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Just wanted to let everyone know that finally after so many setbacks and trying to polish the map as much as possible before the first public release, my latest custom map KF-BoathouseFinale is finally released!
Soon I shall begin making a revision of all my previous uploaded maps to ensure that they are working properly on the latest KF2 build.
Hope you all enjoy it as much as I did on creating it!
Good effort man, but it needs a lot of work. I was real excited to see a throwback map on here but this just doesn't cut it yet.
I would like to inform you all that I have finally published the first official version of the map which features numerous changes and bug fixes. Also keep in mind that the map is fully playable on "Solo Offline". I am still investigating the unusual zed vanishing act some users have been facing. To see the complete change log simply c lick here.
Additionally I would like to thank the entire KF2 community for all of the support and vital feedback!
One a side note now that my newest map (which became an unhealthy obsession) has been release, I can finally return to this one and investigate once again this unusual bug.
To anyone who might be interested feel free to click here. Thanks for the patience!
I've been investigation the enemies vanishing act for some time, and it appears to be a server-side related issue for some users, surprisingly even TWI have noticed it. Soon I'll release the first official version of the map, which includes a number of improvements and fixes.
I do hope that TWI releases in the future some sort of patch that could possibly fix this problem. In the meantime, I highly recommend trying out the map in solo offline as it is fully playable.
I am deeply sorry if this is creating an unpleasant experience for some users, but I be sure to keep an eye out for any future KF2 patch notes, and hopefully fix this issue!
even seeing them. Even teammates become invisible. Not only that it seems enemies spawn
like a yard away from you, and I am not exaggerating it.
This is not even beta stage. It's alpha stage at its best.
Finally, after numerous delays and bug squishing I’ve finished one of the latest beta build for KF-N64Facility! One main new feature includes a re-creation of the final escape section where James Bond meets up with 006. This took me quite a while since it went through many different adaptations.
For more information check out the latest log in the "Change Notes" tab.
Hope you all enjoy this latest build!
As for the bugs that you have encountered, I will definitely look into it and hopefully fix them on future beta builds. I will also be looking into making any necessary changes to render the overall map more playable and enjoyable.
The laboratory doors act weird too, since one wiil turn invisible when opened, and only be half-open when closed, or something really weird.
The main criticism is the combination of zeds turning invisible at certain (but many) places in the map and its claustrophobic nature makes it feel extremely buggy. I hope it keeps getting better throughout its beta, because I love the Goldeneye map.
So far I managed to optimize the map even more and created a basic layout of the final escape section. A few things are still remaining such as texturing, adding custom objects, sounds and so on.
Version 3 is live and features quite a large amount of changes and overall improvements. I am deeply sorry if I took sometime, but I was away from my home country for a while.
Anyway all of the main changes can be seen here , and as for the next build I am planning on making it the final for the beta. It will feature even more better optimazation, and the final escape section. So please keep in mind this might take sometime.
As always enjoy!
The map is still in a beta stage so anything is possible. I will definitely look into it.
The second version is live and features quite a large amount of changes. The overall look of the map has been completely re-worked and now features even more content (custom as well).
I’ve implemented a new lighting system trying to give an overall more realistic feeling to the map. Custom collectables has been added (15 in total!), and lastly plenty of bugs/glitches have been fixed! Changes can be seen here.
Keep in mind that despite these large amounts of changes the overall design of the map hasn’t been touched. I am quite happy with the results so far, and I wouldn’t won’t to drift too away from the original classic map design.
Additionally please be aware that due to the new lighting system, their might be some frame drops on certain areas. I am planning to fix this issue on the next version.
As always, I hope you all enjoy it as much as I did on creating it!
I found one glitch;
Up-voted.