Killing Floor 2

Killing Floor 2

481 ratings
KF-Skyscraper War
   
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Maps and Mods: Maps, Survival, Objective, VS Survival
File Size
Posted
Updated
7.896 MB
11 Jul, 2019 @ 3:38pm
23 Dec, 2019 @ 5:17pm
3 Change Notes ( view )

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KF-Skyscraper War

In 1 collection by Serious
Serious KF2-Maps
75 items
Description
A Fight like it was never before.
Two roofs against each other.



Map Features:

• Unique behaviour for the map depending on mode and length
  1. Survival short:_____no_direct_contact
  2. Survival medium:__no_direct_contact
  3. Survival long:_____small_bridge_between_both_buildings
  4. Endless/Weekly:___small_bridge_between_both_buildings
  5. Objective:________small_bridge_between_both_buildings
  6. VS_Survival:______Could be interesting on this map :D

→ no direct contact: Only Husk/EDAR spawning -> BOSS:Patriarch
→ small_bridge.......: Normal Spawning


• 4 Different Weather Settings random choosen on GameStart
  1. Normal (With Sunset)
  2. Snow
  3. Rain
  4. Apokalypse
• Objective mode (Very difficult on HoE)

→ Round 1: Repair Trader
→ Round 2: Only Crawler/Stalker/EDAR
→ Round 3: Collect Teddybear
→ Round 4: Boss
→ Round 5: Holdout till Helicopter arives (5m)


File Name: KF-Skyscraper_War
Download: 1.5 mb
HardDrive: 7.5 mb
ID: 1800705079

Recommend:

• Suicidal 4-7 Waves
• Suicidal Objective
• HoE Endless

This map is to easy for you?
Check out the new Distance war map.
https://steamproxy.net/sharedfiles/filedetails/?id=1944930594


Good luck and don't forget to thump up ;-)

v.053
25 Comments
MrRogersBestNeighbor 30 Aug, 2019 @ 11:43pm 
This is so great for getting E.D.A.R. dailies, heh
pelequinho 25 Jul, 2019 @ 9:24am 
don't fall you will see something so terryfying that you'll never sleep again.
Arclight 23 Jul, 2019 @ 4:21pm 
on a side note i created a Disscussion page as so i dont cloud your comments with unneeded questions. i appreciate your patience and hope you have a good day :)
Arclight 23 Jul, 2019 @ 3:56pm 
ahh alright! thank you greatly @Serious and @AdequateX, i appreciate your help greatly ^^ hopefully in due time i could make a map as enjoyable as yours
Serious  [author] 23 Jul, 2019 @ 9:27am 
Also some information about mover:
• If you want to change the collision or mesh of the a staticmesh you also have to convert it to a mover.
• Collision for mover are a bit tricky, for most mover best is no collision/block weapons, and do the real collision for your character with a dynamic blocking volume, like adequatex said.
If you want it to collide with almost everything you have to check "NotifyRigidBodyCollision" and set collision to "block all"
Serious  [author] 23 Jul, 2019 @ 9:23am 
@Arclight,
1. I don't think this is the right spot to ask this, but i don't have a problem with this.^^ You can ask this stuff always directly.
2. It's not hard to implement if you stay the easy way with movers. Also you have to learn it for some kinds of dynamic options in your maps.
Everything AdequateX said is right. But maybe missing out some basic points, which are pretty obvious if you had done it once before.
First of all you have to create some sort of floor -> right click "convert to mover"
Then open Unreal Kissmet (right of the Content browser).
right click "new matinee" -> double klick it
Add new empty group, and name it "mover"
Under this "add new movement track"
-> Add Key points at the start and end of the matinee. And klick on the second point to activate it. Then mover your "mover" to the spot i should.
AdequateX 23 Jul, 2019 @ 2:29am 
@arclight and using dynamic blocking volumes in combination to stop players getting stuck underneath the elevator...


So you would connect the matinee data and the dynamic blocking volume in kismet and have a trigger actor in the world and in the kismet as your switch to activate the matinee track and blocking volume.

A single axis matinee track is probably the easiest thing to do in unreal matinee.

Also dont forget to set the collision on your mesh as when you convert it to an interp factor it sets the collision to "no collision" you need to set it back to "block all".
AdequateX 23 Jul, 2019 @ 12:13am 
@arclight Yes it's possible either using something similar to how Holdout works by teleport or by using an interp/mover actor and making a matinee movement track with collision enabled on the interp actor and is then played on button press.
Arclight 22 Jul, 2019 @ 10:10pm 
while i apologise if this isnt the right place to ask, as im unfamiliar with who/where to ask this question other than maps makers comments, but is it possible to create a sort of elevator in SDK? or is that way to advanced at the time being
MrRogersBestNeighbor 17 Jul, 2019 @ 12:42pm 
Great idea for a map!
Though you can just hide behind the barriers when hurt and heal up, which makes it pretty easy. :P But I only played it solo, I can imagine it'd be A LOT harder with other players, since every time they get hit with a rocket it'll damage everyone near. And if there's player collision, it'd be tough to fight for cover.
One thing I think would be cool is if the area was wider with barriers that go up and down. That way it'd be like HuskDodgeBall, only doable, heh. But I can imagine that would be problematic in a 6 person game, especially if there's player collision.

Stoked to try this out on my server with a group!