do I get it fully deleted? Thanks. :Clot:
magical zombie! 21 Apr, 2014 @ 11:31am 
Okay, I am intrigued by the premise for this map
Kuebic 14 Apr, 2014 @ 1:40pm 
I'm still planning on recording it when me and my friends play it for the first time. We just haven't been able to all get together as of yet. We'll let you know how our inital reaction is.
GunsForBucks  [author] 14 Apr, 2014 @ 3:40am 
I will post here with the update in about a week or so. If you are subscribed there should be no issues with missmatch, the newer file will have another version of beta or be final, and the file uploader allows me to remove the old one before putting up a new one, so the change should be seamless for anyone still subscribed. The download link will also be updated with the new file with a new link to the different named file, so anyone joining a server with the old file will still just download the new one without conflict. If any issues come up let me know here and I will fix them... Thanks
Frostbite* 13 Apr, 2014 @ 6:17pm 
good fun map:) if u are giong to update the map can u post here for the update let us know,so that we dont get a missmatch thank u
frosty* 13 Apr, 2014 @ 6:13pm 
np if i find anything else i let u know thank u
GunsForBucks  [author] 13 Apr, 2014 @ 5:17pm 
Will do on the thunder... the arms are a bit of a problem for getting the zeds to path up them. They are physically there so they can be climbed but I blocked the base to keep people off so the zeds don't lose track of them... if that is something you want, it would best be suited for the EZ version... I will update that one also and will remove the blocking on the arms you can climb on there. Thanks for the feedback!
frosty* 13 Apr, 2014 @ 9:16am 
we had fun with this on the server,just 2 things to consider.the moving arms can u make the solid so we can actually walk on them,also the sound of the thunder and lightning is overpowering and devating,can u tone it down:)
GunsForBucks  [author] 13 Apr, 2014 @ 3:29am 
Cousin Otis, from the Halloween event scrake. Just looked it up on google and found out it is a boars head and not a wolf head like I thought... also where I found his name... lol
Kirby 12 Apr, 2014 @ 7:51pm 
is that smile dog in the top left??? XD:zombiehead:
NeVkat 12 Apr, 2014 @ 2:51am 
я круч зделаю
GunsForBucks  [author] 11 Apr, 2014 @ 12:00pm 
Stay tuned, reports are all good so more movers will be added... also moving spawn to death friendly location. Thanks for the great comments!
Aaa 10 Apr, 2014 @ 11:30am 
"it's like yume nikki with guns" - ign
pretty good map
Andeee12345 5 Apr, 2014 @ 8:48pm 
I love it. Although, I don't know if you made it disturbing enough ;) Really like the forest of dead hands. For a "Nightmare Forest", there sure is a lack of 'creepy crawlies'. Very nice start, looking forward to future updates. - If possible, I'd like to see some of the pop-ups move a little quicker, and the banjo-man just bounces off my head instead of squishing me - disappoint. :C
Maybe future versions make a path that navigates throughout the various sections, lit by those fancy lamps I thought I saw placed randomly (Almost reminds me of some disturbed wonderland). If it won't mess the sky too much, possibly add something to better fade the moving objects in the sky.
Again very nice, looking forward to more.
GunsForBucks  [author] 4 Apr, 2014 @ 8:39am 
This is the "main" map. There is an EZ version also on the workshop that gives great weapons from wave 1. For people who want the regular map style challenge this is the one for you here !!
GunsForBucks  [author] 4 Apr, 2014 @ 6:32am 
... I made the thing and it keeps freaking me out... can't even imagine how it would be for someone the first time in the place.... lol
GunsForBucks  [author] 4 Apr, 2014 @ 6:27am 
If the map makes you scream, jump or fall out of your chair I would also love to hear about that too... the map really is made for that and I hope it works... I think even the most sturdy of gents would at least do a double take or jump at least once at something on the map.
GunsForBucks  [author] 4 Apr, 2014 @ 1:36am 
The fog can be very touchy and messes with the lighting, there is some fog, but it would become a problem to make it too thick at this point, The cull distances work out pretty well, I deleted 28000 grass static meshes I had put in, looked good but tanked the map. The smaller stuff works pretty well and the larger movers that vanish are supposed to freak you out when they just appear in your face.. so I think it's all working as planned. I know there is supposed to be a way to make them fade on a terrain layer rather than the sudden vanish thing, but have not figured that one out yet. The cull distance on the larger hands can be increased if peoples frame rates are good, Ill check the link and see my options for the final release, thanks!
crondog8 3 Apr, 2014 @ 6:38pm 
Nice, I like it. I've also just started experimenting with scripted triggers. I'd suggest adding a fog that'll mask the cull distance you put on meshes so things don't pop in/out. I've read that removing collision and adding blocking volume over meshes works, but that probably wouldn't work with moving meshes. You can also try anti-portals. This is a great optimization tutorial I found: http://www.angelmapper.com/gamedev/tutorials/optimization1.htm