Killing Floor 2

Killing Floor 2

Splinter
53 Comments
76561198138832548 9 Jan, 2023 @ 7:42pm 
All the morons whining about "wahhh nazi symbols im offended, hammers and sickles are fine though wahhh" lmao
_Boriska_ 12 Jan, 2022 @ 11:04am 
Unlike other maps of you that I played, this map (atleast on solo) is completely worthless unfortunately.
MrRogersBestNeighbor 27 Jun, 2019 @ 5:56pm 
Love the concept for this map, but I feel like it takes way too much damage to knock down each wall. I only played it solo though, so maybe with a team it's a whole lot easier.
I'll add it to my server and try it out at some point.
[WiSE]Xeanoz 19 Jun, 2019 @ 4:47am 
Singlehandedly the best map design, this is awesome. I wish I could find a server with this map in my ping range.
10,000 Gallon Hat 12 Feb, 2019 @ 1:37am 
Ah thanks for the response. I personally wouldn't use it at any rate, because people probably won't make that connection. I'm clearly not alone, as 2 or 3 other people here also brought it up.
LiquidArrow  [author] 11 Feb, 2019 @ 9:49pm 
@10,000 hat That is an asset from TW used on multiple TW maps relating to Hans Volter which is a mad nazi scientist from WW2. This map is also related to Hans Voltor as a test chamber of sorts so thats why I used the black sun symbol that again is used across multiple official maps.

10,000 Gallon Hat 11 Feb, 2019 @ 7:47pm 
What's up with the nazi symbols bro? Don't want it on my server with all that.
LiquidArrow  [author] 23 Oct, 2018 @ 5:37pm 
@thresher they have more health than usual. Keep at it.
Thresher3253 23 Oct, 2018 @ 7:44am 
Walls do not break down on me. I'm stuck on the tiny corridor and die every time.
abgelenkt 19 Jun, 2018 @ 1:23pm 
pls add ammo boxes & weapons
Yen 12 Apr, 2018 @ 10:35am 
A berserker's funhouse
Fastie 27 Feb, 2018 @ 5:38am 
This kind of map on a The Descent or Krampus Lair style would be great. It basicly means that it resets a couple of times (with different starter layouts) during long play sessions.
Kommandant [PTF] 11 Feb, 2018 @ 11:39am 
@LiquidArrow my dude, nice sonnenrad, i was kinda confused for a second but i have no issues with the black sun
black 13 Jan, 2018 @ 12:22am 
this map is super addicting, my son asks me constantly why do I always play on this map. Cause I like to build and tear down and make tunnels. Its fun, simplest thing ever in a video game have destructive environments and I dont care how crap the game is I can find something nice to say about it. KF2 is an addicition to me, all the maps are great and horror themed. But 'Splinter' is a map or room that you can make your own and then watch as the terrible zeds come and destroy it all. Very well done map, lighting kinda sucks at times but it adds to the creepy environment. I do however wish the ceiling was heigher and that the walls could extend a bit more. All in all best workshop map I've ever played.. :Clot: :Alberts: :Fistofdosh:
Ghostly Blues 10 Dec, 2017 @ 12:53pm 
Ty!
LiquidArrow  [author] 10 Dec, 2017 @ 9:51am 
Map has been updated:
- Zeds and Bosses should no longer get stuck
Ghostly Blues 27 Oct, 2017 @ 1:53pm 
Anyone else getting zeds stuck? Happening pretty often for me.
1-800-ZOM-BIES 26 Oct, 2017 @ 7:56pm 
Got huge "Jigsaw" vibes playing this, causing it looked like that bathroom scene from the first Saw movie :steamhappy:
Pokerman 11 Jul, 2017 @ 7:25pm 
@LiquidArrow

OK I saw the text, maybe the spectator can't see (I spectating that game)
LiquidArrow  [author] 11 Jul, 2017 @ 7:12pm 
@pokerman there should be text displaying when the game starts. Is it not?
Pokerman 11 Jul, 2017 @ 6:17pm 
Funny, no hint to make people know they need to break through the wall.

Now they are unwittingly dying in wave 1 in the small rooms.

Make a "Show Text" kismet will help these people.
sebul 22 Jun, 2017 @ 7:06am 
it's too easy. plz make it harder plz
LiquidArrow  [author] 15 Apr, 2017 @ 4:17pm 
@Villain Thanks for the feedback. I wish I had more time to fix and update all my maps, but KF2 mapping has unfortunately been put on the backburner for me right now. :meatytears:
brick 15 Apr, 2017 @ 3:14pm 
The map is good in concept, as it pioneers wall breaking in KF2 as far as I can tell. However, it's fairly flawed to the point of us not running it on our server any longer.

First off, Zeds get caught in the ceiling, which you're aware of. Second, the walls break early on into the game if you try, resulting in a generic square arena. The spawn points are easily exploitable for Firebugs and other trash cleaners, as we found ourselves spamming our way to victory with little effort.

