Killing Floor 2

Killing Floor 2

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KF-ClassicBioticslab
   
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File Size
Posted
Updated
102.619 MB
Apr 12, 2016 @ 7:38am
Jun 20, 2016 @ 4:55am
4 Change Notes ( view )

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KF-ClassicBioticslab

Description
Within ten hours of the containment breach, nearly three quarters of the security and research detail at Horzine's London laboratory had been killed. Those who couldn't escape set up makeshift defenses in their dormitories, or the labs. In the depths of the facility, the incubators remain functional - spawning more and more clones. Your task is to eliminate every last one of the bastards.

If subscribe doesn't work for you try this direct link
httpwww.moddb.comdownloadsmirror98877108ddfa09d0ad56b20351828fe537149290

KF-ClassicBioticslab is made out of the old textures (for the most part) new textures are added like normal maps and spectacular maps for the old textures or new textures.

The geometry ported and almost completely overhauled and bugfixxed (new area's are added to create less of a bottleneck affect in certain area's.

3D models are NOT ported from the old Killing floor 1 Game, They are completely Remade with Autodesk maya and re-adjusted for good Detail loss or increase depending on distance.
This gave me more controll on creating a stable frame rate when running the map.

KF-ClassicBioticslab Patchnote

KF-ClassicBioticslab Beta4
Added Blocking volumes to prevent player from clipping trough certain objects.
moved some spawners to prevent players from spawning outside the map.

KF-ClassicBioticslab Beta3
Added removed Static objects - moved static objects for gameplay reasons.
fixxed and issue where players could hurt themselves at certain not broken glass points by running and jumping into the geometry.
Improved Blockingvolumes in certain area's preventing players from getting stuck.
removed some animated spawners and added dept for all animated spawners.
Added 2 small spawners outside battlezone.
addjusted some 3D models.


KF-ClassicBioticslab Beta2
Adjusted some blocking volumes to prevent players or zeds from getting stuck.
Tweaked Zed spawns and fixxed an issue where boss wouldn't spawn when players are too spread out.
Added and moved some meshes and effects.
Tweaked paths.

KF-ClassicBioticslab Beta
Patched Paths zeds don't attack certain doors if there are other ways around it.
Addjusted some models for better looks
Added adjusted some blocking volumes to prevent players getting stuck

KF-ClassicBioticslab APLHA4
Made Hallway Downstairs near Research Room Wider
Made spawn area outside battlezone for Zeds bigger so zeds don't get stuck when spawning outside battlezone.
adjusted paths and added no collision triggers.
Added Lobby Area
adjusted Shadows on objects.

KF-ClassicBioticslab ALPHA 3.1
Tweaked Paths and Spawns for zed's so they don't get stuck at their spawn point's.
moved and tweaked some objects to let zeds get into the battlefield easier and not getting stuck on something.


KF-ClassicBioticslab APLHA3
Added A new Hallway.
Tweaked Spawns.
Changed Textures for wiring and wiring black box, Wiring supports.
Remade Wiring Models for smoother look and better shadow effects.
Replaced Some Masked textures for better clean looks on details such as Sector A or Sector B Signs.
configured some Blocking Volume's
Increased Doors Health and doors speed of opening and closing.
Added and tweaked some sounds inside the map.

KF-ClassicBioticslab APLHA2
Changed Blocking Volumes - Added Blocking Volumes to prevent players exploiting the map and AI.
Changed Lightning To increase performance and make the map darker.
Reworked the Doors in the map to a working functional State (in alpha 1 Single doors that broke became inaccessible)
Added Sounds to the Testchamber 'CreepyVoice' from KF1.
Added Missing Objects in Extra Hallway
Performance Tweaks in certain Area's.
Changed Material on the Biogunkglass in Test Chamber Area to make objects behind it more visible.
Created Triggers For lights to turn of or on When in the area or outside setain light's area, to prevent Lightbleed from upperfloor to lowerfloor.
Adjusted Animation Based Spawners.
Added DynamicShadows To some objects.
Tweaked spawns increased minimum distance from player.
All Assets Put into One File
Popular Discussions View All (1)
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Nov 5, 2016 @ 12:31pm
Server List
vladce Tyran [CZ]
77 Comments
(UA)Legion Apr 18, 2021 @ 5:29am 
не могу создать ее в онлайне
Nangi Sep 18, 2020 @ 2:18pm 
Good times
Sharky Nov 8, 2018 @ 2:19pm 
Pardon me, but what's with the loud sfx in some areas?
-=Я.G=- しのび Nov 1, 2018 @ 10:17pm 
Not bad.

Make Inferno map of the KF1.
Flammable Feb 10, 2018 @ 11:31am 
good
Top G Jul 18, 2017 @ 4:42pm 
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Natsu × Ken Jul 6, 2017 @ 10:09pm 
Thanks for the map! :Batcat:
EldenMoon Feb 22, 2017 @ 5:05am 
Great map! I feel like you can probably pull of a silent hill type map. The textures and what not remind me of silent hill
JesseJ Jan 1, 2017 @ 5:03pm 
Thank you for making this