Killing Floor 2

Killing Floor 2

Abyss
45 Comments
Bozzy 20 Apr @ 9:33am 
Oh yes i have played HorzineExpress its interesting :)
LiquidArrow  [author] 20 Apr @ 9:20am 
@Bozzy This was a proof of concept level made in 1 day. The map HorzineExpress uses the single lightsource idea. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=643840752
Bozzy 19 Apr @ 3:54pm 
Personally one of the worst maps I've seen it's just cave corridors no variety. That being said i think something cool could be done with the moveable light source this map has
Player1-up 24 Jan @ 7:34pm 
i honestly think KF maps should do more to play with lighting in interesting ways. Cool-ass concept for a map.
tangy sponge sauce 14 Nov, 2023 @ 3:56pm 
it looks like the inside of your colon after getting ran through by a football team
LiquidArrow  [author] 7 Nov, 2023 @ 9:05am 
"this map sucks balls" 7 years later, I am crushed. :meatytears:
tangy sponge sauce 3 Nov, 2023 @ 4:10pm 
this map sucks balls
LiquidArrow  [author] 18 Jul, 2020 @ 9:49pm 
@Kommander_Keen :squirtyay:
Kommander_Keen 12 Jul, 2020 @ 10:18pm 
seriously my favorite custom map. Simple use of darkness makes the game so different... actually needing the light of your flashlight makes it so much more of a horror game. Some of the most adrenaline-inducing Kf2 gameplay I've experienced.
Krylov ™ 31 Dec, 2019 @ 8:05am 
Reminds me of StalkerSoup when you try to find that one guy in the caves
Blunder 25 Nov, 2018 @ 7:47pm 
flashlights work tho
Mister Cross 11 Sep, 2018 @ 1:55am 
nope. darkness...
Marsh Man 14 Jul, 2018 @ 12:18pm 
It needs some glowsticks or something, maybe glowing wall runes. I'm not saying light it up so you can see the zeds, you just cant see anything for navigation or knowing where you are in the cave unless ur near the orb so its not that fun... Its a neat idea though, but I think it could be way better
Kwang 17 Jun, 2018 @ 5:29pm 
@МиккØ I really do miss my torch here...
Kwang 17 Jun, 2018 @ 5:27pm 
A fantastic challenge for players new and old!

The way it plays out with different numbers of players is most fascinating...
Sunbro 20 Jan, 2018 @ 11:19pm 
я найду солнце в бездне!
Archgoat 8 Jul, 2017 @ 3:19am 
"but it feel too claustrophobic and is way too easy to get stuck" This is why this map was created you dumb. Anyway, map is good and even scarry if you play solo HoE at night but, playing it on multiplayer it will be easy I guess.
Beer 10 Mar, 2017 @ 3:29am 
interesting idea!
Maclunkey² 31 Jan, 2017 @ 12:11pm 
full dark souls
Xel'crin 2 Jan, 2017 @ 11:01pm 
I'm sure I'll get to them eventually then. Np.
LiquidArrow  [author] 2 Jan, 2017 @ 10:50pm 
@Xel'crin

The update should fix near all performance issues. It was casting whole scene dynamic shadows when it wasn't meant to.

As for the other bits on the flashlights. This map was made before the steam workshop was working and way back in EA before the "body flashlights" were added and they were only on certain weapons.

The map as a whole was made in 2 days and is a proof of concept test, but it was fun to play so I released it to the community. If you go play KF-Cell_Alpha it uses this concept in one of its rooms.

If you want to give a fleshed out review then I would recommend my other maps HotelZed, ZedHarvest, HorzineExpress, and Transient.

Thanks for the feedback and the video!

Xel'crin 2 Jan, 2017 @ 10:33pm 
On top of this, my frame rate was dipping immensely when I was recording this, and with Shadowplay at that. My normal minimum 60FPSish range, went down to about a peak of about 40, to a lower 30 when near the light.
Now to be fair, I use an extremely high end GPU, a GTX 1080 Phoenix to be exact, and run the game at 4K. So my issue may be rather, niche, to say the least. On top of this, I see you have updated the map since my session, so perhaps it would run better in it's modern version. If you have changed anything and would like me to re record your map, let me know, and I will do so.

