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Descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum, essentially paralyzing the European Union. Just one month after the conclusion of the events in the original KILLING FLOOR, the specimen clones are everywhere and civilization is in disarray; communications have failed, governments have collapsed, and military forces have been systematically eradicated. The people of Europe know survival and self-preservation too well and lucky survivors have gone into hiding. Not all have given up hope though... A group of civilians and mercenaries have banded together, paid for by Horzine, to combat the outbreak and established privately funded operation bases across Europe. Upon tracking specimen clone outbreaks, players will descend into zed-laden hot zones and exterminate them.

Description

Update to v2: -added Precomputed Visibility -added detail in certain areas -added more spawns in the submarine area -brighter lights in certain areas -added skylight to prevent map from getting pitch black Fight inside an underwater station against waves of Zed´s.#grindhouse

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KF-OilRigSubstation-v2
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draudastic
draudastic - - 1 comments

WOW! Nice work! Huge map with varying areas. Fun to play!!! Keep on!

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Atlaimond
Atlaimond - - 66 comments

I think this map almost ready to be official map.
I have three little problem with this it.

1, Too dark, like the 'Catacombs' map.
2, I guess it's a little bit too big.
3,I have a huge FPS drop-down in the Submarine's room. Maybe the big area eat my hardware's sources.

So, my suggestion:
1, Put more lights.
2, Cut off a little bit of this map. (for example the Submarine's room)
3, or try to fix the Submarine room.

Everything else are alright.
I hope I could help.

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sander_cohen Author
sander_cohen - - 2 comments

Hey thank you for your answer. Yeah during the creation I started to think it might be to big too. I will look into it, maybe I really cut of an area.

As for the lights, is it to dark initially on game start or after the lights get destroyed? Because for the latter, there are only a few lights that keep the map from getting pitch black.

The fps-drops at the Submarine is strange for me, I merged the floors and reduced the objects by a good chunk. I will look into it.

Thank you for your time and feedback, it is much appreciated:)

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Atlaimond
Atlaimond - - 66 comments

Okay, I'll try help you as much as I can. Because this game is my first favourite game.

So, please let me correct myself. The map just a little bit dark, but not everywhere. For example in the submarine room, there is enough light.
And yes, you're right. I talked about the default amount of light. After the Sirens has begun destroy them, it's going to be even worse.
For example; as much as I know, the community dislike the 'Catacombs' map because of it's going to be almost completely dark after a few waves.

Okay, I know the dark is part of the 'Killing Floor' atmosphere. But, please try to think to them who try to play and to win on this map. For example, I mostly play on HoE and the difficult is already hard and the dark too much sometimes makes me ****** off.

But it was just my opinion. I hope I could help. :)
I'm waiting your update.

P.S. I voted here too (I gave you +seven) and I gave you +1 karma too. Sorry for I'm new here and I don't know much about the moddb.com. At the moment. :)

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Guest
Guest - - 689,553 comments

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Tunnel$
Tunnel$ - - 108 comments

Overall I am impressed with this map, but it does need some work. I do enjoy the theme, an oil rig, the submarine, some areas really look like an oil rig so many points for that. The size of the map is a bit too big, but it's not a huge thing if all other factors, like trading pod positioning can be improved.

Some areas don't actually look like an oil rig, they look more like a Horzine lab, I actually stopped to check what map I was playing a couple of times, and because of this it lost some points. The submarine room and the starting point both really look the part though.

My main issue though, by far, is the trading pods. They are way too far away. After round 1, you have to run a marathon just to get to the pod. Same with the 4th pod. I actually couldn't even make it to the 4th pod on time to restock. Sorry but I really don't want to spend 50 out of 60 seconds running to a pod, it should not be like this. I want a quick run, time to think and have a short break in between rounds.

I do enjoy some visuals, there are some which I have never seen before so points for that. I love that collectibles were put in the map too! Good stuff. Overall, yes an impressive map but the issues with trading pods and distances need to be addressed.

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sander_cohen Author
sander_cohen - - 2 comments

Thank you for your feedback! I am aware of the big distances between the trader pods and actually wanted to force the players to keep an eye out for the next Trader location during waves. There is so much camping going on in this game, that I just wanted players to move already during the wave to reach the pods in time. But if this really is a bad thing, well I can adjust the Pod Locations.

Thank you for playing my map and your feedback, it really helps!

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