Killing Floor 2

Killing Floor 2

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my_mountain_side_nightmare_objective
   
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Maps and Mods: Objective
File Size
Posted
Updated
68.836 MB
Dec 1, 2018 @ 4:50am
Mar 25, 2019 @ 8:58am
35 Change Notes ( view )

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my_mountain_side_nightmare_objective

In 1 collection by []z
OZ KF2 MAPS
10 items
Description
###performance has been tweaked###

fully objective driven and includes some elements you may recognise

'Dr jeramy stoolward will be giving instructions.'

fight through mountains and fields, dungeons and tunnels to destroy the planetery deffence system
and allow humanity to claim this place as home.
it will be a hard fight but with the good doctor and his boffins helping you and your team,
nothing is imposible

please give feed back and rate

many thanks Oz

WORK IN PROGRESS
no background sounds add yet
26 Comments
MrRogersBestNeighbor Mar 27, 2019 @ 4:29pm 
Yeah, I figured the map will probably be a lot easier with a full team. I'll put it up on my server and try it out again with a team.
[]z  [author] Mar 27, 2019 @ 8:50am 
yeah thats whats strange is my 10 year old machine running a 750ti does fine
Captain Awesome Mar 27, 2019 @ 6:38am 
Thx bro :steamhappy:
Its important to optimize maps also for medium/low end pc's, like official maps are.
So everyone on server has fun. :bh:
[]z  [author] Mar 27, 2019 @ 6:30am 
@Captain Awesome
yeah i for got the performance stuff for landscape and need to delete some foliage stuff
but it does run fine (with about a 5%drop around the canyons) on mine
so ill keep at it
cheers again dude
Captain Awesome Mar 27, 2019 @ 5:58am 
Hi []z
there are big frame drops in canyons.
I dont know what could be reason.
Maybe 'Serious' can tell u better.
[]z  [author] Mar 27, 2019 @ 5:42am 
@MrRogersBestNeighbor
many thanks for the feed back

i hadent noticed that portal issue will fix in next update



i have completed it on hell on earth 4, 7, and 10 wave but it is as hard as kf gets.
(haveing said that we were a full team 2 medics 1 beserker 1 sharpshooter 1 firebug 1 support)

i will have a think about moving or pausing some of the spawn locations

the tree textures is a known bug and no one has a fix unfortunatly
i will have another look tho

i am going to implement some more changes soon so keep a look out for that

again many thanks for the feedback
[]z
MrRogersBestNeighbor Mar 27, 2019 @ 2:45am 
Also, if you run into the portal on the first wave before killing all the zeds, you get stuck. Zeds won't take the portal. It should be closed like on the 3rd wave (I only played a 4 wave game, so 3/4 wave).
And trees are missing textures.
MrRogersBestNeighbor Mar 27, 2019 @ 2:44am 
The spawns are WAY too close to the objectives. Constantly overwhelmed.
This is borderline impossible on Hell on Earth.

It has a promise with the objectives, but holy hell. Tried playing it with console cheats turned on and even then it wasn't fun. No chance to reload, burn your clips and zeds continue to pour in.

Obviously, it probably isn't meant to be done on Hell on Earth, but I can't even imagine doing this on Suicidal.
[]z  [author] Mar 25, 2019 @ 9:02am 
after a couple months working on my own projects, i finaly had time to implement some of the sugested changes so it should now actuly work lol
many thanks
and as always any feedback is welcome
[]z  [author] Jan 13, 2019 @ 10:37am 
thanks for the feedback realy appreciate the help
the doubled meshes is sepossed to be like that to glitch and "phase" but i need to change the texturing on the second version to make it more apparent(its ment to be covered in blood )

there are a lot of null actors that need removing but some are needed to trick the spawn system

the tree angle was ment to go with the nightmare theme but im still on the fence may change them to random settings or have a play