Killing Floor 2

Killing Floor 2

KF1 Foundry
103 Comments
LeBron James 21 Jun @ 1:00pm 
Amazing map for KF1, and this port is really well done, though it seems a lot darker than before. It doesn't run too great either, but the biggest complaint of the map is that KF2's gameplay doesn't really work for the map layout. Super tight corridors, dead ends, tight staircases, etc. The map feels too small for how fast KF2 gets. Amazing map though. Would love to see Steamland!
Super Muffin 31 Mar @ 10:08am 
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Rotten 30 Aug, 2023 @ 10:18am 
NICE WORK!
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
Bro Bike 8 Jul, 2022 @ 3:06pm 
Great KF1 map, one of my fav to play in KF2 due to the constant chaos and spawrn rate, it's one of the hardest. However it has some problems, the performances decrease waves after waves up until boss wave (a wave that has not a lot of Zeds) where you have 1/3 your framerate. There are also a lot of bugs with floors/walls making you auto jump and weapons sinking into the map/floors. I think for better frame rate a version without the 3d floor textures would already be better. The railings are also a pain to jump onto for some reason. The most notorious beeing the one at the pipe near the foundry shop, where you have to climp a pipe before exiting the shop area.

Beware the map is extremly hard. Be prepared to move, jump of 2nd floor and have decent healing. Do not go to 3rd floor unless you really need to, else you won't be able to jump mid without taking 50+ HP dmg.

Easy 10/10 map. Great work of porting it to KF2. I wish KF-IceBreaker was also ported.
Much apreciated work.
Jmod 29 May, 2022 @ 9:21pm 
It's cool...but the framerate drop is too intense to enjoy it.
Hawk18 5 Feb, 2021 @ 12:25pm 
Just played FOUNDRY for the first time since KF1. Loved it. Colors are vibrant and it doesn't look dated like the original does. But it is a bit darker than i remember. great job! Please continue to convert more of the KF1 maps to use for KF2. Especially Steamland.
sebul 9 Apr, 2020 @ 1:46am 
meh
Kill Master  [author] 7 Feb, 2020 @ 5:17pm 
So by default servers constantly check for updates to workshop content automatically.
After a couple hours any active servers should have grabbed the most recent version.

All of this is assuming that the server in question is running in its stock configuration, if you're dealing with heavily modified servers then it may be a different situation.
Bro Bike 7 Feb, 2020 @ 4:18pm 
Does this mean we have to wait for people to update their servers to play the latest version online?
Kill Master  [author] 7 Feb, 2020 @ 3:30pm 
I've just pushed an update to fix the weapon pickup issue.
Bro Bike 6 Feb, 2020 @ 4:09pm 
Very good map! very well optimised compared to a few years ago. I like the relief textures.

There is a spawn bug : you can't grab the weapons that are spawning, and it is only AR-15 that spawns. It also create a second problem which is spawn points are gonna end up all beeing filled with ungrabbable weapons.

The area that you have to defend are surrounded by a firewall texture which is an annoyance.
(U!)Play for FUN(GER)™ 21 Aug, 2019 @ 9:13am 
really great map but always when i play it offline solo or host it on my server the collectible weapons can´t be grabbed ^^
general_stealth 1 Jul, 2019 @ 9:20am 
awesome now if someone would just make steamland from kf1 that would be awesome
RK* Lobb 18 Jun, 2019 @ 6:13am 
1/10, great map, extra laggy.
66emil 27 May, 2019 @ 7:47am 
nice men good work
infntnub 24 Nov, 2018 @ 6:58pm 
One of the best KF1 ports - great job man.
Max's.Will.It 30 Oct, 2018 @ 11:40am 
This KF 1 map is awesome, but the weapons drop need to be fix, I can't any of them.
Kill Master  [author] 13 Sep, 2018 @ 10:59pm 
@gillybean
Are you on the Beta preview build?
Gilly 13 Sep, 2018 @ 10:45pm 
I loaded your map into my server and the graphics are not loading. It's still that purple gray blocks everywhere. Any advice?
Kill Master  [author] 1 Aug, 2018 @ 11:11am 
@Frost Spectre
Thanks, I've found that some people hate it while other like it.
I personally think it looks cool tho. XD :peace:
Frost Spectre 1 Aug, 2018 @ 8:20am 
Nice touch with the Dosh themed objective. Better than TWI's version.
--=DrugDEALER=-- 13 Jul, 2018 @ 6:48pm 
map is too dark...
ThatPerson1221 21 May, 2018 @ 6:08pm 
Nice work and a very good job.
Kill Master  [author] 14 May, 2018 @ 5:06am 
Map updated to "V1".
This brings support for Stand Your Ground (Dosh Objectives), as well as a host of other improvements.
Check the Changelog for more details.
Sciemniak ツ 24 Apr, 2018 @ 8:17am 
huge frame lost ;/
Korgano 3 Feb, 2018 @ 9:37pm 
I just played my first round on this map. I really enjoyed it. The layout is great for survival rounds, and the aesthetic reminds me of Batman: The Animated Series. Thank you for sharing your work.
zachjd 12 Jan, 2018 @ 4:45pm 
I think the performance loss is too much, not sure if it's worth it. It's mostly the main room too. GPU goes from 50% usage to 100% and frames drop all the way down to 80 with almost no zeds.
Pokerman 13 Dec, 2017 @ 5:02am 
OK, I see
Kill Master  [author] 13 Dec, 2017 @ 5:00am 
@рокегмап (• _•)
Unfortunately there's no where near enough time left to port a map and have it ready for Christmas, if I wanted to do so I'd had to have started a couple months ago.
Pokerman 13 Dec, 2017 @ 3:42am 
Sorry, I just want to request a KF1 remake.

