Killing Floor 2

Killing Floor 2

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Balcony Defense
   
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45.486 MB
2016 年 6 月 30 日 上午 9:21
2017 年 2 月 23 日 下午 8:54
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Balcony Defense

描述
The party is over and you got left behind on the hotel balcony. Time to load up and defend your position... because hordes of you-know-what are coming your way!

This map was a simple little ~40 hour project designed specifically for the highly defensive 'camp and hold your position' playstyle. It caters heavily to the long-range sniping playstyle of the Sharpshooter, Commando and Demolitionist while also putting great value on front-liners like the Berserker, Firebug and Support.

You are playing from a high-ground advantage. All the zed will approach from the ground, emerging from the woods and crossing through the parking lot, slowly making their way to the hotel entrance. This is where you can easily snipe huge numbers before they even breach your position. Many of the cars in the parking space explode when shot, adding extra light to the dark environment as well as burning zeds that pass through the wreckage.

Every zed that makes it to the hotel entrance will emerge from the highly defensible hallway, where the Zerkers and short-range perks can set up perimeter and tear them apart so they don't reach the snipers on the balcony.

For the current normal survival mode gameplay the map is very easy due to the survivor's superior high ground, which makes it quite relaxing and fun. Lobbing grenades, rockets and zoom sniping the throngs of zeds sprinting across the open ground below before they even get close to you is what this map is all about.

An additional feature are timed spotlights that can be manually activated by the players to greatly light up the parking lot below. They tend to run out of power rather quickly though and need to recharge before they can be used again.
29 条留言
AuroraBorealisNo 2018 年 4 月 14 日 上午 4:47 
yeah this map is boring...
Flammable 2018 年 2 月 10 日 上午 10:02 
This map is looking good, but feels like playing KF-SuperPerkTrainingDeluxe-v7
sebul 2018 年 1 月 28 日 下午 9:43 
zeds come from too far away
zachjd 2017 年 2 月 23 日 下午 9:03 
Awesome work. Thanks
Sean Sindahl  [作者] 2017 年 2 月 23 日 下午 9:02 
Thanks to you all for your feedback! I have tweaked the Zed spawns based on your notes and they should be spawning significantly faster now.

Version 1.2 Changelog

[*] -- Zed spawn rate in the hotel has been increased by roughly 80%.

[*] -- Minor lighting and lightmap optimizations, resulting in a map file size reduction of 11 MB (old version was 65 MB. New version is 54 MB.)

[*] -- Corrected some SDK errors by deleting referenced vegitation meshes that are no longer available within the official map packages. Players shouldn't notice any difference.
zachjd 2017 年 2 月 23 日 下午 8:35 
ZEDs spawn in too slow or too far away.
{StayGold} HotShot 2016 年 11 月 11 日 上午 1:07 
Fucking Beautifull! rising to only Seans standards!
Windows11 2016 年 10 月 3 日 下午 2:08 
still slow....
bizardon 2016 年 7 月 19 日 上午 10:04 
to small for hell on earth
Sean Sindahl  [作者] 2016 年 7 月 7 日 上午 8:13 
@Drone

I'm not sure what happened during the 1.1 update, but for some reason the Workshop may have created duplicate copies of the map files instead of overwriting the old one. In my cache folder, I had a Maps folder with the old 1.0 copy of the map I had to delete.

I've tried re-uploading the 1.1 update, hoping that will have fixed the issue.

I know you said you've deleted the cache, but just to double-check; delete ALL files and folders in the following folder:

C:\Users\<YourName>\Documents\My Games\KillingFloor2\KFGame\Cache\714230976\0\Published\BrewedPC

Let me know if you get it working please :)