Killing Floor 2

Killing Floor 2

HorzineExpress
132 Comments
Hazzles 27 Oct, 2020 @ 3:20am 
Great idea and love the map. However the problem with stuck zeds still appears unfixed. First wave, the train has stopped but there is one zed somewhere that keeps running in a direction, then teleporting back to its start. I cannot finish the wave/game now. :steamsad:

Also, does anyone else suffer from high a FPS drop whilst the train is moving?
I LOVE TOILETS 6 Jun, 2020 @ 4:28am 
why does this map fuck with my sens???? 1 zed left and I get slow ass fucking sens. during trader time it's suddenly way faster. next round starts and its back to normal. and then it repeats when there's 1 zed left
The Shadow 7 Dec, 2019 @ 4:04pm 
The concept was original however.
The Shadow 7 Dec, 2019 @ 4:04pm 
Awkward map that plays akwardly, with how you can abuse the train to go up or down and how dark it is once you get away from the train. You pretty much need to play Berserker or Commando to have a good time in this map.
ahero 21 Nov, 2019 @ 3:47pm 
The zeds getting stuck behind a wall keeps happening at one particular stop. Hopefully you can find the time to patch it, it is an otherwise great map. The spot I am referring to is the stop right before the poison.
GigaBowserX 28 Jul, 2019 @ 7:53am 
This is probably my favorite custom map. I love the creativity of having a moving train and a changing environment. Bravo!
¡Pøndø! 17 Jul, 2019 @ 3:28am 
The same thing keeps on happening. The last ZED in the last wave got stuck somewhere behind a wall, the train is not moving anymore. Aaaand I can't finish the map.
LiquidArrow  [author] 3 Mar, 2019 @ 5:04am 
@10k these issues should be resolved now. Zeds will teleport near train if too far and the boss spawn issue has been resolved.

Pathing was reworked from scratch and should fix the issue of zeds wandering away.
LiquidArrow  [author] 27 Feb, 2019 @ 10:16am 
@10k damn I specifically stopped the train to not move if no zeds were near it so they can catch up. Now they just runaway from it haha, will see if I can fix it sometime.
10,000 Gallon Hat 27 Feb, 2019 @ 9:11am 
End of a round, last 3 zeds got stuck on other side of map with train not moving. Same problem as reported before, they were moving away from us instead of toward.
肥鸟 9 Dec, 2018 @ 8:35pm 
My game dropped to 35 fps
Pictomancer 8 Sep, 2018 @ 5:02pm 
I played this map for the first time today, and I am not sure if it is something I did or what, but when King Fleshpound spawned it was stuck inside the train with only its head sticking through the roof and only the quarter pounds were able to attack me.
DiXX™ 29 Aug, 2018 @ 4:54am 
Update:
After enabling cheats i found the missing zeds in the fog, but for some reason they are running away from me instead towards me. When they get too far, I can see them teleport back near me and they run away again :)
DiXX™ 29 Aug, 2018 @ 4:45am 
Great idea for a map. But seems that movement of a train causes performance issues. My game dropped to 30 fps while the train was moving (and came back up to 60 when it stopped) through the snowy area with aurora borealis in the sky (I've uploaded screenshots to my online gallery).
Also it seems that on my first playthrough some zeds spawned across the map, coz they're nowhere to be found and the gas doesnt let me thru.
LiquidArrow  [author] 15 Jun, 2018 @ 6:25pm 
Update:
- reduced draw distance and increased fog to improve performance.
- Removed lights from fog to improve performance
brian.phillips1985 28 May, 2018 @ 7:21pm 
I'm usually at 63 fps on all maps, this one, 34.
LiquidArrow  [author] 28 May, 2018 @ 7:10pm 
@hackerman In what areas did you have performance issues?
brian.phillips1985 28 May, 2018 @ 5:05pm 
My framerate got cancer.
LiquidArrow  [author] 27 May, 2018 @ 2:51pm 
Update:
- some spawns didn't have "out of sight" checked.
- fixed teleporting of zeds only being applied to clientside
- optimized spawn triggering for upcoming area to be closer to train
LiquidArrow  [author] 26 May, 2018 @ 12:49am 
Update:
- Train will stop if no zeds are near
- Cliff and Fire/Rock area spawns are on the ground level now
- Made poison gas more noticable
LiquidArrow  [author] 23 May, 2018 @ 8:18pm 
@grizzly I am pushing another update soon that will cause the train to not move when zeds aren't near.

This should fix the zeds falling behind hopefully :happymeat:
POTATOTHETOMATOSAUCE 23 May, 2018 @ 7:02pm 
and nice map by the why one of the best maps ever
POTATOTHETOMATOSAUCE 23 May, 2018 @ 7:01pm 
i had a bug wail playing solo endless at wave 26 were the one zed spawn away from train like thers no way to get to him
LiquidArrow  [author] 17 May, 2018 @ 2:16pm 
Update:
- ladders have been added to the train! You can now get on top of it, but so can the zeds.
- Improvements to spawn system
HAPPYCAT 10 May, 2018 @ 4:05pm 
There still seems to be 1 or 2 zeds that spawn far away from the train. Usually happens in the first or second wave in endless mode solo.
LiquidArrow  [author] 7 May, 2018 @ 3:39pm 
small update to improve spawns was pushed.
LiquidArrow  [author] 3 May, 2018 @ 8:43pm 
update is out and can be played in endless now.
LiquidArrow  [author] 3 May, 2018 @ 8:24am 
I will be updating this map soon to fix the endless boss not spawning and too further improve the spawns. A new version of this map with a flat platform is also going to be coming in the next two or so weeks!
LiquidArrow  [author] 26 Apr, 2018 @ 1:39pm 
:Dosh: Update: :Dosh:
- Fixed spawning. Shutoff all spawn at start, then only the ones in front of the train will be turned on as it passes and or is near.
- Any teleporting to train issues should be fixed.
- The zeds teleporting to the train should be fixed if they are far away. Please report if this is not the case.
- Boss will spawn in the correct area now

