Killing Floor 2

Killing Floor 2

Transient
83 Comments
Gang Mid Finger 31 Oct, 2020 @ 12:29am 
Only 1 problem is trader distance. You should increase movement speed when we are in trader time.
Delivery Boi 30 Jun, 2020 @ 7:32am 
Only problem with this map is the traders are to far away :/
LiquidArrow  [author] 19 May, 2020 @ 5:02pm 
Huh it should teleport you out and this is the first time it has been reported to me. I have moved away from map making on KF2 though and won't be uploading a fix :(
ShinseiTom 19 May, 2020 @ 3:48am 
I've removed this from my server for now due to a bug I had on the first playthrough. Me and a friend got stuck inside the force-field elevator area after a trader ended, and could neither leave nor shoot through the forcefield. Third guy was outside and got eaten while we watched, lol. Rendered that match unwinnable.
LiquidArrow  [author] 6 Jan, 2020 @ 5:43pm 
@Yoshii "you have to always be actively moving towards the trader"

That is exactly what I was going for though with all of the small maps allowing you to holdout in the same area over and over :happymeat:

I get your view of it though, but I am on a indefinite hiatus for mapping in KF2 atm.

If someone else wants to cut up the map and make some sections in smaller versions of that have at it!
ParasiteDelta 5 Jan, 2020 @ 4:21pm 
I'd say that I like the map, but it's just too d*mn big. Unless you're playing on a modded server with increased speed or something, you will spend literally minutes getting from one trader post to the next, meaning that you have to always be actively moving towards the trader, which cuts down dramatically on the level of potential atmosphere. I like the concept, but this would benefit greatly from being shrunk a little and having that remaining effort be focused towards the details.
dracomancer13 5 Dec, 2019 @ 2:23am 
This is by far one of my favorite maps for the ambiance alone
LiquidArrow  [author] 8 Aug, 2019 @ 10:17pm 
@lord it was "Too Unconventional" to the game and has some bugs around ai pathing.

I did try optimize the traders to be sequential in order and be within length for traveling.

If you have issues getting to the trader let me know :beatmeat:
MrRogersBestNeighbor 7 Aug, 2019 @ 12:19pm 
Were the transport cars removed?
I thought those were pretty great at getting to traders. Was there a problem with them?
LiquidArrow  [author] 6 Oct, 2018 @ 5:29pm 
@Silvertooth Ah bummer I thought I fixed that. Thanks for letting me know!
Silver 6 Oct, 2018 @ 3:55pm 
not sure if anyone else encountered this but on the 2 or 3 times I played this map, there was no arrow to the trader xP got lucky a couple times and was able to guess which it'd be, but me and the other guy i was with in there were scavenging ammo like it was dayz haha. Aside from that, dope map
LiquidArrow  [author] 21 Jul, 2018 @ 2:14pm 
@Daemon You my friend might be the first player that finally stated they move to the trader beforhand instead of saying the trader is too far away. So I want to thank you for that.

Now as for the setting. It was actually inspired by a few days I have experience where it rained with no clouds overhead. The sky was orangish with a slight pink hue and clear. I think there is a term for it called "Serein" and it really stuck with me.

So I decided to make the open level like this have that type of ambiance :happymeat:

dmn 21 Jul, 2018 @ 9:31am 
i don't mind it's size, i can move close to the trader beforehand, even on suicidal. But. Why. Is it raining? The sky is nearly completely blue.
DEIMOS-X1 29 May, 2018 @ 2:33pm 
Unnecessarily too big and the paths are too narrow. There's an area in which it is a field of long grass, literally the only area which is open and spacious. This map mostly suffers because of the distance between each Trade Pod and because of the narrowness of the paths as it is super easy to get cut off from the next Trade Pod at higher difficulties at higher waves. There's an elevator in the middle-ish of the map in which you can use...but you're only able to use it during the intermission time between waves.

If you just make the map smallER, bring the Trade Pods more closer together, and/or create more pathways to each of the Trade Pods or for better map traversing in general to prevent getting cut-off, then this map might have my praise because I do like the concept, plus that elevator is pretty cool :P
ShatteredPumpkin 1 May, 2018 @ 11:17pm 
map is too big. the most time you cant even buy ammor weapons or armor because you always have to run kilometers to reach the pot but you wont because until then the preparing time is already over otherwise its a nice map but sadly too big :/
LiquidArrow  [author] 8 Apr, 2018 @ 7:35am 
@moguxol Ha yes that band used it, but the original artist was Zdzisław Beksiński! If you want to look it up it is called "The Trumpeter".

