Killing Floor 2

Killing Floor 2

KF1 Manor
191 Comments
TibiTheta 30 May @ 1:30pm 
There's no trader arrows pointing you to where the traders are
zumlustigenschnitzlwirt|Tv 4 Nov, 2022 @ 12:33am 
I also have a nice map on my 2 servers
[Ger] ZumLustigen Schnitzelhorrorhaus by GMA
IP: 116.202.173.223:35421
Schwer - 10 Wellen

[Ger]Zum Lustigen Hackfleischhackenderzerhacker
IP: 116.202.233.204:27015
Lebensmüde - 10 Wellen
QIYU 4 Apr, 2022 @ 7:32pm 
good
Comrade CHEDDR 5 Oct, 2020 @ 3:37pm 
i remember this since fav map love it when my idiot temamates welded the front door up
NTwitcherooo 8 Aug, 2020 @ 9:19pm 
almost 1 gb damn!
sebul 19 Nov, 2019 @ 1:47am 
too easy to camp inside the cave.
Kranot 11 Apr, 2019 @ 12:26pm 
Great map. High quality and good design.
We are hosting this at the Horzine Simulation Division Server in our selection of high quality custommaps!
IP: 5.9.22.30
Martchelows 14 Mar, 2019 @ 5:24pm 
Odd. When i try to play, even downloaded the server says that need to download again.
Kill Master  [author] 26 Nov, 2018 @ 1:01pm 
@Kenoxon

Yes, my process is the same for all the KF1 ports. The reason things look so different is mostly due to the lighting and post-process.
Out of all the ports I’ve done this map in particular has drastically different lighting which does a lot to change the look and feel of the environment.
At some point I do plan on overhauling the entire map, however I don’t know when that will be.

As for whether or not I’m going to continue doing these KF1 posts, I can assure you that as long as I still enjoy the process I don’t plan on stopping.
With that being said currently my focus is solely directed towards an entry for the current Tripwire Mapping Contest, so don’t expect anything until sometime after the contest wraps up on March 4th, 2019.
Kill Master  [author] 26 Nov, 2018 @ 12:22pm 
@Kenoxon

This map is using all the original textures from KF1. When I said “enhanced” what I meant was that instead of just having a basic flat Diffuse texture there are now Normal & Specular maps to go along with the stock KF1 diffuse textures.

Even if I was to only use the Diffuse texture maps from KF1 without any supporting Normal or Specular maps the textures would still look slightly different simply due to how UE3 filters bitmap textures compared to UE2 (Which is what KF1 runs on) .
Noelle 20 Jun, 2018 @ 12:29am 
Ah.. The memories :)
Troscar 9 Mar, 2018 @ 6:16pm 
It looks great but I doesnt have that KF1 feeling...
Strelok 15 Feb, 2018 @ 1:35pm 
Can u help what I need to put in PCServer to make this map works on my server? It's the only that I couldnt put to work.

[KF-KF1 Manor KFMapSummary]
MapName=KF-KF1_Manor
ScreenshotPathName=UI_MapPreview_TEX.UI_MapPreview_Placeholder
ZioMcCall 14 Feb, 2018 @ 6:24am 
Need a lot of optimitation,especialy in the cheateu's indoor.
oldmidget 16 Nov, 2017 @ 7:13pm 
ok, i hadnt played the map in a while so i didnt realize its been around a while.
Kill Master  [author] 16 Nov, 2017 @ 6:54pm 
@{Oz.oF} oldmidget
They stopped showing after an update to the game quite some time ago.
( Fun fact they also broke physics volumes around the same time as well )
oldmidget 16 Nov, 2017 @ 6:49pm 
trader arrows dont show when i played it today. (not that it matters to vets haha.)
iYuzver 14 Nov, 2017 @ 12:59pm 
When loading this card a game is closed with an error.:steamfacepalm:
PineappleOfDoom 30 Oct, 2017 @ 4:08am 
Interesting recreation, but lacks the atmosphere of the original. I agree with Storm_at_Sea.
Billy Bowl 15 Oct, 2017 @ 11:48pm 
The spawn rate needs increasing for later waves in HoE, just too slow.
Storm_at_Sea 7 Aug, 2017 @ 9:26am 
Agree, I liked the darker look of the first one. (just feedback).
Maralva ⛧ 8 Jul, 2017 @ 4:28pm 
i like the fog there was originally could you atleast make the fog alot more T H I C C
Natsu × Ken 6 Jul, 2017 @ 10:08pm 
Thanks for the map! :Batcat:
<⬆️➡️⬇️⬇️⬇️> 16 Jun, 2017 @ 6:48am 
[KF-Default KFMapSummary] what to put here ?
MapName=KF-KF1Manor < ? is it right
Kill Master  [author] 3 Jun, 2017 @ 2:30pm 
@Larry Chupacabra
Hey thanks for the video, I noticed that you’re playing an old build of the map.
With the most current version the trader actually works exactly the same as in KF1, also all the AI pathing has been completely redone.

This updating issue is due to switching from the GUI workshop upload tool to the command line based one. (Which is an issue that TW still hasn’t fixed since the game first launched into Early Access)

The only solution is to delete the map entry in your game (or servers) “cache” folder, this will force the map to be updated properly.
The folder’s ID number is 682290186
Larry 3 Jun, 2017 @ 1:05pm 
This was good. Felt true to the original but the doorways and other areas seemed like there were just a little bit bigger to accomedate the new game/engine. Very solid. My only issue was that someone items would spawn under furniture. Otherwise good stuff.

Did a preview video of it too.

https://youtu.be/WieuemQeMrg
Yhurgis 23 May, 2017 @ 2:32pm 
Hey my game crashes when I try to load this map :(
Alan 22 May, 2017 @ 11:46am 
@Kill Master Thats great to hear, take your time man!
Kill Master  [author] 22 May, 2017 @ 4:57am 
@Alan
Yes, but it takes quite a bit of time to port maps.
Alan 21 May, 2017 @ 11:24pm 
@Kill Master Are you still working on porting more classic maps?
Terence Winter 20 May, 2017 @ 6:04am 
TWI must collect these maps in one classic map pack
Strelok 13 May, 2017 @ 11:09am 
How can I put this map in my server? Whats the map name to put on PCServer-KFGame or MAP CYCLE???????????????
Kill Master  [author] 3 May, 2017 @ 11:38am 
@Heikko the Male
Have you and the server owner tried deleting the cache folders where the maps are located.
Heikko the Male 3 May, 2017 @ 8:20am 
Is there anyway to resolve the version mismatch for player? cant enter server created by my friend.
Kill Master  [author] 1 May, 2017 @ 10:08pm 
Map updated to “V5”.
Check Change Notes for details.
Gato Negro 7 Apr, 2017 @ 11:21pm 
This is great! You should consider bringing in Steamland too! Cheers!
AIRWEINER 13 Mar, 2017 @ 1:03pm 
Hey guy, would you consider bringing in Bedlam anytime soon?
LordDeathMan 27 Feb, 2017 @ 1:44pm 
Another great map from the author. Visually different from a lot of other maps so it's nice to have in the rotation. Admittedly some textures look a little rough but this doesn't affect the awesome playability. Thanks to the author for their work!
eXtonix 13 Feb, 2017 @ 5:43am 
Map still suffers from frame drops (probably FLEX related).

Other than that, good work.
Mist Vocational Poplar 2 Feb, 2017 @ 8:20pm 
Some of the rooms don't look as good as they used to, just based on the screenshots. The dining room and the boiler are really the offenders.
anria 21 Jan, 2017 @ 11:04am 
:steamhappy: Hey! Nice map :D

I've made a video of it, look!

https://www.youtube.com/watch?v=n8vvTUopDyg

(Authorship -> description)
ZeroX 1 Jan, 2017 @ 9:07am 
I hosted this map on my server with no problems. Workshop works as intended. Kickass map.
®omano 9 Dec, 2016 @ 8:12am 
I noticed sometimes a zed can get kinda stuck in his path in this location https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=815028547

Not a major issue because the zed can eventualy find a path and move around the chair. I saw clots and husks blocked here.
CrumbleCat 25 Nov, 2016 @ 8:05am 
This looks super faithful to the old map! Really awesome job. I hope to see this map online so I can play it with others. :)
Kill Master  [author] 24 Nov, 2016 @ 5:07pm 
Map Updated to "V4"
Change Log
®omano 15 Nov, 2016 @ 12:01pm 
PS: I may be able to help you for the trader problem where people are not teleported outside of trader.. in that case contact me on Steam I'll have a look on what is possible to do to improve this.
®omano 15 Nov, 2016 @ 11:59am 
Also the trader problems are not fixed, my friends got blocked inside the trader it did not teleport them outside when trader time was finished:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=800415475
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=800415423


and for the cavern problem I talked about in my previous comment, you can even go outside of map because of the lack of collision in some of the cavern wall.
®omano 15 Nov, 2016 @ 7:14am 
A few problems on the map:

- the cavern/tunels had a few place where you can run inside the cavern wall, will not screenshot and post all the spot you can easily find them, just walk against the cavern wall, see where your body can walk inside the wall.
- there is no foot step sound at all in many places like the inside of the house (some place in house have foot step sound but most don't), but there are other places outside too.
MehKore 7 Nov, 2016 @ 3:23pm 
Really like the Skillz mapcompression push!

And @Kill Master
I made some small tests regarding Spawnrates in KF2 maps. (all tests on Wave 1)
Your map, KF1_Manor_V3, gave me an average result of 0.30 seconds per spawn, so 32 zeds will be respawned in less than 10 seconds. Meanwhile on the official KF-Farmhouse I got about 0.43 seconds per spawn and Farmhouse is probably the fastest spawning official map. So I think you'll need to decrease the spawnrate even more only to match the current KF2 average, probably even triple it.

A really short look into KF1 gave me the numbers 0.68 for the offical KF1 kf-manor and 0.74 for kf-westlondon, so you could aim for about 0.70 maybe :)