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The way it plays out with different numbers of players is most fascinating...
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!
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
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.
- 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
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.
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.
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.
Room #1 in KF-Cell has the moveable source of light though if you need that fix!
Just how we like it to be.
Cheers for the creator
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!