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.
KF-Dance_Floor_Contest is a map experiment for the game Killing Floor 2. The map is an underground dance club. Its a small map. Ideal for pubs designed to have fast paced slaughter. The map was designed to have the center floor be the best hold out spot and encourage a more semi-kite game play style feeling rather then the official maps hold out design feel. The main thought process of this map was for there to be no safe hold out spots to encourage that semi-kite game play feeling in the map center where zeds come from every side and direction. I hope you enjoy playing it as much as I had making it. Special thanks to -Krellator -Fauxy -Fisto -Stuphers -Grand Masterson -Barking -Tarrende -BeefeatingRobot -Kilo -Memester Vlad -Neighbor -Zodiac -BloodyoverDrive -An angry Midget -Joe -Squidly -Roxy -Berke -Slade/spookster -XenosBid -Stobi -BasedSlapShot -Makuhito -Anonymous Thank you all very much for helping to playtest this map and finding any errors and bugs.
KF-Dance_Floor is a map experiment for the game Killing Floor 2.
Dance_Floor is different from official maps because of its small size. Due to the time constraint for phase 1 I felt it was a smarter move to focus on making a smaller map to save time and not risk having an incomplete map before the deadline.
I wanted to design a map that played and felt a little different from Tripwires official maps where players would hold out in the same spot and use only 10% of the whole map each game. This map was designed so that there are no hold out spots that really allow the players to hunker down and hold a spot safely. I wanted the center floor to be the main spot where players would fight the zeds which is why its the brightest place in the map. The upper floors had to be designed so that players wouldn't want to hold out up there or anywhere but the dance floor. That is why they are dark, that is why there are a lot of vent spawns that spawn in rapid numbers if players camp in places other then the dance floor. Its also why there are bars on the upper floor to prevent players from holding out up there and then jumping down if things got to dangerous having an easy escape.
I also wanted to make a map that really took advantage of the red effect from zed time which is why MOST of the environment is a bright white color and why the spinning lights are green so they show in bright white and the center pinkish color helps to really make the blood red stand out on the floor. Its all to really make that blood red stand out a lot more.
I hope you have fun playing out on the dance floor.