Killing Floor 2

Killing Floor 2

80 ratings
KF-Descent
   
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51.700 MB
25 Dec, 2016 @ 5:38pm
29 Dec, 2016 @ 3:07pm
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KF-Descent

Description
A subway map with lots of custom assets, blood, gore and a combination of close quarters and open spaces full of destructible lighting.

First map I ever created. I don't feel it's complete but I currently don't have time to finish it so I'll stick to making small improvements.

Update 1: Some doors have been removed due to zeds being able to walk through them if there's little space. Lights in the main hub have 3k HP and are resistant to sirens (might change this next patch because now lights are pretty much only destroyed if you have a demo.)

Update 2: Removed siren resistance on lights in main hub. Hopefully fixed ambient sounds on server. Tweaked lighting in a couple of areas. Currently working on making the basement area into something that isn't a suicide booth.
12 Comments
Rice bran 29 Sep, 2019 @ 5:33am 
It's great Thank you for good map
Storm_at_Sea 24 Jan, 2018 @ 5:09am 
:tu1::Horzine:
SolidShark 21 Mar, 2017 @ 7:23pm 
looks like people are playing this map.
Chriss06 7 Feb, 2017 @ 8:46am 
Very good map
shelter 22 Jan, 2017 @ 12:29pm 
I would say it's a pretty darn good map for a first attempt! If you ever update it, add some more detail maybe.
.LiMpIcH™ 16 Jan, 2017 @ 2:08pm 
most intense custom map i've played so far -- the close quarters makes it extremely risky to run off on your own which encourages to stick together.
LiRi 13 Jan, 2017 @ 4:31am 
This isn't a bad map. The only problem I have with it is the navigation sometimes, the only thing I can suggest to improve this map is to place simple banners on the walls indicating what level of the subway you're in.
Atlaimond 31 Dec, 2016 @ 9:48am 
Not bad map. :ZAT_Correct:
I didn’t find any bug.
You’ve got my up-vote. :gearthumbsup:
Take care. :pet::envelope:
'Oasis Kebab 30 Dec, 2016 @ 1:35pm 
After more testing i gotta say it's one of my favorite custom map, simple, good, and fun to play.
About it i would say that the basement and upper floors (with the glowsticks) are fine, i think they are supposed to be harder parts of the map where you can be forced to fall back if things go wrong, and they play that role almost perfectly (maybe less corners in the basement).
The small dead end after you enter the train feels left out. It got too much zed entry points (crawlers go through the train's roof gap) and it's a dead end so no emergency exit if you decide to hold there.
I like the ambiance tho, the bloody rooms are a good addition but i think it's to clean. Maybe make it look like a warzone between survivors/zeds (with barricades etc).
About the huge pile of rubble near the entrance you could do better imo. Maybe you could replace it by a small entrance to the surface that is blocked by stuff.
It's a really good map, i wish it was played on online servers.
Damn 1k char limit
Spartan  [author] 27 Dec, 2016 @ 2:12pm 
Thanks for your feedback! It's something I've been thinking myself too but it's good to hear what the priorities are.

I'll look into making the basement less of a corner fest. Right now I'm planning on expanding the size of the area with the trader pod and the area one floor above that. An alternate escape route and a good place to hold up on top of that would probably make things good enough. This might take a bit though since I'll probably have to redo static mesh merging.