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

What happens when a mapper doesn't like to stick to conventional level design? Something along the lines of this drug/mind trip. #grindhouse

Preview
KF-Escheresque
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Eladd
Eladd - - 4 comments

Enjoyed the changing environments...The room with the dome...the affects you put in the room make it very...airy...

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Guest
Guest - - 690,519 comments

Definitely the most creative map design. This is probably my second favorite map of the ones posted. Loved the level of detail and the trippy environment.

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

Big and really diversified map ! I especially love the snow room.
It gives many room choice for a spot to lay down.

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Showdonnn Author
Showdonnn - - 14 comments

A bit of an overdue update. Mainly correcting object and hall change events to work online, some blocking volume fixes, removed a blocking volume around the display case in the fire room, and correcting the hidden pickup cache walls to work as intended (general damage won't work, you need to use specific types of damage to access each).

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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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One_Man_Gaming
One_Man_Gaming - - 7 comments

Pretty nice desing, different types of rooms and open spaces to move along while killing.

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Tunnel$
Tunnel$ - - 108 comments

Overall it is a decent map, although it does seem like 4 maps in one. Wasn't until I read here that it was by design. Fair enough. The map is a bit too big, and the travel times to the trader pad are a bit too long for me due to this. Hans trapped me at one point for a good few minutes. I do like the destructive elements and the statues and snow effect. You can definitely make maps, but I would suggest picking one theme and building on that. For example, I think a smaller building, with lots of ways to go outside and see snow, and the inside area could be like a greenhouse (plants and stuff) which you've also used in this map. Grab those two styles, build them up and chuck the rest out and you'll have a greenhouse building in a snow town kind of map :)

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Showdonnn Author
Showdonnn - - 14 comments

I understand at times sticking to a single theme is a plus, but I generally like to have some aspect of the map being disjointed. My original idea was to have 4 areas compliment each other, so I figured I could go with color-coding (red, green, blue, yellow/orange) and then from there players can think of their own backstory for the map.

As for the trader pods is it a time issue or just the feel of taking too long? From my experience once there are less than 10 enemies then everyone will start moving to the pod that will activate. KF_Farm from Killing Floor is an example I looked at to make sure trader pod distance wasn't too far apart.

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Tunnel$
Tunnel$ - - 108 comments

I think I've never really like the notion of having to move towards a trader pod before finishing a round. I may be going against the point of this feature, but I like to have a quick run, time to pick weapons/ammo and then have a quick rest, like grab a drink or a bite before I get into fight mode again.

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