Killing Floor 2

Killing Floor 2

Splinter
56 Comments
Val a Valravn Nov 15, 2024 @ 12:29am 
@LiquidArrow I actually am subscribed to that one as well! Haven't touched it yet bc I've got a massive map list but I'll make sure to give it a look.
LiquidArrow  [author] Nov 14, 2024 @ 6:15pm 
@val It was made within a couple of days as a proof of concept to try and have an all destructible map. There wasn't much else going for it but I wanted to see how it would play out if I did make a map like this.

The black sun was used because it's in Hans's basement. If I had the time I would update and replace them but my KF2 modding days are long over. But yes, the green fog is basically he only atmospheric thing about the map.

Thanks for the feedback on a 7 year old map! I'm glad people are at least still playing in these things I made on the fly.

Please go checkout **Mist** https://steamcommunity.com/sharedfiles/filedetails/?id=1668682791 as I believe that to be my best map I have made personally :squirtyay:
Val a Valravn Nov 14, 2024 @ 5:49pm 
fun idea, shit execution
basically just a glorified box with breakable walls and its not even that big
the black suns just seem pointless after you realize just how barren the map really is
no ammo, weapon, or armor spawns, and those black suns are literally the only decor on the entire map
and once you hit the edges of the map, the zeds will break down every wall in their way instantly to get to you, which ruins any hope of creating choke points and takes away from the novelty of the destructible walls
O. Sprengmann Jan 9, 2023 @ 7:42pm 
All the morons whining about "wahhh nazi symbols im offended, hammers and sickles are fine though wahhh" lmao
_Boriska_ Jan 12, 2022 @ 11:04am 
Unlike other maps of you that I played, this map (atleast on solo) is completely worthless unfortunately.
MrRogersBestNeighbor Jun 27, 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.
The Dread Corsair Jun 19, 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 Feb 12, 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] Feb 11, 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 Feb 11, 2019 @ 7:47pm 
What's up with the nazi symbols bro? Don't want it on my server with all that.
LiquidArrow  [author] Oct 23, 2018 @ 5:37pm 
@thresher they have more health than usual. Keep at it.
Thresher3253 Oct 23, 2018 @ 7:44am 
Walls do not break down on me. I'm stuck on the tiny corridor and die every time.
abgelenkt@music Jun 19, 2018 @ 1:23pm 
pls add ammo boxes & weapons
Yen Apr 12, 2018 @ 10:35am 
A berserker's funhouse
Fastie Feb 27, 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] Feb 11, 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 Jan 13, 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:
Precious Blue Jinx Dec 10, 2017 @ 12:53pm 
Ty!
LiquidArrow  [author] Dec 10, 2017 @ 9:51am 
Map has been updated:
- Zeds and Bosses should no longer get stuck
Precious Blue Jinx Oct 27, 2017 @ 1:53pm 
Anyone else getting zeds stuck? Happening pretty often for me.
1-800-ZOM-BIES Oct 26, 2017 @ 7:56pm 
Got huge "Jigsaw" vibes playing this, causing it looked like that bathroom scene from the first Saw movie :steamhappy:
Pokerman Jul 11, 2017 @ 7:25pm 
@LiquidArrow

OK I saw the text, maybe the spectator can't see (I spectating that game)
LiquidArrow  [author] Jul 11, 2017 @ 7:12pm 
@pokerman there should be text displaying when the game starts. Is it not?
Pokerman Jul 11, 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 Jun 22, 2017 @ 7:06am 
it's too easy. plz make it harder plz
LiquidArrow  [author] Apr 15, 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 Apr 15, 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 Mar 22, 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 Feb 7, 2017 @ 7:58am 
I like the map !
t.gaze Feb 4, 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] Feb 4, 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 Feb 4, 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 Jan 29, 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] Jan 29, 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 Jan 29, 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] Jan 29, 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 Jan 29, 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.
grimm Jan 27, 2017 @ 2:54pm 
Super fun map to play if you're a Beserker.
TheSheepOfPwnage Jan 24, 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] Jan 23, 2017 @ 10:44am 
@Derpurgatus "spooky music plays"
Super Arthritis ⁧⁧ ⁧⁧Man Jan 23, 2017 @ 10:24am 
But why is the Black Sun there?
LiquidArrow  [author] Jan 23, 2017 @ 6:34am 
I am planning on possibly putting doors at the spawn points to make that first round more feasible on HOE.
The Slightly Old Anarchy Jan 23, 2017 @ 12:58am 
A bit too hard on hard difficulty.
Wharok Jan 22, 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 Jan 20, 2017 @ 12:36am 
I was wondering the same thing.
Masterrorder Jan 17, 2017 @ 11:56pm 
What's with the black sun thrown in there....
LiquidArrow  [author] Jan 17, 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 Jan 17, 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 Jan 17, 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 Jan 16, 2017 @ 7:45pm 
@Officer Nice KF-Too Much?