Killing Floor 2

Killing Floor 2

KF1 Manor
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Update: 20 Apr, 2017 @ 4:19pm

Updated Map to (V5)

• Trader teleportation now works seamlessly across single player and multi-player.
• Trader doors now only open for currently active trader.
• Complete rework of Zed pathing
• Adjusted level brightness & contrast.
• Collision adjustments on fences.

Update: 24 Nov, 2016 @ 2:22pm

Updated Map to (V4)

• Fixed missing collision on rocks in front of boathouse and in cave.
• Changed all trader doors to be one way. (if you get stuck you can simply walk out)
• Adjusted zed pathing though tight spaces. (zeds shouldn’t get stuck as often)
• Removed one of the zed spawns by the side door of the house.

Update: 28 Oct, 2016 @ 11:21am

Updated Map to (V3)

• Drastically improved geometry culling.
• Eliminated overdraw caused by trees. (switched from masked branches to full tris based branches)
• Replaced dynamic “Sky Dome” shader with high res static one.
• New and improved water shader. (lightweight and looks good)
• Re-added “Fake GI” lighting. (was removed in previous build due to performance issues)
• Small adjustments to ammo and weapon drops.
• Small adjustments to AI pathing in house & basement.
• Reduced Zed spawn frequency.

Update: 6 Sep, 2016 @ 2:09am

Updated Map to (V2)

• Reworked nearly all the textures in order to reduce the overall file size.
• Optimized master materials in order to reduce total shader instructions.
• Adjustments to level post process chain.
• Decreased global spawn rate, and tweaked individual spawns.
• General pathing improvements.
• Barbed wire fences no longer stop bullets and projectiles.
• Significant overhaul to lighting. (both indoor and outdoor)
• Added new trader teleportation logic with a “Push Volume” backup system incase teleportation fails. (similar to the one in my West London port)

Additional Notes:

• My main goal with this update was to hopefully bring the maps performance to a more reasonable level, however the overall effect of these optimizations will vary from PC to PC.
Unfortunately the map will still have a lower overall FPS than Tripwire’s official maps.
This is due to my own carelessness when setting up the geometry, the only solution for this would be for me to completely redo the entire port from scratch.

• Moving forward I will be removing the map files version number from all future map updates & releases as they have been causing server owners to have to re-add the map to the server rotation every time I push an update.

Update: 19 Jun, 2016 @ 10:25pm

Release (V1)

• Changed outdoor lighting to bring it more in line with KF1.
• Improved performance when looking at water.
• Improved water visuals.
• Added ambiance and sound effects to level.
• Adjusted overall level brightness.

Update: 16 May, 2016 @ 5:39am

Beta 3 (B3)

• Added ammo drops & weapon spawns.
• General collision improvements.
• Increased door trigger radius.
• Pathing tweaks on main floor & basement.
• Changed lighting in dining room.
• Performance improvements. Overall frame-rate remains the same, however the frame consistency has been drastically improved, and users should no longer get massive frame drops when confronting large swarms of zeds.

• Added cloth drapes to dining room & boathouse, also added plastic shower curtain around upstairs bath tub.

Update: 12 May, 2016 @ 11:54am

Beta 2 (B2)

• Darkened lighting across whole level, with minor tweaks to individual lights.
• Small tweak to spawning logic in upper level of house

Update: 11 May, 2016 @ 12:26am

Beta 1 (B1)

• Initial Release