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

Welcome to the jungle! Experience a change of scenery with lush surroundings as you continue the bloodbath.

Preview
KF-Temple
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Atlaimond
Atlaimond - - 66 comments

I like the main idea. This map could be good.

Sadly, some glitch ruin it.
-Strange light. I looked like if the lights were everywhere.
-A missing texture,
-Blocked opened doors.
-A missing stair.
-Non weld-able door.
-I stuck too much objective.
-The Boss didn't spawn. (I'll check this later again)

See the pictures and the descriptions below them.
Picasaweb.google.com

Any other thing I liked.
Up-voted by 6. I'll increase my up-vote as you're fixing the glitch.
Keep your head up. :)

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FifthHorseman Author
FifthHorseman - - 12 comments

Updated version released. The shadows are dynamic, so if you change your lighting to medium you will see it how I intended. Let me know how much this affects your performance. I am still looking into options for low-end graphics users.

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Tunnel$
Tunnel$ - - 108 comments

I'm giving this a 9, this is a fantastic map and I'm sure it would have taken ages to build! It's a traditional jungle temple based theme, which really reminds me of things like Indiana Jones, Tomb Raider, Temple Run, Apocalypto etc. Visually stunning and atmospheric, and would be great for 6 players.

Only thing for me is the size of the place! Large maps mean long runs to trader pods. With a map this good, I will tolerate it, but I hope the pods can be moved closer in towards the centre. This can easily accommodate more than 6 players, maybe 10, 15 players even.

Big congrats to the map maker. I hope to see newer versions of this and hopefully other maps from you.

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FifthHorseman Author
FifthHorseman - - 12 comments

Thanks Tunnel$. I will definitely continue my work on it. Glad you recognize the work and potential. Now that I have learned how most things work, I look forward making a map without the learning process. As for being large, I think the effect is mitigated a bit by the darkness (15min in is peak darkness). I'm not certain if the secondary spawns are working, but you will respawn in the center hall (4 pillars with the 5 doors) so trader will will be trivial.

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Atlaimond
Atlaimond - - 66 comments

How did you vote nine? :o I still can't. :(

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Night76
Night76 - - 17 comments

Trader pathing not working. Map out of contest rules.

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FifthHorseman Author
FifthHorseman - - 12 comments

I never encountered an issue. Can you be more specific?

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Night76
Night76 - - 17 comments

Simple. Wave done: no trader path light.

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FifthHorseman Author
FifthHorseman - - 12 comments

All traders? One specifically?

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FifthHorseman Author
FifthHorseman - - 12 comments

Also, were you playing with others or solo? Thanks.

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Night76
Night76 - - 17 comments

Was playing on the public server of my team with 6 players. The map is nice.
But none of the traders have pathlight.

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FifthHorseman Author
FifthHorseman - - 12 comments

Yeah that's strange. I played with someone else too the other night and no paths, but in solo it seems to be fine. I'll see what I can find on it. Thanks.

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Atlaimond
Atlaimond - - 66 comments

IntelĀ® Core(TM) i5-2500K CPU @ 3.30HGz
4GB RAM DDR3
Sapphire Radeon HD 6950
Sapphiretech.com

With these hardware and settings all official maps run well, 60-50 FPS.
50FPS the worst, when many effects are active at one.
(Heal grenade gas, Siren cream, Nuke gas, and many Zeds around)

And we (not rich people) say thank you for think about us. :)

I've found more bugs. Watch the screen-shots and read the 'captions' below them:
Picasaweb.google.com

I hope it helps you.

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FifthHorseman Author
FifthHorseman - - 12 comments

Thanks, those are helpful. Is your fps good on Temple? (type STAT FPS in console). Like I said, if shadows aren't on dynamic (aka lighting set to medium) I don't think you'll see any shadows. Still looking into what can be done about that.

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Night76
Night76 - - 17 comments

Hello again. Could you post your map on gamebanana please?
Easier to get notified for updates.

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FifthHorseman Author
FifthHorseman - - 12 comments

Hey Night. Sure, I will post it there with the next version.

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Atlaimond
Atlaimond - - 66 comments

Done. Now you can see how to kills my hardware the 'MEDIUM SHADOWS' setting.
Picasaweb.google.com

And it's even worse when more Zeds there be and more effects. Siren scream, heal and nuke gas, Husk fireball, Firebug flame, etc.

I'm sorry for I can't play well in higher shadow settings. :(

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FifthHorseman Author
FifthHorseman - - 12 comments

I see. For a fair comparison, be sure to take screens in the same spots. Also, I notice the shrooms are still untextured. I've updated the file (few days ago) if you'd like update.

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Atlaimond
Atlaimond - - 66 comments

Yes, I showed the un-textured mushrooms issue at my first comment.

And here is your comparison screenshots:
Picasaweb.google.com

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Night76
Night76 - - 17 comments

We played the map deeper, and found out 2 Fleshpounds getting lost.
Maybe a path problem or blocking problem, dunno...

Here is a little video to show you
Ahp.li

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FifthHorseman Author
FifthHorseman - - 12 comments

Thanks, I will add it to the list.

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Meli_Canes
Meli_Canes - - 1 comments

The shadows are so dynamic I was blown away with your work. I can tell this must have taken so long to develop. The jungle theme is perfection. I can't wait to see what you produce next!!

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FifthHorseman Author
FifthHorseman - - 12 comments

Thanks Meli. It did take a while, but it was a good learning experience for the next one. Glad you enjoyed it :)

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[V]ountain[V]an
[V]ountain[V]an - - 1 comments

I found a Bloat stuck here underneath the pillar spawn: I.imgur.com
It was just twitching back and forth, until I got close, then it managed to find the right pathing out.

Map version is B2, which I assume is the latest.

Also, great map by the way. It's definitely a keeper for my server.

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FifthHorseman Author
FifthHorseman - - 12 comments

Thanks, I'll release another update soon. Glad you like it.

Reply Good karma+1 vote
Guest
Guest - - 689,286 comments

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LucyTheSuccubus
LucyTheSuccubus - - 88 comments

Nice map. Really like the feeling and design. There are some troubles though.

1: More ammo spawns
2: Some very bad looking textures (some walls and leaves) Grass texture also seems to have a slight texture graphic bug. The upper front of the grass texture is flickering sometimes.
3: There is a hole in the ground next to a cliff
4: In a cave part where water is, it is actually like you are walking over water, very odd ground placement
5: Shop locator arrow doesnt work
(6:) Maybe some more details? What about little plants growing out of some stone places?

If you fix those things it could even get a official map.

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