Killing Floor

Killing Floor

56 ratings
KF-SamuraiSpirits-Reborn-Alpha
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
33.191 MB
28 Jan, 2015 @ 9:30pm
1 Change Note ( view )

Subscribe to download
KF-SamuraiSpirits-Reborn-Alpha

Description
kf-samurai spirits alpha

Blood has fallen from the sky,the samurai spirits have been reborn...again,have you got the fire in you to survive?

open based wave arena:
batteling on a lava rock,surrounded by a river of hot moulting lava,its raining but not with water,Blood Rain falls from the Heavens.the Samurai Spirits have been wakened again but not with the shaking of the volcanic eruptions but with the smell of Fresh Meat.........

specail thanks:
dannymypc for converting meshes
ut2004 statics and textures(exported by me)
all the testers involved to many to thank them all
ferenos on scrippted trigger and advice

map:
fairley big(meduim)
open spaced
5 traders
terrain(hate doing that:)
ammo and pickups
teleporters and effects
portals

ive provided links for rom(some may have problems with there workshop:)
also provided compressed file for servers and admins only

im giong on holiday this weekend and wont be bk until the 3rd or 4th of febuary,this is why i uploaded now for feedback, hope u all enjoy god bless u all.
links below
https://www.dropbox.com/s/q2hsqnr7rz7ed4x/KF-Samurai_Spirits-reborn-alpha.rom?dl=0
https://www.dropbox.com/s/cjtfjnoprexu736/KF-Samurai_Spirits-reborn-alpha.rom.uz2?dl=0
17 Comments
Xel'crin 2 Sep, 2015 @ 5:00pm 
On HOE, damage stats are boosted to 175% of their base value, meaning that of course it would be harder, but it's not entirely an accurate representation of how a map should be played. If you think I am making this stuff up as I go, search up difficulty on the wiki, the shareable link is broken at the moment. If you want me to find another source, I will try, but Killing Floor doesn't have much data on difficulty it at the moment.
Xel'crin 2 Sep, 2015 @ 5:00pm 
I would disagree with you actually on normal being easy, and argue that multiplayer doesn't makes things harder. I had failed some maps on normal solo and found them very hard and had to retry them on multiplayer in order to beat them. I would argue that multiplayer with a decent group for the difficulty (level 2 - 3 is the average for normal I believe) would tear through this map with ease. And to be fair I understand what you mean about HOE, however HOE is played by a very limited number of people and isn't really how Killing Floor is to be represented. What I mean by this is that on normal difficulty, damage values are to set to 100%, easy they are set to 30%. On higher difficulties the damage goes up from 100%. That means that on normal, damage isn't higher or lower than its base value that was set to it upon their programming. That means that normal is considered to be the best test for a map.
Frostbite*  [author] 2 Sep, 2015 @ 3:41pm 
thank for your thoughs and reviews.the map was in alpha stage when u had played it ,the figures were designed to be like that,but really on normal any map is easy:) and ofc nothing is a threat apart from large zeds and the boss,now if on a 6 man team on hoe,then u will see the mayhem it can be caused by those little ankle bitters:) husks on the other hands has seen a major downfall to fallen comrads he is brutal on this map,i suggest to u play this with friends on hoe:) thanks again for the comments
Xel'crin 1 Sep, 2015 @ 6:27pm 
But of course that’s just my opinion. That being said, for arguments sake, Zombies mode in just about any COD game is the same thing really, and I play the shit out of that. So a loop isn’t always a bad thing. My rating for the map would be 7/10, not 8/10 due to the unfortunate two pathing issues I encountered. Still, very well done! Keep up the good work! And of course as always, my video of my experience: https://www.youtube.com/watch?v=r1GIn9kSG3E
Xel'crin 1 Sep, 2015 @ 6:25pm 
Now my final point I would like to mention is the fact that it is a loop. Now this is fine, I’ve played much smaller arena styled maps and had a blast, but this map is a bit too… big. As a berserker, the ranged enemies where the only true threat. Few of the melee Zeds actually were able to catch up with me. To me this made my experience a bit too… easy, in my opinion. In my video, I suggested perhaps considering adding walls, but I realize that could really ruin the style of the map. So off recording I had an idea… maybe consider adding some lava traps? You see the maps biggest problem honestly is that you really just keep up a loop pattern forever and as a Berserker, you just never die. Now if you added lava traps that would damage you, it would deter people from running in circles constantly as Berserkers, and make the map much more challenging.
Xel'crin 1 Sep, 2015 @ 6:24pm 
I do have some complaints for the map however. The first of which is the Samurai Models. They look very cool from a distance, this much is true. However when going closer to them, you can clearly notice flaws such as missing parts of the face and such, that I would suggest if possible you try to fix. There were also some pathing issues that you can notice in my video at 16:14, and 20:44. For the incident at 20:44, you might want to find a way to make it less abuse able on Fleshpounds especially. As for the “blood rain”, it’s a bit too subtle. I noticed it at first when I loaded the map, but not enough to warrant me to really acknowledge it. It was a kind of… seeing it in the corner of my eye kind of thing. If possible consider making the rain effects a bit… “more”, if you know what I mean. Looking straight up didn’t even seem to show any form of rain at all.
Xel'crin 1 Sep, 2015 @ 6:22pm 
The map was extremely cool looking and I could tell just from booting it up who made it. The epic style that seems to correlate with your maps was clearly present. Personally the place reminded me of that one Dragonball’s movie’s interpretation of hell, but that’s just me. Also that whole 2.5D thing you did the skulls in the central trader tower was AWESOME. I spent a very long time just looking at them. I also took note that this map on a higher difficulty, would make the Patriarch much harder to fight. Not only does his cloak allow him to blend in better with the red scenery, but it’s a very open map so it’s very hard to avoid him. This isn’t necessarily a bad thing for people who like a challenge of course.
ZuluSierra69 4 Feb, 2015 @ 9:55am 
hey i found thimap is really great and its nice to find another level where its not pitch back and you cant see anything. great work Frostbite
Dronis 4 Feb, 2015 @ 1:16am 
Автор! Идеально! отличная работа, анимация и вся рисовка, молодец! Правда для моего сервера карта трудная, прийдется сделать полегче.
Frostbite*  [author] 3 Feb, 2015 @ 8:16am 
rember guys this is alpha stage ,its feedback im looking for,as long as yous are happy that it plays well enought for the stage its at,i flew bk to the uk this morning,glad to see its still diong well ty all