Killing Floor 2

Killing Floor 2

29 ratings
KF-Kholnee-Confined
   
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187.266 MB
1 Dec, 2016 @ 1:26pm
13 Dec, 2016 @ 7:04pm
8 Change Notes ( view )

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KF-Kholnee-Confined

Description
A Confined version of the 'House in the Woods' scenario, KF-Kholnee.
Intended for a harder or challenge-like experience.


Summary:
Suitable for 1-6 human players, spawning inside the House itself, with Zed AI/Zed Players spawning in the further edges of the forest, breaking through thickets and derelict buildings. In this version, the human players cannot leave the structure, thus creating a very small, brutal combat area, the Trader is located near the front doors now.

Features:
- Survivors are trapped inside a defendable structure in the woods.
- One Trader-Pod in the South-Hallway/Front Doors.
- Six Weapon and seven Ammo drops.
- Reduced fog within and just outside of the House, easier to see, but fog is denser further outside.
- Two double-metal doors, each with thinner windows allowing defenders to fire upon Zeds trying to break through them, and three metal-shutters over the wide-windows that can be welded shut, blocking Zed intrusion while allowing Humans to fire through the tall gap, but Crawlers can sneak in.
- A Petrol-Generator in the Living Room that keeps the lights going, destroying this by accident or intention breaks all lights.
- A dozen or so thin-windows Humans can smash open to shoot through upon Zeds, thinning the numbers out before they reach the doors or metal shutters.
- Many destructable elements inside the House, including the Generator, Lights, various features and part of the structure itself, and others outside.
- Somewhat spacious central house with Kitchen, Living Room, Bathroom, Bedroom, two Main Hallways and a Side-Hall.
- Highly decorated interior and exterior - a hopefully believably House, surrounded by overgrown, twisting woods that have consumed the abandoned and neglected.
- Hundreds of sound-emitting trigger-volumes; Almost every cluster of bush and plant create sound, old buildings creak, broken glass crackles, shuffling paper can alert Defenders to the whereabouts of the Zeds and vice-versa. (May suggest turning music down or off)

Forum link; http://forums.tripwireinteractive.com/forum/killing-floor-2/killing-floor-2-modifications/level-design-ac/final-map-releases-aa/2264538-kf-kholnee

Change Log; D/W/M
1.12.2016; RC 1.0 - Uploaded map, various small tweaks and fixes made in this version that can be 'ported' to the original map.
7.12.2016; RC 1.1 - Visual warnings on generator damage/destruction and small details added.
10.12.2016; RC 1.2 - Shifted second bed in Bedroom, as it originally made window-shooting akward. Some splattermap/lighting tweaking, post-process poke. And also fixed the annoying fog-bars not rendering. Rebalenced Zed-spawning, more even distrubution hopefully, small tweaks.
14.12.2016; RC 1.3 - Tiny update, added collectables.
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17 Comments
Christina 9 Oct, 2020 @ 5:06pm 
Very nice atmosphere on this map :)
MrRogersBestNeighbor 8 Aug, 2019 @ 2:32pm 
Since Supports can repair broken windows/doors, this map is one of my favorites to play!
Need at least one Support, but best to have at least 2.
A few tips for people new to the map:
1. There's a window with a view of every door from the outside. Blow out that window and kill zeds that come bangin' on the door.
2. Have at least one Support to go around and fix up broken doors/windows. Everyone should be welding to keep doors/windows sealed up.
3. If there are fleshpounds/scrakes banging on the windows/doors REQUEST HELP, to quickly dispose of them before they break them.
Flammable 10 Feb, 2018 @ 2:28pm 
good map for firebugs
Dragontear  [author] 10 Dec, 2016 @ 11:09am 
(from before)

What I do, seriously, need to do is to rebalance the Zed spawning volumes - it was painfully obvious, from personal playing on servers for the original Kholnee to Confined with Seanchaoz, is that the Zeds will spawn far more in the south than in the north... which ironically the consequences of me re-balancing it before as it was too many in the north, too few in the south, derp.

Excellent gameplay, thank you very much once more!
Dragontear  [author] 10 Dec, 2016 @ 11:09am 
Watched your playthrough and holy bananarama Batman that was intense, and messy, and also mostly took place in the Side-Hallway, wow. XD

Alrighty, firstly, thank you awfully for recording that gameplay, really giddy to see other people actually play through this thing, and its wonderful for seeing what needs to be improved.

Just to note, and this is entirely my fault, the bed that constantly got in the way? Good lord I could feel your annoyance if you had any, would be frustrating, also I fixed it! Yesterday; bed was turned onto it's side and had it's collision altered, so no more awkwardly trying to find a good shooting position. Also fixed the 'bars' that show up on the exits - they were supposed to be half-visible and composed of fog, but I used the wrong kind of material for it.

(continued)
Dragontear  [author] 10 Dec, 2016 @ 9:56am 
About to watch that, feeling giddy. Is it wrong to feel giddy? XD I'll babble afterwards.
High Velocity Raptor 10 Dec, 2016 @ 8:21am 
Of course. Anyways I read somewhere you wanted to see how 6 players play the map, that last night I only got 4 and it was rough but hopefully the video and the manually increased corpse count can help you see hot spots and other high combat zones. Thanks again. Here is 4 players game play
https://www.youtube.com/watch?v=cS0sirXRwTs
Dragontear  [author] 9 Dec, 2016 @ 3:18pm 
Having played wth SeanChaoz recently, actually agreed with the bed - I put it there because, for some cat-logic reason, too many tables/chairs/stuff for a 1-bed house so... etc. Perhaps I'll just dump it against the wall, or turn it over and disable collision - I'll do something about it, thank you -verryyy- much for your constructive critique, and ego-stroking praise!
High Velocity Raptor 9 Dec, 2016 @ 12:35pm 
But yes great map, a lot of them liked the unique difficulty
High Velocity Raptor 9 Dec, 2016 @ 12:34pm 
Had a chance to host this 4 people suicidal long, we wiped wave 10 and it's just as hard as it sounds having to heal and weld left and right as we didn't have space for a medic. My only request is to move this bed as it being in the corner makes it harder to shoot through the window

http://steamcommunity.com/sharedfiles/filedetails/?id=815185360