To conclude, I want to see this concept expanded upon, but as it stands as a Killing Floor 2 map/mod, I can't see it doing very well. It's just too easy in it's present state. My rating: 6/10. My experience: https://www.youtube.com/watch?v=OtB0S3qg_OU
Xel'crin 2 Jan, 2017 @ 10:31pm 
However, all I have to do is press the flashlight button, and suddenly I am running into close quarters areas with full vision, and mass death of The Zeds. This makes the map far too easy, and frankly, defeats the purpose of the concept of your map. As I said, I like the concept, and would love to see it developed further, but I genuinely cannot see it going any further as a "mod" for Killing Floor 2. If you wish to see a good example of what I am talking about, skip to about 13:19 in the referenced video ahead.
Xel'crin 2 Jan, 2017 @ 10:28pm 
I personally loved the concept, and would love to see it developed,
however, in the current state of Killing Floor 2, I fear
that "dark themed", or anything based on Killing Floor 2's lighting,
without the map making community coming together and finding out a way to perhaps,
change variables with the flash light mechanics, or even remove them entirely,
I don't see your map, or frankly, any maps like it, doing well.
In the case of your map, if you stick with the ball, if you're given the benefit of the doubt,
it's rather challenging, but not impossible.
{AZC} ArgulKit 19 Dec, 2016 @ 12:23pm 
Yep, performance way better now. Not that laggy. I just love this map for no lighted corners and try to fight around only with a flashlight. :) Good job mate.
LiquidArrow  [author] 19 Dec, 2016 @ 11:37am 
Update:
- Cave Walls, Floor, Ceiling no longer cast shadows. Only the zeds will cast shadows. This helps performance and in general better lighting to play with
- Spawns have been slowed down to make the map more feasible on HOE
- Ball is a littler smaller so it doesn't take up so much of the screen
LiquidArrow  [author] 8 Dec, 2016 @ 3:28pm 
@mari you should tryout horzineexpress :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=643840752

I combined the idea of abyss and another map of mine called transient to make it. It is like what you said, you follow a train on a path that is generally the only good light source on the map.
Evergreen Heart 8 Dec, 2016 @ 2:50pm 
@LiquidArrow
great map. but i think the ball should be on a path and move by itself so you have to keep close. but my opinion to make it more interesting.
{AZC} ArgulKit 1 Dec, 2016 @ 2:11pm 
@LiquidArrow
Ye, good concept. Just a note. If you finish, just replace this workshop page. Sometimes it's hard to find maps around. Good luck in your work. :steamhappy:
LiquidArrow  [author] 1 Dec, 2016 @ 1:53pm 
{AZC} StrangerOMan I have been meaning to release a better version of this map. This was just an expirement and I can admit it is a bit rough.

Room #1 in KF-Cell has the moveable source of light though if you need that fix!
{AZC} ArgulKit 1 Dec, 2016 @ 12:32pm 
Back in days I loved to visit abbandon mines and caven. Really love this map, this is just an awesome stuff. But the performance. Really laggy for me. I hope it can be fixed. I even can drop the idea of the movable source of light. Better save dat battery charge. :steammocking:
LiquidArrow  [author] 22 Jul, 2016 @ 8:31pm 
TW has fixed the moving light issue and this map is now back up and running
LiquidArrow  [author] 3 Jul, 2016 @ 3:09pm 
@asdf - I should put the detail that this map was made as an experiment for the gameplay idea with one movable light source within the span of 2 days. Expect an Abyss2 in the future that will be much more fleshed out with a bigger area :)
Lamron 3 Jul, 2016 @ 2:03pm 
Aside from the issue with the movable light performance is rly bad considering how small the map is.
LiquidArrow  [author] 25 Jun, 2016 @ 8:16am 
Hi everyone, TW has broken movable lights in the recent update and this is something I have no control over. Until they fix this issue this map will be unplayable. Please checkout my other maps HotelZed and Zedharvest until thing and I am sorry for this rubbishness.
topless nurse ruin 26 May, 2016 @ 7:48am 
Awesome map .... dark and extremly hard ... =)
Just how we like it to be.
Cheers for the creator :qlexcellent:
LiquidArrow  [author] 30 Apr, 2016 @ 8:05pm 
It is the collision on the corners jutting out more than they should be it seems.
Freedom's Flame 30 Apr, 2016 @ 5:29pm 
When I'm walking through the corridors there are a few rock edges on the walls that I seem to get stuck on. I can't really pinpoint them exactly, as the map is completely dark and the tunnels all look the same.
LiquidArrow  [author] 30 Apr, 2016 @ 5:19pm 
Where do you get stuck freedom so I know how to fix it in the next map iteration?
Freedom's Flame 29 Apr, 2016 @ 3:16pm 
Really cool concept, needs a better level to go with it. Too many edges to get stuck on.
Moldy Cat 13 Apr, 2016 @ 3:07pm 
Great level. Adds a real "Oh ****!" factor I love.
PinkFluff 10 Apr, 2016 @ 8:13pm 
The Idea of it is nice... but it feel too claustrophobic and is way too easy to get stuck
Dovahkiin 6 Apr, 2016 @ 7:34am 
Kinda reminds me of Dark Souls's Tomb of the Giant level (which is a good thing X) )
LiquidArrow  [author] 22 Mar, 2016 @ 8:11pm 
@ Sealer Thanks for leaving some feedback, its always appreciated.

I plan on making another level with this concept as this is largely an expiremental level that I made to test it out in. I got enough good feedback from it that another more fleshed out level will be made.

Although I have been bogged with time lately, expect it sometime in the future! :beatmeat:
Sealer Moon 22 Mar, 2016 @ 7:22am 
While the lighting can be a little buggy, I really like the concept.