Killing Floor 2

Killing Floor 2

KF-Out of the Fog
11 comentário(s)
pLankycide Book 16/mai./2023 às 2:15 
Hello there. I found a spot where you can get permanently stuck, right near the top of that ladder/staircase that leads to the wooden platform campsite. But besides that, I have to say I love the creative idea of lowland fog and higher-up visibility. Maybe you should put all the ammo boxes and pickup spawns down in the dangerous areas, so hiding up high is good for visibility, but players have to risk the fog for pickups. Regardless, great map and good work. Have a thumb's-up. :) :steamthumbsup:
你要夸我很彳亍 18/mai./2020 às 9:32 
good good
Crow 22/set./2019 às 3:09 
great map, I think something that gave me the chills most was.. the spider cave.
Serious  [autor(a)] 3/abr./2019 às 1:56 
I look into it. Thanks for the bugreport. Maybe they got stuck or sth like that.
Xkiller® 2/abr./2019 às 9:46 
dont know, i just feel like some zeds die without a cause, i just thinks its textures but it may be something different, as i said i won as volters second shield got destroyed, he fell and died in 2 secs
Serious  [autor(a)] 1/abr./2019 às 13:30 
@Xkiller, what do you mean by, textures kill zeds?
Xkiller® 1/abr./2019 às 13:10 
map is cool but some textures kill zeds, i won a boos fight against volter just cause he walked over some buggy texture and it killed him, also fleshpounds spawn too far
Ziggurat-06 28/mar./2019 às 11:00 
loved it
Serious  [autor(a)] 14/out./2018 às 14:51 
Thanks Esprimo, yes i've updated it a bit and will upload it in a few minutes, after a last check.
1. Thanks for the info, i did'nt have any bug here so far. I will look into it.
2. Is upated ;-) ... But it's not a problem with the spawnrate as we suggest both. It's a problem that the Zeds are spawning anywhere at the same time so there are nor bigger teams of zeds and the are appearing sepperated due to the sometimes high walk distance.
-> Fix: More Zeds Spawn / Higher Spawn Rate and others.
3. In the new version the fog gets stronger or weaker every round ;-) / And the Bridge is no savespot anymore, so you have look for others
4. Very cool idea... definitely part of the next update
Esprimo 14/out./2018 às 14:23 
3. The spider cave is really nice but it's not used at all. You could try to reduce the global fog a bit and making the cave almost fog free so it turns into a nice but tough holdout spot. Or you could spawn there some nice loot so, in addition to higher spawnrates, one could take run through it to find some precious ammo and maybe a weapon.
4. You could add a bit history to the map. Adding some clutter/deco all around. You could add a bigger camping place where all the travelers got lost and died. [sppoks]Maybe a nice gory firestake out of bodys, they turned mad and cannibalistic[/spooks].
Esprimo 14/out./2018 às 14:23 
I know you are reworking the map but here is some contructive feedback on the current buld:
1. The ladder is a buggy and player get stuck there from time to time, some more rocks and blocking volumes could solve the issue.
2. The spawnrate in general is somehow too low. It makes it too easy and often one has to serach for the ZEDs. The low spots are nice, no sight distance and one has to listen tot eh ZEDs positions. With higher spawnrates the lower places turn into deathbeds.