Killing Floor 2

Killing Floor 2

203 vurderinger
Hospital Horrors Remake
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Filstørrelse:
Offentliggjort:
Opdateret:
89.794 MB
7. nov. 2017 kl. 4:46
23. nov. 2017 kl. 0:00
3 ændringsbemærkninger ( vis )

Abonner for at downloade
Hospital Horrors Remake

Beskrivelse
A remake of the map from KF1.

I decided to use as many KF2 assets as possible, which is why the map looks like it is set in France, instead of the UK, like the original. An added benefit of this is a smaller map size.

Some issues I'm aware of:
Trader trail not appearing until closer to trader.

Minor pathing issues? Where zeds have issues navigating around a blocked off area. An example of this is near the toilets, where part of the hall is blocked by a junk blockade. Because the zeds can see through the blockade, they seem to ignore pathing and try to walk directly to you, even though that's not possible.

Issues getting spawns to walk over the top of the fence on the roof. There are now no spawns that will jump the fence on the roof. I will look into getting this resolved. (Not causing any issues at the moment)

Anything else? Let me know.

UPDATE: Fixed a bunch of exploits, added a chopper to the roof, added spawns on the roof.

Thanks to Frostbite and Pokerman for helping me fix bugs and with using the broken SDK tool.

Thanks to my friends for helping me find exploits

A quick tutorial on how to upload maps, since TWI messed this up.

1. Prebake the map

https://i.imgur.com/eYcYxIk.png

2. Map will now be in Mydocs/MyGames/KillingFloor2/KFGame/Published/BrewedPC/Maps

Copy the map from there to

Mydocs/MyGames/KillingFloor2/KFGame/unpublished/BrewedPC/Maps

3. Download the beta version of the KF2 SDK, go to properties and updates tab, and select opt in beta.

4. Open the upload tool, set up your profile.

5. DO NOT CLICK ON START

6. Click on upload to workshop, and then go click the button on that tab

https://i.imgur.com/1aZ5gnw.png

That's it, hopefully it uploads. If not, you'll need to wait for Tripwire to fix their tool.
68 kommentarer
gnoll 28. apr. kl. 21:34 
Zeds spawn EXTREMELY SLOWLY. A real shame that this completely breaks the experience since Hospital Horrors was a pretty dope map in the original.
Cloud Roller 29. apr. 2023 kl. 12:38 
Fun map from the original, but my only complaints are that the spawns are a bit slow, some areas are too bright and kill the horror immersion, there's a comically enormous amount of bones on the roof with the crashed heli and some of the wall textures don't fit in compared to the original.

I'd rate a 6/10
Bro Bike 17. sep. 2020 kl. 11:24 
Few notes after playing this lovely KF1 map solo with a level 0 SWAT on HoE :
. spawn rate is incredibly slow and boring (even with a level 0 so it says a lot)
. lighting looks unfinished, making textures look flat, overall the level is too bright
Ғlϵshus 14. okt. 2019 kl. 10:38 
Spawn rate is weird too. Maybe too slow.
Ғlϵshus 14. okt. 2019 kl. 10:36 
Should have more different textures for walls. Too munch same ceramic square. Some Blood splatter decals look wrong too.
manolito 9. sep. 2019 kl. 12:48 
:steamhappy:
Stahlmann 29. juli 2019 kl. 0:32 
блин, эта карта была у меня первой на которой я поиграл впервые в кф, и черт, она заставляла обделаться от страха, мало того что все в кровище повсюду трупы, так еще музло лютое и клоны так и жаждут порвать тебя, зачетная карта, создателю огромное спасибо за перенос карты)):lunar2019shockedpig:
Fraulein Flaky 22. juni 2019 kl. 0:21 
super cool:cleandino:
Ardhanārīśhvegan 16. apr. 2019 kl. 9:05 
SUBSCRIBED HERE! :Speech_Love:
Yazza  [ophavsmand] 29. mar. 2018 kl. 5:28 
That was a deliberate design choice, servers in this game have a bug where it won't update collisions for moveable objects. So as an example, you'd run into a chair or table, and you would see the chair move, but the collusion doesn't update. So then if you run into the area where an object used to be, you'd have a collision with something that isn't visible. The server think the object is there, but the game says it isn't.

To completely avoid this, I've disabled collision on movable objects.

I have no idea how to fix the trader trail, it's based on pathing. Which appears to function correctly, as zeds can navigate the map and none get stuck.