Killing Floor 2

Killing Floor 2

708 ratings
KF-Asgard
   
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Maps and Mods: Maps
File Size
Posted
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276.581 MB
19 Aug, 2016 @ 5:05pm
13 Apr, 2017 @ 8:19pm
10 Change Notes ( view )

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KF-Asgard

Description
Features full dynamic lighting with random weather and time of day set at level load. Chances are 1/3 each for overcast, sunny or night to sunrise, I tried to keep the night real so it's dark (and full of terrors) without flares scattered around, but it shouldn't be a problem now that flashlights lasts longer, also you can turn on the car headlights to help.
The layout is of an outdoor arena map, invites to kiting but there is also a good defending spot right outside the gate that gives you three corridors to look at.

If you're familiar with KF-Midgard this an alternate version faithful to the real location, with more custom assets, I removed the entire cliff side of the map and added a dirt road that actually exists, also now the house has only one door so it's not a good place to defend after the first waves but every room has item spawns, so use it for scavenging, at your own risk of getting trapped.

Do not reuse parts or custom assets of this map without authorization.

Aug 16
-Game post processing effects are working
-Welded door gets attacked now

Set 16
-Fixed meshes that disappeared after the tactical response update (mostly foliage, Tripwire deleted a package they used only for concept)

Apr 17
- Added more boss spawns and made a small area for an out of sight boss spawn
- Blocked the way to the roof of the house
- Tweaked foliage, trees are looking better with the same performance
- Added visual aid on the road limits (and the boundary message still shows up)
Popular Discussions View All (1)
1
13 Aug, 2017 @ 5:19am
Videos of the map
BartBear_[PL]
82 Comments
Witness of the Pumpkinmeister 3 Sep, 2020 @ 4:18pm 
Ran into an issue on this map where all bloats and stalkers on the map were completely invisible and all bullets passed through them as though they werent there at all. I was playing on my Nodecraft hosted server and other players could see them just fine
Susan_Moonshadow 3 Jun, 2019 @ 5:15am 
I'm not completely sure if this is a bug with your map or the game, but when I knocked Hans Volter out of his first phase bubble he fell out of the world. After clearing last trash mobs I was declared victor even though his health bar was still clearly visible.

Imgur link to approximate location of where and direction I shot him down https://imgur.com/69tjLuR.png
Kranot 11 Apr, 2019 @ 12:25pm 
Great map. High quality and good design.
We are hosting this at the Horzine Simulation Division Server in our selection of high quality custommaps!
IP: 5.9.22.30
Dragontear 3 Aug, 2018 @ 12:29pm 
Recently downloaded this, and must say I love the aesthetics of the map, the number of details scattered about that makes the place look quite authentic, and I rather like the random time of day/weather effects chosen at game-start. The house looks endearing, but has some creepy details in there; giving a surreal-horror vibe.

A few problems with pathing do exist - one occurs in the 'pool' just below the house, with zeds getting stuck on one corner, and sometimes a zed may get stuck near the road-side gate.
SQHQ 17 Jul, 2018 @ 11:55am 
after 400 minutes wave 72 weather hasn't changed still rainy and foggy
[CoY]  Kwang 21 Jun, 2018 @ 3:39pm 
Sry to not shut the fuck up, but for people who suffer version mismatches... isn't that an issue of the specific server not having been updated?
[CoY]  Kwang 21 Jun, 2018 @ 3:37pm 
And regarding the aforementioned group issues, I disagree wholeheartedly.

With co-ordinated focus' and positioning, this map offers a fantastic level of gameplay, completely impossible to find on larger, more structurally 'complex' (and yet ironically less mechanically sophisticated) maps.
[CoY]  Kwang 21 Jun, 2018 @ 3:35pm 
Love the map, especially the tiny gap in the trees between the 'garden' and road, and the desperate last-ditch forested dead-end.

Only issue I've found is:
Some of the trees have very wide hitboxes around their very slim trunks, not always a problem for bullets but Eviscerator sawblades that are fired from the weapon often collide in mid-air and bounce off in odd directions. Especially a problem in the aforementioned paths that I love, denying good line shots.

I have had no FPS problems whatsoever, had some lag once but the server I played on gave me intermittent lag anyway, so I doubt the map was involved. (Worth mentioning I have a fairly powerful PC)
E_Grizzie TTV 20 May, 2018 @ 12:12pm 
Game played smoothly on the map so it's not the maps fault for fps.

A quick review of the map, it's really simple. It's open with trees and a foggy rain type of atmosphere. The lighting is sub par and terrible in some areas walking, the house on the map breaks some of the Zeds when u weld the doors which ruins a lot of the fun although I like the house being there, Zeds will hop on that door then run off and round the house aimlessly until there very few non broken zeds finally take down the door(if u keep welding you'll weld faster than they can damage). I thought the map was decent, but I don't think I'll ever play it again. It was really basic, nothing special and while it's open you're very limited in many ways.

Everything worked just fine, but the map itself is just boring.
DA 8 May, 2018 @ 11:10am 
rip fps