Killing Floor 2

Killing Floor 2

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KF-How to Build your own KF2 Map
   
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Maps and Mods: Maps, Survival, Holdout
File Size
Posted
Updated
463.767 MB
21 May, 2020 @ 7:08am
18 Oct, 2020 @ 3:23pm
2 Change Notes ( view )

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KF-How to Build your own KF2 Map

In 1 collection by Serious
Serious KF2-Maps
75 items
Description
Welcome to the production of a KF2-Map



You were always interested how a map could be developed in kf2 but have no time or idea how this is done.
Here you could see it ;-)
No text, no interacts, you will only see differences in optics, zed-pathing and availabe areas from wave to wave.

This Map is progression and holdout. New Round / New FIX Area.

Progression Plot:

• 01. Basic Layout
• 02. Textures/Splattermap/WorldBoundary
• 03. First Meshes like Trees & Library
• 04. First Details (incl. first lights), indoor/outdoor lightning, dynamic outdoor lightning, fog
• 05. Further Details (e.g. grass), building obstacles, first destructible actors, start blocking ZED-spawn-areas
• 06. Further Details (indoor bar, shelfs), skybox, detailed indoor lightning, doors, additional ZED paths
• 07. Optimize ZED-spawn areas, debris, block last ZED-spawn-area, dynamic meshes (e.g.chairs)
• 08. Add additional ZED-spawns, rain mesh and emitter, finalize outside area
• 09. Further obstacles, gore actors, visibillity blocks, additional particle effects (e.g. dust)
• 10. additional gore actors, decals, collectibles, doshholdvolume
• 11. finalize inside area (debris, decals, obstacles, zed-pathing)

File Name: KF-HowToBuildYourOwnKF2Map
Download: 37 mb
HardDrive: 454 mb
ID: 1716107878


Recommend:
• Survival HoE 10 waves

Note:
There are obviously some changes in this map compared how other maps are created. For example the ZED spawns are nothing you would create as one of the first things. Also the pathing for the ZED is something you should do after the complete layout is clear and you wont change important things on this topic.
But the map would be a bit lame if there wouldn't be any zed spawns the early waves^^
I tried to stick as close as possible on how it could be done without lowering the entertainment factor.


Some nerd data:
• 10 Trader
• 17334 StaticMeshes (Trees, Rocks, etc.)
• 2 Ambient Sound Actors (Airship)
• 718 Lights
• 1266 Destructibles (Lights, Screens, Tables, etc.)
• 370 Emitters (Dust, Wind, etc.)
• 1003 Volumes (Blocking, Trigger, PostProcess, etc)
• 562 Kissmet notes (Animations, Teleports etc.)
• v.40

Good luck and don't forget to thump up ;-)
14 Comments
Gavyn 17 Jun, 2023 @ 12:44am 
I've got an old map I worked on years ago, around Fortnite season 2. I never finished it and now I really want to, this will help me a lot along with Sean N's videos. Thank you c:
Serious  [author] 15 Aug, 2020 @ 8:46am 
Thanks for the offer, but my play time a bit limited currently^^
I can add you and you send me some screenshots of most interesting places in payday2.
Coffee And Green Tea 15 Aug, 2020 @ 8:34am 
i could buy you the game but you can search up vids on youtube if you wanna see the bank theres plenty out there dm me if you wanna talk more about this
Serious  [author] 15 Aug, 2020 @ 8:13am 
ahh ok. that would be something more intersting.
But i don't know Payday2, is there any POI which could be a good KF2 map?
Coffee And Green Tea 15 Aug, 2020 @ 8:10am 
lol i dont really like ports i like it more of a recreation with your own twist
Serious  [author] 15 Aug, 2020 @ 3:40am 
I think you better ask Rockmax or Frostbyte the grandmasters of KF2-ports ;-)

I don't port maps^^...
(and i never played Payday2, so would miss many important details)
Coffee And Green Tea 15 Aug, 2020 @ 3:34am 
how much would i gotta pay to have u make payday 2 maps for me
Nazgul 24 Jul, 2020 @ 7:00am 
Ok, thank you for the clarification.
Serious  [author] 20 Jul, 2020 @ 11:57am 
It's not teaching you how to use the sdk and set a mesh for example. I don't know if this would be possible to show in a map.
It's a map where you see how a map could start (after 10-20 minutes of work) and how it could end after 20-....hours of work (and 9 additional steps between).
It's no video, picture, tutorial.... it's a map.

What you can see/learn e.g. is stuff like: "why is a obstacle at this spot", "how important lightning is",...."how important additional paths for zeds are and why some paths are blocked for players"... and so on.

If you wan't a detailed tutorial/wiki you should better check google/youtube and so on^^

I build this map not just for ongoing mappers, i build it for all ;-)
Nazgul 20 Jul, 2020 @ 11:38am 
"you will only see differences in optics, zed-pathing and availabe areas from wave to wave"

Sorry I'm still not clear on what that means. Pictures? Otherwise it just sounds like it's a custom map to play and not actually teaching how to build a map.