Killing Floor 2

Killing Floor 2

85 ratings
Bunkerlab
   
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25.994 MB
2 Nov, 2017 @ 10:27am
8 Nov, 2017 @ 4:02pm
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Bunkerlab

Description
Hey guys this is my first map and as such has taken me ages to get to this stage. Whilst the map is stable and very playable, I'm also new to testing it so I need all the help I can get regarding suggestions/improvements, and bug reporting.

The map is relatively small, I tried to make it tight with several places appropriate to hold out. I have also spent a lot of time detailing (plenty more to be done though) and trying to make the Bunker/Lab look and feel like a real place with appropriate, and relatively realistic props, detailing and layout.

The main things I'd like your opinions on are:

1) Spawns and pacing? Appropriate?
2) Rooms and corridors are currently quite tight, should some be made a little bigger?
3) Any glaring texture/graphics issues.
4) Drops? (Appropriate amount).
5) Is it fun to play?
6) Any pathing issues? (I've checked the pathnodes so it should be fine)

Could you please help me by leaving comments/suggestions and any bugs you find please. Thanks a lot for checking it out, I hope you enjoy!

AGAIN - This is a work in progress, I have come accross issues, I think I've fixed some of them in a new version of the map I have my side, but other glitches I have know idea how to remedy.

FINALLY - I still can't get the steam upload tool to work so please be patient with me whilst I try and fix everything.
47 Comments
MrRogersBestNeighbor 15 Mar, 2019 @ 1:54am 
The map looks great, love the atmosphere. It's promising, but it has one major problem.
Too many dead ends.
Unless everyone who plays this map spends the time to learn the layout, it's going to be annoying as hell to play. And who's got time to learn the layout of every custom map? (I mean I do, but I'm not a casual player...). Anyone new to this game and this map will find it really frustrating to play.
It's okay to have maybe one or two dead ends, as long as they're wide enough (so you have room to maneuver around zeds) and there's something about the environment that looks very different from most of the map. So you can easily learn that that spot is a dead end the next time you pass by it.
Fix the dead ends, it has a lot of promise. I was having fun at least, until I inadvertently hit dead end after dead end.
Flammable 10 Feb, 2018 @ 10:04am 
Sometime zeds spawn infront of my face, this is annoyng
SKULKASAURUS  [author] 31 Dec, 2017 @ 3:42am 
ok thanks old midget, I'll sort that out asap
oldmidget 31 Dec, 2017 @ 1:23am 
Storm_at_Sea 29 Nov, 2017 @ 5:43am 
Why don't you ask them, sure they'd be happy to share.
SKULKASAURUS  [author] 29 Nov, 2017 @ 5:42am 
God, this is so annoying! I still can't run the upload tool! How are other people managing to publish their maps????
.rustflow 17 Nov, 2017 @ 2:59pm 
reminds me of a doom map just by the layout, awesome.
SKULKASAURUS  [author] 15 Nov, 2017 @ 1:12am 
Hey, missharvey yea that is something I've noted and am trying to sort. I noticed it too when testing the map with friends. The map seems to render enemies and players fine my side before brewing the map in the upload tool. So I'm hoping it was some kind of brewing issue...

Either way it's the main issue I'm arsing around with at the moment. Cheers for testing.
COMP DBD 1 V 1 14 Nov, 2017 @ 9:47pm 
really nice for a first map BUT there are some game breaking issues with this map

zeds/players are popping into existence when entering rooms
some sort of thing you did where each room only renders whats inside and doesnt render anything outside that room


huge frame spikes in the lounge room when a few zeds appear
SKULKASAURUS  [author] 14 Nov, 2017 @ 7:27am 
Hey, been working hard on the map, making changes and additions, these can be seen in the new screens. I'll upload as soon as the upload tool starts to work again.

Cosmetics done:

Expanded rooms.
Added a new Generator room with lots of space to move.
Expanded garages.
Added detailing to the mess hall.

Things to do:

Detailing

Add inaccessible spawn rooms.

Add blocking volumes so the props don't inadvertantly block players and so players can't cheat by jumping on barrels etc.

Sort splatter maps.

And solve any other problems people report.