Day approaching the Christmas.

Can you remake....

KF1 Santa's Evil Lair??
-=LoLLie=- 30 Sep, 2017 @ 11:05pm 
gg :D
Stomppa 5 Sep, 2017 @ 7:11pm 
wow near perfect steampunk bliss doors dont repair & no weporn sporn but hay who cares 10/10
GrannyPounder 18 Jul, 2017 @ 8:25am 
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FAB 15 Jul, 2017 @ 4:59pm 
True, i was mapping on GTKRadiant (for Quake 3/QuakeLive). I'll upgrade my CPU soon anyway thx for the instructive answers.

Regards.
Kill Master  [author] 15 Jul, 2017 @ 4:44pm 
The main performance hit isn’t coming from the geometry, like I said previously the map uses heavy duty shaders ( custom ones I might add [i.imgur.com])

When I do my performance testing on my maps I’m very careful to watch my CPU draw calls, Shader instructions, and Overdraw. (none of which ever surpass what the engine can handle)

In regards to streaming portions of the level in and out, they simply aren’t big enough to warrant that, and especially in the case of Foundry there are various hallways that allow the player to see across the vast majority of the map.

I’m assuming the majority of you experience is with Source, which is VERY old and outdated feature wise. (Even compared to UE3)
FAB 15 Jul, 2017 @ 4:04pm 
Amasing work btw.

I have exactly that GPU, a GTX 680 and i get 80 fps at mid. I am sure the GPU is processing stuff that are not even in the POV. I also made maps on other engines and there is always a trick allowing the mapper to tell the game not to process stuff in AREA X/Y if the player is in AREA Z or in sighf of triger walls/zones.

I get 200+fps (i cap the game at 240fps) on all the official maps and i noticed on a lot of custom maps that have very low details there is still extremly bad performances because mappers dont do the optimisation part. Foundry has very low details so i dont see what could cause such drastic framerate drop.

Hope this helps ;-)
Kill Master  [author] 15 Jul, 2017 @ 3:09pm 
Regarding map performance, something people have to understand is that “Bad performance” and simply being Demanding GPU wise are two completely different things.

Foundry was put together using relatively demanding shaders and effects and is targeting significantly more powerful hardware than what the base game recommends.

I would personally recommend at least a GTX 680 or the AMD equivalent as a bare minimum for smooth gameplay.
Kill Master  [author] 15 Jul, 2017 @ 2:55pm 
@ Neuro - L4D2 CC
The map will be updated when I get the chance (which will hopefully be soon)

The door issue is happening in any maps which have their doors set to be closed when the game starts.
This started happening with the Summer sideshow update.
FAB 15 Jul, 2017 @ 2:40pm 
Its one of my fav KF1 maps with IceBreaker, SteamLand, HillyBilly, EvilSant'sLair and the other Santa map i dont rememeber the name. MoonBase was not bad either.
FAB 15 Jul, 2017 @ 2:38pm 
Amasing map.

Could u make KF-IceBreaker?

Your KF-Foundry port is not optimised i think, very low FPS there. And doors are buged at start, is this map still beeing worked on?
Zhnigo 12 Jul, 2017 @ 5:29pm 
Oh my god, this map is so good. The conversion work is flawless, with new particle effects, god rays and post-processing, I just love it. Best map from the workshop so far. Hope it goes official.
abugaj 8 Jul, 2017 @ 6:59pm 
Please remake Santas Evil Lair!
Maralva ⛧ 8 Jul, 2017 @ 4:26pm 
What fonts did you use for the icon?
Natsu × Ken 6 Jul, 2017 @ 10:06pm 
Thanks for the map! :Batcat:
Kill Master  [author] 4 Jul, 2017 @ 8:09pm 
@ OXY
Because I like Foundry.

The maps I port are the ones I liked from KF1.
This is the main deciding factor on which maps I pull over to KF2.
OXY 4 Jul, 2017 @ 8:03pm 
Out of all the KF maps, why this one?
The Probl-o-matic 3000 28 Jun, 2017 @ 11:52am 
Any plans to remaster kf-farm and/or kf-bioticslab?
Mr. Big Bun 🐰 27 Jun, 2017 @ 5:39pm 
The map is really great,sadly i don't know why it lags for a friend of mine. But hey,i wonder how you got to make it very similar to the original,since i don't know much about KF SDK. It would be awesome if you could make Bedlam or Icebreaker like you did with the Foundry