Thank you to everyone for being patient with this map. It takes a lot of trial and error to get a different mechanic and idea like this working.

As always report any issues and provide feedback! :happymeat:
LiquidArrow  [author] 24 Apr, 2018 @ 9:03pm 
Hey everyone. I am sorry for the issues everyone is having still with the spawns.

I will be doing an update to hopefully have a fullproof way of making them only spawn in front of you.
wack packer 18 Apr, 2018 @ 1:35am 
And I can't go back and kill them because of the gas everywhere
wack packer 18 Apr, 2018 @ 1:35am 
4 times in a row I've not been able to complete this map because zeds cannot be found. They just get left behind by the train.
LiquidArrow  [author] 17 Apr, 2018 @ 3:06pm 
update it out, please report any issues here!
LiquidArrow  [author] 16 Apr, 2018 @ 5:17pm 
Lol well everyone, I realized I made yet another mistake with this maps setup.

I found the issue and will get an update out when possible.

In short the randomization was being applied to 3 different objects, these objects were supposed to all go off the same location. When the way I have it setup actually gives all 3 a different one.

I am sorry for anyone that has been having issues with the latest update and will get this out when I can!
LiquidArrow  [author] 14 Apr, 2018 @ 5:45pm 
@Happy, I had to make some hotfix updates. Try to remove and start KF2 again. The issues should be fixed.
HAPPYCAT 14 Apr, 2018 @ 4:46pm 
So I tried the map on the server with 40ish people, when we spawned it was completely pitch dark around us, apparently after a minute or two people could see the train? Aren't we supposed to spawn next to the train?
LiquidArrow  [author] 13 Apr, 2018 @ 9:20pm 
UPDATE 04/013/2018:
- More platforms have been added to players can stay on train
- Spawns should be fixed. No more zeds spawning across the map
- Random Location starts with the train.
- Added bio spawn holes to tunnels
- Lessened heavy dark fog
LiquidArrow  [author] 7 Apr, 2018 @ 4:12pm 
So... I realized I didn't upload the correct version for the update on this as I stated prior. I will be working on getting the correct update out. :beatmeat:
<⬆️➡️⬇️⬇️⬇️> 24 Jan, 2018 @ 5:24am 
really love the idea but it's bit underwhelming i'd love to see more diversity into levels + this bigger platform to for people stand on getting annoying to run straight for 7 rounds also lowering the grass could be good idea
Eujiboo 10 Jan, 2018 @ 10:40am 
@LiquidArrow I'll definitely play the map again when the changes are set in. I would love to see the map would work on a game with over 20 players, that'd be hilarious. But your map is definitely different from a lot of the ones out there.
GameplaysDavis (Twitch) 10 Jan, 2018 @ 10:07am 
Hello, I send you a request for friendship, because I need to speak to you privately, when you can accept it, thank you! :D:
LiquidArrow  [author] 10 Jan, 2018 @ 8:04am 
@Eujiboo and others, I plan on stopping the train among other things for the boss wave so they don't go off and get lost.

There are other slight ideas I have to fix the zeds wandering as well.
Eujiboo 9 Jan, 2018 @ 4:16pm 
Not exactly a fun map, but difficulty increases with lesser players. It's a nice map though. But something needs to be done for the Boss round with Patriarch as the boss. He runs off to heal and doesn't appear for a really long time.
LiquidArrow  [author] 28 Dec, 2017 @ 1:27pm 
@kind zeds would be left behind if it was going that fast. Non-sprinting zeds would be left behind. You have to cut realism for balance and gameplay and the train going at the slow pace is just for that.
kind0001 27 Dec, 2017 @ 10:31pm 
i was expecting the train to be as fast as like a fleshpounds sprint speed but i was greeted with the speed of a old man if this was rl i whould abandon the train lol i just want the train to be a tad bit faster about the speed of a gorefasts sprint?
Antik 18 Dec, 2017 @ 12:01pm 
More or less in the end of the ice cave/beginning of the map after a whole circle. Hans took 10min to come to us.
LiquidArrow  [author] 18 Dec, 2017 @ 11:37am 
I will look into it. Was it happening in any particular area a lot?
Antik 18 Dec, 2017 @ 7:56am 
Yeah, like 3-4 days ago.
LiquidArrow  [author] 17 Dec, 2017 @ 2:54pm 
@antik, was this recent?
Antik 17 Dec, 2017 @ 11:43am 
Cool map, but it bugs out at times and makes zeds spawn on the other side of it, making rounds last 10-20min.