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

An experiment with altering surroundings of the player, symmetry, tight spaces, and creating a sense of confusion. What is this place you are in? Why is it like the way it is? Questions like these and more don't need answers as long as you have ammo and there are zeds to shoot. Keep moving and don't stand in one spot for too long, I strongly encourage it. #grindhouse

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KF-Abstruse
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Dr.Goupyl
Dr.Goupyl - - 2,269 comments

The way the map evolves is really interesting and gory ! ;) I wonder if all this can be an issue for smaller configuration though. Also, not really convinced about the zed transformation thing in the top of the tower.

Oh by the way, played the map alone in normal to the end and volter didn't spawn for the boss wave. Not even the small cinematic.

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Guest
Guest - - 689,453 comments

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Showdonnn Author
Showdonnn - - 14 comments

You want to drop the two files in the zip in steamapps /common /killingfloor2 /KFGame /BrewedPC /Maps

You can make a separate folder in Maps named Abstruse to put the files in if you want to keep organized. Also I'll quickly upload a fix for Hans, I just now realized there are no boss spawn volumes.

On top of that I have disabled lightshafts for optimization as well as discovered this has slight issues when played on a server (for me and a friend, at least).

As for the fake zeds it is more of a distraction since I can't make them attack or move in a believable fashion.

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Dr.Goupyl
Dr.Goupyl - - 2,269 comments

I mean the zed/object can be confusing. But well on the other hand it respect the theme of the map with the bloody walls and the upside down level.

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Showdonnn Author
Showdonnn - - 14 comments

I fixed the boss spawns and added pickups to the new room. Sorry about the oversight.

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MrDoxies
MrDoxies - - 4 comments

The map is unique and its visuals and style are very impressive.

Excited to see where it goes, makes me think of like a nightmare Alice in wonderland kinda setting and I love that.

My only complaint is the map flow, it seems like you can very very easily get trapped for trying to explore.

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Showdonnn Author
Showdonnn - - 14 comments

I've noticed it as well if you stay in place for too long. To an extent this is intentional and you should always keep moving around the current room (though the tight paths between each room are meant to deter you from using them when there are a lot of enemies).

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Showdonnn Author
Showdonnn - - 14 comments

I fixed a big problem with object swaps when the map is played online. It should work both offline and online now. The fake zeds won't disappear when shot at now, though (I may fix this later, for now this is an acceptable trade-off).

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Showdonnn Author
Showdonnn - - 14 comments

New update up. A fourth room is now added and will keep an eye out for any issues with it as I play-test and tweak it.

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Showdonnn Author
Showdonnn - - 14 comments

Updates since the new room was added: Elevation added, fixed a few effects mistakes, corrected the dynamic paths that enemies use (no more pacing enemies), and very slightly tweaked damage on the perimeter fire.

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Showdonnn Author
Showdonnn - - 14 comments

Players joining a server hosting the map no longer need to download the map content outside of the game (it is a single .kfm file now).

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ass-wolf
ass-wolf - - 2 comments

This map does not seem to work for me on a standard ranked server. You will spawn with no weapon and zeds will be invisible.

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Showdonnn Author
Showdonnn - - 14 comments

Could you take screenshots? I know I've run into an issue sometimes where upon first-load players can't seem to spawn in correctly (and thus the server needs to reload the map).

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Tunnel$
Tunnel$ - - 108 comments

The effect where zeds turn into objects is, err, interesting :) The look is decent, teleporting is something different, but I got a an area where a fire was going around in circles (and it hurts) and I couldn't work out how to get out of it, and I was getting smashed so this became very frustrating. Credits for doing unique things and showing off what can be done. At the same time it's a novelty/gimmick to me, I prefer just normal maps without crazy things like that.

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Showdonnn Author
Showdonnn - - 14 comments

I guess I push limits more than I should. Part of me is aware of what I'm getting into when I make a map that isn't exactly standard and I appreciate the criticism. The "flesh" room was almost a spur-of-the-moment idea and in all honesty is the experiment I decided to add in with the intention of it being the most difficult as well as the most dangerous and unpredictable room (Killing Floor maps rarely have any form of environmental hazard aside from fall damage).

Too late contest-wise but I do want to work on it and make it as player-friendly and easy to figure it out as possible (using the internal hallways to avoid the fire as well as maybe a very simplified map to indicate which halls are open/closed on the outer walls).

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