Killing Floor

Killing Floor

KFO - Soylent Zed
GunsForBucks  [developer] 3 May, 2014 @ 9:25am
Final List of fixes <updated 10 Sept 15>
Removed toggled blocking volumes that were causing player "lag" type issues.
Made zone for forklift objective have an indicator box for players... Objective now requires whole team to be in box, not just one person. Forklift in this version has no collision, on servers the forklift would move faster than it should and created a "ghost" forklift that would crush you. Also had a moblie smaller zone around forklift but progress was only made when by invisible one.

Smaller moving zone attached to forklift could only work on solo.

This map can be played without issue in solo or multiplayer but for a better experience solo, I created a solo only map also in workshop.


Last edited by GunsForBucks; 10 Sep, 2015 @ 3:21pm
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GunsForBucks  [developer] 29 Apr, 2014 @ 9:38am 
V1 list of fixes
Removed checkpoint messages
Checked weapon spawns, many too low and not spawning
Blocked over forklift during "The Long Road" sequence
Added Blocking to ramp player into truck for "Light the Fuse"
Slowed down forklift
Fixed numerous pathing issues
Reblocked around crane wheels
Broke objectives up to give a better HUD so players knew better what was going on and the goal of that objective
Fixed issue where if you died during the Pat you respawned
Changed activation of truck to be automatic on entry into truck
Added motor noise so player knows truck is moving
Adjusted enemy spawns during "The Long Road" you should normally see 2 Fleshpounds and 2 Scrakes now instead of one each.
GunsForBucks  [developer] 1 May, 2014 @ 2:01pm 
V2 List of fixes
- Added introduction text for mission
- Added information text when exiting building
- Changed information text for gas up and added additional information for pumps
-Adjusted decorations, made new bot pathways around blocked doors for pathing
-Added visual decorations for blocking volume on inside doors
-Added gas area timer and light
-Added toggled blocking volume to help smooth entry into truck
-Lowered number of zeds in first wave and added a little more bonus money
-Fixed issue of 2 Pats spawning
note- music still not working... as far as I know, I will try to figure that out soon.
Last edited by GunsForBucks; 1 May, 2014 @ 2:23pm
GunsForBucks  [developer] 10 May, 2014 @ 3:32am 
Found out none of my maps have music, I play with music off so I had no idea. I have it figured out now so I will be updating all my maps with music shortly.
GunsForBucks  [developer] 14 Nov, 2014 @ 11:01am 
V3 List of fixes
Tried to add music - unkown
Removed some static meshes I had made and not used - took 11 megs off map size
Reblocked weld objective in wave 1 with fence instead of line of forklifts and fixed pathing issues of zeds getting trapped.
Tried to fix checkpoint spawns for players who die with the team not wiped out - unknown
GunsForBucks  [developer] 31 Dec, 2014 @ 12:10pm 
V4 List of fixes
Added Music
Fixed Get Out objective blocking issues
Fixed player spawn issues
Tweaked gameplay..zed spawns etc
Added Explosion for failure to "Gas Up" in time or failure to stay with the forklift during "The Long Road"
Added proximity zone to forklift so at least one player has to stay with the forklift during travel.
Gameplay tweaks: reduced number of sirens, and slowed spawns down slightly during Gas Up, also the platform to show you where to stand for GU was raised up to avoid "most" husk fire. Much like the crane plate is on Frightyard. This should have made solo on HOE doable, but it might be too easy for a team. Any feedback is always appreciated, thanks.
The only thing I feel is missing is for the zeds to actually attack the forklift, and have a fail if it takes too much damage. May take a while to figure that out.
GunsForBucks  [developer] 31 Dec, 2014 @ 12:44pm 
V5 List of fixes
Fixed truck being weldable
Removed test bot I had forgotten
Added text message for Patriarch wave
Moved go to gas pump objective to gas up area.
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