Killing Floor 2

Killing Floor 2

kf-badlands-tf2
 This topic has been pinned, so it's probably important
ohn  [developer] 7 Jun, 2018 @ 12:08am
FAQ - [11 / 4 / 2019]
Q&A

What version of Badlands is this?

This map is a mix of both Control Point (Blue side) and King of the Hill (Red side) versions of Badlands.

Does this mixed version of badlands feature any changes?

There are a few quality of life changes which are adjustments specifically for Killing Floor such as scaling of certain handrails and areas for zeds to spawn. However I've taken some time to address other things that are present in the actual version of badlands.

For a somewhat complete list see the post below this one.

Are there any doors in this map at all?

The majority of the shutter doors on this map are open at all times and cannot be interacted with in any way whatsoever. However at the start of Wave 1 the Shutter Doors at Red Base spawn closed and will slowly open. This is purely visual and will not affect pathing in any way.

However in Objective Mode there will be shutter doors that block off doorways to certain areas until a required objective is completed. Otherwise these doors will spawn opened in Standard, Endless and Weekly gamemodes.

Why are images on the workshop page timestamped?

Occasionally I'll update the map without updating screenshots. For the most part they should be accurate but if the screenshot timestamps are a bit older than the last time I've updated the map it wouldn't hurt to look at the change notes if something looks different.

This is mostly so if I make a change and forget to update screenshots it doesn't mislead anyone on the current state of the map.

I'm not seeing some assets. Why is that?

Some assets such as foliage are only visible when on medium settings or higher. If you believe this isn't the case you can create a thread about the issue and I'll look into it. Alternatively there's a troubleshooting section below.

Objective Mode Specific Information

How many waves are there?

Currently 6.

A total of 8 waves are planned when I eventually get to adding them.

The majority of the currently implemented waves are placeholders as well.

Why are some map features only available in Objective Mode?

This is mostly for if you want the full TF2 experience or a lighter experience. I wanted to keep things simple for Standard and Endless.

The trader pod is inaccessible to players as it opened up at a locked off area. Why?

This should only be an issue if you skip a wave as a server operator. The way this is set up is an event happens at the end of each wave setting the trader pod location. If you skip a wave it will open at where it would have normally on the wave that was skipped. Currently with how I've implemented objectives I cannot change this. However I don't believe this should be a problem regardless.
Last edited by ohn; 3 Nov, 2019 @ 11:37pm
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ohn  [developer] 7 Jun, 2018 @ 12:08am 
Quick Summary

  • Terrain has been subdivided and smoothed out
    • This was done since KF2 maps are x2 the scale of a TF2 map. Because of that when the terrain was scaled up some hills had too much of a sharp incline to climb properly and it caused pathing issues and in some instances didn't feel good to shoot on while moving. Overall instead of adjusting a few specific spots I simply subdivided and adjusted the terrain accordingly.
  • This map is using both Capture Point and King of the Hill bases
    • This was done to have more unique landmarks as opposed to having two of each for almost every important element of the map.
    • The water from the King of the Hill version is deliberately missing as it would obstruct view of Crawlers. If I raised it or lowered it then it would just be too much and making zeds float on water wasn't an appealing option.
  • Adjustments to many of the assets to make subtle improvements to appearance
  • Most of the light sources have an emissive appearance now
  • There have been a few changes to this version of the map compared to the original to accommodate for things such as Zed spawners. Such changes include...
    • Red base now has an opening on the security fence on the concrete platform
    • One of the doorways is now open at Red side near the base where they can jump down from a balcony.
    • There is an opening in the security fence near spire for zeds to enter the map from.
    • Blue Base has the primary spawn closed off to survivors however the windows are broken to allow zeds to have an additional spawn zone (For now).
  • The height of some handrails have been adjusted so survivors will not walk off of them by accident and take a lot of fall damage.
    • This is not the case for the handrails in Blue Base as the fall damage is negligible
  • Buildings now have proper openings for the windows they accommodate rather than the window frame floating.

Any other changes not listed were very minor and more than likely changed as a quality of life change or to get past another issue I didn't want to waste time on.
Last edited by ohn; 12 Jan, 2019 @ 2:10pm
ohn  [developer] 26 Jun, 2018 @ 11:09pm 
Additional Editor FAQ and Credits

What tools did you use to port this?

  • Object Viewer[nemesis.thewavelength.net]
    • For turning the world into a useable model
    • Since Object Viewer doesn't copy over Overlays and Wires I had to manually check the coordinates of each one and manually place them in blender. I used the coordinates at the bottom right of Hammer Editor to check positioning. For the Overlays I placed a Nodraw overlapping the position of the entire overlay and exported that as an object using Object Viewer to save a little time.
  • Crowbar
    • I used this to extract the models normally so I'd have the proper material name and collision
  • VTFEdit[nemesis.thewavelength.net]
    • I used this to convert the VTF's to TGA
  • Blender[www.blender.org]
    • I used Blender for the following
      • Custom Collisions
      • Vertex Painting the terrain
      • Editing Normals
      • Adjusting smoothing groups of meshes
      • Adjusting asset locations
  • Blender Source Tools
    • I used this to import source engine assets that I exported using Crowbar

While I don't have any names listed here the apps being listed should be credit enough.


Last edited by ohn; 9 May, 2019 @ 11:39pm
ohn  [developer] 8 Jun, 2019 @ 4:28pm 
Troubleshooting

For users who have the submissions from the older workshop page(s)

For those experiencing crashes or have invisible assets see below for fix
  • 1. Unsubscribe to map by going to Username > Activity > My Workshop > Subscribed Items

  • 2. Delete any related map files by going to...

    Documents / My Games / KillingFloor2 / KFGame / Cache

    Then locate the proper ID by searching folders until you find badlands and then delete the entire folder.

  • Reinstall map by resubscribing and it should be fixed.

This should only be affecting those who had previous versions of this map. Primarily the version before the map name prefix was changed to avoid name conflicts with another map.

Troubleshooting

Note - If you are missing any assets on the map or something doesn't appear correct deleting the folder in the cache directory could also potentially fix that.

Symptoms of missing assets

1. Blue & White checkboard materials on any surfaces

2. Character models whether it be a survivor or zed are floating in a fixed position. Sometimes the falling animation will play when this happens.
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