Glad you enjoy them! I was actually debating on renting out a server to host them :squirtyay:
moguxol 7 Apr, 2018 @ 11:38pm 
hi there, liquidarrow, your profile picture caught my attention; its the same image of an album from a black metal band, krigsgrav, called lux capta est.
btw i love your custom maps, its unfortunate that many servers dont have your custom maps,
cheers!:corpsepaint::skull_metal:
LiquidArrow  [author] 5 Apr, 2018 @ 5:48pm 
Update is out everyone. The trader selected will be one near the last trader used, and it will not select the previously used traders until a "route" has been finished.

The spawning seemed to be a lot better from my testing. However there is the 1 zed that seems to be far away sometimes.

If you had a bad experience on this map please give it another go :happymeat:

- Vehicles controls are gone, Only the elevator can be used on trader waves.
- Traders are selected on a route through the map
LiquidArrow  [author] 5 Apr, 2018 @ 9:35am 
WIP Update: I got the trader routes working! I am now adjusting spawns and adding in more spawn areas and will get the update released after that is completed.

If anyone has any ideas or feedback on the map for changes to be made. Now is the time since I am working on it so please post if you have something on your mind!
Rylanor the Unyielding 1 Apr, 2018 @ 2:28pm 
Sounds like an effective fix that will get the map working and playable!
Thank you.

Cars won't be needed in a progression map that way. Suppose you could keep one car on the high way though just for fun.
LiquidArrow  [author] 1 Apr, 2018 @ 10:25am 
Update on map status:

I am going to add a "progressive trader system" that will pick only traders along the route from the previous trader.

In short you won't get a trader all the way across the map, but it will still be randomized on what "path" you get taken on in the map.

Also the cars will be removed :rshocked::meatytears:
Babyforce 29 Dec, 2017 @ 7:04am 
What about making so you can trade just anywhere like on one Mars map that is just very big? Just giving ideas.
Rylanor the Unyielding 22 Dec, 2017 @ 1:16pm 
I like the idea but it's poorly executed. The maps are too big, and traders are ridiculously far away.
I died and on respawn spawned 250m's away. Really?
The big problem with your idea is you don't allow players to call the vehicles or use the lift durning zed spawns. Meaning we're 300 meters away from the trading and have 60 seconds to get to the trader. It's just impossible. Also, you basically created 2 maps. One Sahara biome and one highway. Where it's extremely hard to make a transition between the two maps. You need to add more effective and less time wasting routes. Such as shortcuts.

The controls on the cars are a bit wonky at best. It would better to have continuous moving vehicles which stop at the traders temporarily allowing players to jump on. Players should also be able to call the vehicle during the zeds.
Waldherz 14 Nov, 2017 @ 12:51pm 
Cant reach trader. Add more of them
Fruke 21 Oct, 2017 @ 10:07am 
I feel I am echoing previous comments, but this map is far too big. Even with beserker I didn't get to the trader multiple times without leaviong the last one alive. Nice idea but in practice not fun to play as theres too much downtime between rounds running to the trader pod.
LiquidArrow  [author] 12 Aug, 2017 @ 11:21am 
@stimpack

it mostly is for copy paste edits that are not wanted. For example someone in the past edited my HorzinExpress map to get people on top of the train and released it on the workshop.

This completely breaks the map in a lot of ways and makes it exploitable, because of that people would get that mixed up with the actual map and give it a bad rep.

That is why I put that on my map uploads. I am ok if its a needed edit for some special reason. However I have had multiple issues with people just doing there own thing thinking they are "fixing the map".

bard 12 Aug, 2017 @ 5:19am 
just curious, honestly. seems like a bit of a difficult thing enforce
LiquidArrow  [author] 11 Aug, 2017 @ 6:47pm 
@stimpack the gopnik

Is there a reason you would want it to not be?
bard 11 Aug, 2017 @ 1:19pm 
NOTICE: Do not edit this map in anyway without notification or permission from me to do so.

you sure this is enforcible?
Ammy 24 May, 2017 @ 10:14pm 
You cannot reach the trader at times, even with the addition of the cars. The you are more often going back to pick up your friends than actually driving with the car (since your friends fell off to begin with).
Ammy 24 May, 2017 @ 10:13pm 
This map legitmentaly gave me a headache
♠ Ässä 29 Mar, 2017 @ 3:32am 
Too big. Had a horrible experience with my friend on this map
Sgt.Shadow 12 Mar, 2017 @ 3:35am 
The maps seems fine in design but it is way too big. Too much time for the last zed, and slower perks might not even make it in time for the trader.
Windows11 17 Feb, 2017 @ 4:10am 
good map but tooo big, last zed comes very slowly :steambored:
Hrdkr 11 Feb, 2017 @ 12:53am 
Okay, I'll give this map another try.
LiquidArrow  [author] 9 Feb, 2017 @ 2:17pm 
@Hrdkr When the trader is far away the arrow does have issues. However the compass showing how far, if it is above or below, and which direction the trader is gives plenty of info to navigate the without the arrow. When you get closer the arrow will start working too.

