Killing Floor 2

Killing Floor 2

KF-N64Facility
41 Comments
Quambas 9 Jun, 2024 @ 8:05am 
Great map but the sound is absolutely honked and any explosion resonates with the power of an intoxicated god's belch
Davdus 30 May, 2024 @ 4:08pm 
Very nice map visually! But there is a big loud bang sound every couple minutes that blasts my headphones away. Makes it really horrible to play sadly :(
Pt.Jones  [author] 11 Dec, 2019 @ 3:52am 
Hey all!

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! :boomer:
ღRainbow Dashღ 1 Feb, 2019 @ 2:54pm 
Oh i see. Well thanks for the information
Pt.Jones  [author] 1 Feb, 2019 @ 6:44am 
MikuTech the map can be played in multipleyer, but there's an unusual bug that causes zeds to become invisible after a while. Unfortunately I haven't had the chance yet to look into this issue.
ღRainbow Dashღ 28 Jan, 2019 @ 12:13pm 
Is it possible to play multiplayer on this map?
Quambas 11 May, 2018 @ 11:50am 
Also a small change you should make is that the cardboard box textures has a giant black mark on it that makes it look like the texture isn't aligned properly, and it shouldn't
Quambas 11 May, 2018 @ 11:48am 
This map looks acceptable, but after playing it last night, it's just impossibly bad. The most noticeable issue is that destroying the breakable props generates a BOOM sound with the approximate volume of an airliner crashing into a marching band, but the bigger issue is that the whole map is just too cramped for KF2. Me and my team constantly got caught on every piece of world geometrey that wasn't collision culled for example, and most mappers know to make doorways ">--<" shaped instead of "|--|" shaped, that way the collision box for the player model inevitably slides through the doorway instead of just clipping on the hard square edge of the doorway.

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.
Pt.Jones  [author] 19 Feb, 2018 @ 4:05am 
Hello everyone!

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! :boomer:
Flammable 10 Feb, 2018 @ 10:36am 
Bad is wrong word. VERY FUCKING UGLY and bad, that's more like it.
Pt.Jones  [author] 7 Jan, 2018 @ 5:45am 
Hey Simple Tora, actually you are quite right! Pefect Dark did re-used a couple of the original goldeneye multiplayer maps such as Facility which became known as Felicity, and Complex in Pefect Dark! However they where re-design to make them feel different.

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! :B1:
Simple Tora 4 Jan, 2018 @ 8:24am 
My memory must be messed up, I could've sworn this map was from the n64 game "Perfect Dark"
Pt.Jones  [author] 21 Nov, 2017 @ 6:37am 
Greetings everyone, thanks for all the feedback!

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! :boomer:
SkeeTy 18 Nov, 2017 @ 6:05pm 
Enemies visually disappear and reappear for me, too. Or they just spawn in my face which ends in death really quickly. I only have these issues on this map. Overall very fun with collectibles even.
Cryonyx 24 Oct, 2017 @ 2:37am 
Decent enough map for the nostalgia but it definitely needs a little work. My only big complaint though is the crate explosions are extremely loud.
󠀡 6 Jul, 2017 @ 11:45pm 
That sounds like something wrong with your game, GM. Either that or your drivers. Possibly even graphic card.
GM 10 Mar, 2017 @ 4:01am 
This map is unplayable due to enemies becoming invisible. I got shot from Husks without
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.
zachjd 29 Dec, 2016 @ 1:58pm 
Sounds good.
Pt.Jones  [author] 29 Dec, 2016 @ 4:47am 
@ zachjd Thanks for the info. For any future updates/maps I'l be sure to keep the filename the same, and just change the maps name ingame.
zachjd 28 Dec, 2016 @ 7:35pm 
Going to update my config to V4 but just a tip, if filename changes it will cause a mismatch error on servers.
Pt.Jones  [author] 26 Nov, 2016 @ 6:35am 
Hello Everyone!

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! :B1:
Pt.Jones  [author] 7 Oct, 2016 @ 6:28am 
Hello Vandal Savant thanks for the feedback! I am currently finishing off the final escape area, and hopefully if everything goes according to plan, I should be able to release the next beta build within this month.

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.
Vandal Savant 6 Oct, 2016 @ 8:17am 
An interesting map, albeit with plenty of problems. I played v3 on a server hosting it, but the biggest issue is zeds becoming spontaneously invisible at places like the control center and tunnels. And while it's faithful to Goldeneye, the doorways are horrendously tiny. This makes the map either incredibly difficult (can't get around teammates or zeds clogging up a doorway with no escape) or incredibly easy (camping doorway with a berserker backed by their team for a zed meat grinder).

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.
Pt.Jones  [author] 10 Jul, 2016 @ 5:29pm 
To anyone whose following the progress of the map, the next build might get a bit more delayed as I have to leave my home country.

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.
Pt.Jones  [author] 22 Jun, 2016 @ 6:32am 
Hello everyone!

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! :B1:
The Renegadist 30 May, 2016 @ 5:15pm 
Thanks and good luck!
Pt.Jones  [author] 30 May, 2016 @ 5:01pm 
Hm... Well I have been indeed thinking for a while to add the remaining section of the single player facility map. For the next version, my main priority would be to optimize it as much as possible, and to fix any further bugs/glitches.

The map is still in a beta stage so anything is possible. I will definitely look into it.
The Renegadist 30 May, 2016 @ 12:14pm 
Great update! Are we eventually going to get the last stretch of the facility done in the future? As in the bottling room and any of the smaller rooms and areas that stem from it?
Pt.Jones  [author] 30 May, 2016 @ 8:03am 
Hello everyone!

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! :B1:
Innominus 25 May, 2016 @ 4:05pm 
Hey, this is pretty cool
Pt.Jones  [author] 25 May, 2016 @ 4:35am 
Hey all thanks for trying out the map and for the awesome feedback! I'll be sure to address any issues on the next version of the map!
Atlaimond 24 May, 2016 @ 8:59pm 
Weird map. But, yes. It could be good on Normal and Hard only.

I found one glitch;
:yellowbeat: Patriarch got stuck in between the two door toilet room. He couldn’t escape and I killed him easily.
Up-voted. :upgr:
Jaycce 23 May, 2016 @ 4:08am 
Delete green fog,nice map by the way.
tyrone shoelaces 22 May, 2016 @ 10:08pm 
nice job :emofdr: thanks
Supernachero 22 May, 2016 @ 12:19pm 
Oh fuck, NICE...
Leo.Xtremo 22 May, 2016 @ 10:34am 
I love Goldeneye64 maps!!
Young Freak 22 May, 2016 @ 4:03am 
Geddan
RVRODY 21 May, 2016 @ 2:45pm 
You sir are a god amongst modders! I just had to throw away my N64 controllers, so Goldeneye is now gathering dust sadly. This is the best alternative I've found so far. 10/10 from me good sir. I hope to see many Goldeneye levels ported to KF2 from you in the future!
Floydthebarber 21 May, 2016 @ 12:31am 
Nice, but you should try changing the name to: KF-N64Facility007
jazzy663 20 May, 2016 @ 8:39pm 
Dude, nice.
Goth Dobes! 19 May, 2016 @ 3:54am 
Dem HD textures doe :lovelovelove::horns::bandit::horns: