Killing Floor 2

Killing Floor 2

KF-BioticsLab_Enhanced
18 Comments
Bro Bike 15 Feb, 2020 @ 2:50pm 
Enhanced as in downgraded poor quality and cherry on the cake : noobified.
mr.deagle 27 Feb, 2018 @ 5:30pm 
In case you weren't able to tell by the description, a more appropriate name for this map would be KF-BioticsLab_Casual.
Johnson 14 May, 2017 @ 10:30pm 
I have send you a friend request,I have some question about modify KF2 official map
Vesper 18 Jun, 2016 @ 6:00pm 
the new room is just too empty. maybe a suspended walkway or something would make it more fun.
HiTmAn 15 Jun, 2016 @ 6:57pm 
ty for u effort good map vote up^
Glowth 21 Apr, 2016 @ 6:31am 
Need more pics please :) Not considering download of an already existing map with just a measly 4 pics...
RAMBO 20 Mar, 2016 @ 7:51am 
So that the new section seems more part of the original map, some more detail in the new section would help it's appearance. Other than that, I don't have any further comments.
RAMBO 20 Mar, 2016 @ 7:44am 
It must have been a random problem with infrequent occurence. Initially, there weren't many spawns, but as the match progressed the spawning increased. I have no explanation.
RAMBO 20 Mar, 2016 @ 5:48am 
I played in about 7 hours ago. But the spawns weren't working for some reason. I looked around the entire map and couldn't find anything. I'l try again.
Star  [author] 19 Mar, 2016 @ 10:35pm 
There is one weapon crate in the room labeled Maintenance, and one weapon spawn in the control room(overlooking the meat grinder). This is in addition to the ones in the official map.
RAMBO 19 Mar, 2016 @ 9:51pm 
Expanding the map was a good idea. While playing the map however I noticed a lack of weapon and ammo spawns.
Star  [author] 13 Mar, 2016 @ 7:51pm 
Update: The doors in the new room weren't marked correctly so zeds wouldn't attack them. This was fixed, and fixed some pathing bugs. Also, somehow the map is now 20mb and still works the same.... I guess that's good? Hopefully this will be the final version unless I find some other bug.
Star  [author] 13 Mar, 2016 @ 3:52pm 
Update: Forgot to add a spawn or two in the new room. While adding them I noticed the control room had no collision on the desks or walls (woops!) so I fixed those. Also added a weapon and ammo box spawn in the new area.
Star  [author] 12 Mar, 2016 @ 10:54pm 
Updated to add a new room behind the grinder room that can also be accessed from the hallway that was closed off.
Star  [author] 11 Mar, 2016 @ 4:39pm 
Ok I just updated the map to fix all of the doors that clip out of the walls, remove the railing on the back area by the grinder, and make the area behind the conveyor belts look nicer
Sirprice 11 Mar, 2016 @ 3:55pm 
Yeah, sounds cool. Hope it turns out well :)
Star  [author] 11 Mar, 2016 @ 3:25pm 
I plan on touching it up a bit to prevent people from seeing the parts of the map that weren't meant to be seen like those conveyor belts; as far as I tested though, there are no issues with pathing in the areas I created and the doors all functionally work. I believe only one or 2 of the doors clip into the wall awkwardly.

Also, since that area in the back over the grinder is a combined mesh, theres no way of me removing the railing without removing that whole area or replacing it with something else. I guess I could just replace it with some square catwalk floors and railings though.
Sirprice 11 Mar, 2016 @ 1:59pm 
You made it buggy, lol. some of the doors clip through the wall and it looks awful, at that fleshgrinder you can see behind the conveyor belts outside the map and how stuff are floating in the air. Also, infront of those stairs at the fleshgrinder you can still see the fence from the original map kinda blocking it, but you just walk over it. Got so hyped when I saw this cuz I really like this map, one of my favs from KF2.