Sorry about the issue but I can't do anything about it currently!
Hrdkr 9 Feb, 2017 @ 12:53pm 
There is no guiding arrows in trader phase. Can't play on it because of that.
LiquidArrow  [author] 3 Jan, 2017 @ 10:01pm 
@Slasher it's only at the beginning and end of their destinations. I unfortunately can't control players taking it and not waiting :p
Slasher3240 3 Jan, 2017 @ 7:57pm 
i didnt see any glowing platforms to call the cars, that's why i was having so much trouble, other people on my server would take the cars themselves and not let me or my friends get on and we would pretty much be screwed
LiquidArrow  [author] 3 Jan, 2017 @ 7:44pm 
@Rogers They only activate on trader waves. Stand on the arrows to make them move in that direction. If you hop off they will stop as well.

The glowing platforms can be used to call the cars as well on trader waves.
MrRogersBestNeighbor 3 Jan, 2017 @ 7:23pm 
So far it looks good. I have been testing around the tall grass area to see if zeds get stuck around there and haven't seen any get stuck anywhere. I added it to my server: 50.159.49.233:7777

And yeah, please no map-wide trader. I like the idea of fighting your way to the trader. Otherwise people would just try and find the most viable area to hold up and never venture anywhere else on the map.

Question, how do you get the cars to work?
LiquidArrow  [author] 3 Jan, 2017 @ 7:05pm 
@Slasher

I consider that to be lazy and a bad design choice for almost any map. There is a will and a way to make traders on large maps work.

- You lose the immersion of going to the trader spot to buy your gear.
- You aren't forced to move around and see different parts of the map.
- It lets you camp the "meta spot" on the map since the trader can be accessed from anywhere.
Slasher3240 3 Jan, 2017 @ 5:48pm 
why not just have a map-wide trader where you can open it from anywhere?
LiquidArrow  [author] 1 Jan, 2017 @ 12:19pm 
Map Update 01/2017:

- Call vehicles with platforms. You can now stand on a platform at the start and end of the vehicle paths and bring them to you.
- Pathing has been redone and improved across the map.
- Starting spawn points are in underground area now, not by the cars.
- Lower skylight light for caves and outside
- Added cars by dirt road by rockslide
- more visual backdrops for outside area

I also want to add that I have done everything I can to make zeds not spawn too far or on th wrong level. There seems to be an issue with the zeds spawning outside of a "spawns" boundaires. It is on the trello board for TW and they are looking into it.

https://trello.com/c/t2wURGSZ/3-zed-spawning-issues
'Oasis Kebab 29 Dec, 2016 @ 11:25am 
Truly an awesome map but sometime zeds get stuck all the way down to the tall grass area while you're on the highway
LiquidArrow  [author] 24 Dec, 2016 @ 7:57am 
@Rogers I will look into it!
MrRogersBestNeighbor 24 Dec, 2016 @ 6:52am 
Ah gotcha. Yeah I figured the game isn't really tailored to really large maps. May not really need zed teleporting now that I think about it. There was one point on the map where zeds were only spawning in one direction and that was pathway leading down to the grassy area opposite the one with the cars at the top. You should probably put a spawn point or two on that pathway going up. That's the point where zeds were only coming from one direction.

One other issue (which you're probably aware of?), zeds get stuck on the bottom of the map in the grass close to the elevator. So the only way to play the map was to have someone work their way down there mid wave while everyone else goes to the trader (and they wouldn't be able to restock on ammo, etc..)
It was mostly bloats and sirens that paced back in forth in the grass near to and in between the cave and the elevator.
yuruxyz 22 Dec, 2016 @ 12:54am 
+rep looks awesome!
LiquidArrow  [author] 21 Dec, 2016 @ 11:01pm 
2. I messed with this a lot and the only way to get zeds to spawn as you run is to slow them down significantly. The issue being it makes the map Unexciting and a bore with slow easy spawns. There might be a solution but I have to play with it more.

3. I am planning on adding more boss spawns with less distance to solve that.

In general KF2 has issues with massive large maps and I am trying my best to remedy them with all the features I put into it.

Thanks for all the feedback. I will be investigating and attempting to solve issues in my control after the holidays!

LiquidArrow  [author] 21 Dec, 2016 @ 11:01pm 
@rodgers 1.The zed teleport action is something I cannot control for this map. To do proper manual zed teleporting the players have to be in a controllable state like in HorzineExpress where I know at all times the boundaries of the play area. On that map I do have zeds teleported, but on this one I cannot do that.

The whole teleport while using the elevator can be done but I only want those to be active on the trader wave. It just has to much if a possibility for exploitation and I think it takes you out if the map to escape from zeds and having them knownigly teleported.

I however was playing with making it so you can't activate the elevator if zeds are near. So you might see that in the next update!