Killing Floor

Killing Floor

234 ratings
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Tags: Map
File Size
Posted
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78.495 MB
Sep 23, 2012 @ 4:35am
Apr 21, 2013 @ 12:44am
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Description
Sci-fi city environment.
(fixed servercrash)
Credits:
Hourences for his texture packs; cgtextures.com; layout from a Gears of War 2 map
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37 Comments
Wolfgang Hype Dec 12, 2012 @ 9:04am 
It looks pretty good, but is rather bland as far as actual layout goes, from what I saw. I'd like to know why the stairs to the center statue are blocked off. Needs to let you inside some of the buildings and just provide more variety.
Velken Dec 11, 2012 @ 3:29pm 
you must of hidden things you can do on this map but so far I can't find anything interesting to do or go while fighting for my life.
The Lumberer Dec 8, 2012 @ 3:27pm 
You're welcome :)
Sam  [author] Dec 8, 2012 @ 7:36am 
Passing it on. Thanks! :)
The Lumberer Dec 7, 2012 @ 6:52am 
Forgot to add the link...

http://www.youtube.com/watch?v=z0q9kXB_24Q
The Lumberer Dec 7, 2012 @ 6:52am 
Did a playthrough for a new YouTube series called 'Sense Makes None'.

Linked back to here and credited your map.

Hope you enjoy and feel free to pass on the link :)
Rust Titan Dec 3, 2012 @ 3:01pm 
Oh, one more thing I forgot to mention before. The doubled up item spawns make it pretty easy. I got four ammo boxes in one room by picking up two there right before the wave spawned, only for another two to spawn right there again.
Rust Titan Dec 3, 2012 @ 2:15pm 
(cont.) This seems to be "beta 1", though, And aside from low res textures here and there, it's pretty neat. I know it's based on a GoW map, but I definitely recommend creating some new areas for it like I mentioned above, Rather, the style somewhat reminded me of Dishonorable, which is neat. I can definitely see this map ending up a favourite of mine, depending on where you take it. /critique

All in all.. Good stuff. On its way to being awesome stuff, I hope. :P
Rust Titan Dec 3, 2012 @ 2:15pm 
(cont) Opening up the subway section below and some of the buildings interiors (maybe even some multiple-story interiors) would really make the map outstanding and replayable. The force-field fence creates a wide, easy, defensible position. If it alternates with the other ones-- I couldn't tell if they were binary-- it only worsens the issue, but is an interesting mechanic idea if that's what you were going for. Lastly, the statue in the center of the map has stairs up to it.. Each blocked off with an invisible wall. If you were kiting up into there, that's a nasty, frustrating surprise. (continued)
Rust Titan Dec 3, 2012 @ 2:14pm 
(cont) There is also way too many dead ends, which both create inescapable situations, and extremely easy chokepoints; it's not hard to throw down a bunch of pipes, back into a corner, and watch the patriarch come running up the only ramp to his doom. Speaking of the Patriarch, he spawned in a doorway causing the camera to clip into a wall-- might want to check those spawn locations to make sure players get the full cinematic intro and not just half an angry guy's ass. (continued)