It's a great concept, but needs to be refined more in order to be effective. I'm looking forward to your new projects, and hope you include the niche in the next map.
HaMsTeYr 22 Mar, 2017 @ 10:04am 
Hans seems to love getting caught in the ceiling or walls when fighting with him. Almost 80% chance of it happening.
Chriss06 7 Feb, 2017 @ 7:58am 
I like the map !
t.gaze 4 Feb, 2017 @ 6:57pm 
The spawning rates are great. I'd love to see it. I appreciate the original game mechanics that your getting into.
LiquidArrow  [author] 4 Feb, 2017 @ 2:49pm 
@Forbearance It is made for 6 but I can look into making a larger server version if enough people want it.
t.gaze 4 Feb, 2017 @ 12:21pm 
we love this map on the 42 slot server. i wonder if there is a way to make the mechanic last longer than wave 3. we seem to destroy the walls rather quickly with 20+ people
Chuckles 29 Jan, 2017 @ 5:36pm 
@LiquidArrow Thank You for this my crew thanks you we really like you map. It is absolutely crazy fun. I'll tell the guys, we will be looking forward to the update.
LiquidArrow  [author] 29 Jan, 2017 @ 4:56pm 
@chuckles My plan is to remove collsion from the ceiling and put a blocking volume that only blocks players in its place. That means the ceiling wont have any collision for zeds/hans so they cant get on top of it.

This way I can keep it clausterphobic small as I wanted and it should fix the issue!
Chuckles 29 Jan, 2017 @ 4:47pm 
@LiquidArrow My crew and I will try to get a video for you about this. Showing Hans going above the map through the ceiling.
LiquidArrow  [author] 29 Jan, 2017 @ 2:12pm 
@Chuckles that is the first I have heard of the issues in detail. Thanks for the report and I will look into fixing this. If what I am thinking is correct I should be able to do a very easy fix for it!
Chuckles 29 Jan, 2017 @ 1:31pm 
When the Boss Hans is chosen by the game. He does his shield healing, after his shield breaks and he falls down. When he gets back up he then warps through the ceiling. He gets stuck up there for several minutes. Either raise the ceiling, or make an area that is safe for him to spawn. Probably doubling the spawn area height would be best. But possible for immersion just make the ceiling higher.
that bar over there? 27 Jan, 2017 @ 2:54pm 
Super fun map to play if you're a Beserker.
TheSheepOfPwnage 24 Jan, 2017 @ 9:52am 
I believe "anyway" should have a space ("any way") in that context. Map looks sweet though, can't wait to try it.
LiquidArrow  [author] 23 Jan, 2017 @ 10:44am 
@Derpurgatus "spooky music plays"
Super Arthritis ⁧⁧ ⁧⁧Man 23 Jan, 2017 @ 10:24am 
But why is the Black Sun there?
LiquidArrow  [author] 23 Jan, 2017 @ 6:34am 
I am planning on possibly putting doors at the spawn points to make that first round more feasible on HOE.
The Absolute Madman 23 Jan, 2017 @ 12:58am 
A bit too hard on hard difficulty.
wharok 22 Jan, 2017 @ 9:27am 
this map only works on beginner difficulty or lower, anything higher than that, the zeds surround you and kill you before you can destroy the first wall segment
Super Arthritis ⁧⁧ ⁧⁧Man 20 Jan, 2017 @ 12:36am 
I was wondering the same thing.
Krieg 17 Jan, 2017 @ 11:56pm 
What's with the black sun thrown in there....
LiquidArrow  [author] 17 Jan, 2017 @ 7:41am 
@Nice Everyone has there preference. I just don't want people getting the wrong info and thinking its just one hallway of a map.

Thank you for the feedback and I will continue to improve it!
Officer Nice 17 Jan, 2017 @ 4:15am 
Having to destroy all the walls and waste ammo just to get some more space doesn't jive that well with me.

@Captain Texas: Something along those lines. But not the exact one I was thinking of. :)
zachjd 17 Jan, 2017 @ 1:56am 
I enjoy this map. My suggestion is to add a secret staircase somewhere. (I see you already have possible plans for more levels)
Captain_Texas 16 Jan, 2017 @ 7:45pm 
@Officer Nice KF-Too Much?
LiquidArrow  [author] 16 Jan, 2017 @ 6:05am 
@Officer All of the white walls are destructible with bullets, shrapnel, and melee hits. The map opens up and isn't just the one corridor you see in the above screenshot.

Officer Nice 16 Jan, 2017 @ 4:20am 
I think it is interesting. Reminds me very much of one of the maps from Killing Floor 1. I can't remember the name of it, but it would be a nice place of inspiration. With one corridor right now, I don't enjoy this map so much, but I like the feeling of it and its potential. Keep it up. :)
LiquidArrow  [author] 15 Jan, 2017 @ 10:20pm 
Sounds bizarre pern, I will look into it.