Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Could you specify a bit where you get this bug? E.g. which gamemode, survival, endless, weekly, which wave, single or multiplayer?
I will update the map today as i found a bug on the endless setup. If you get the issue during survival, i fear this won't fix it.
Railing was an option i tried, but map making is always a bit of a tradeof between optics, performance and optimizing. The majority of paths and especially the ones at the pyramide area are very narrow. If i would add a railing it would make the way even smaller and zeds could get stuck then very often. If i would delete the block on the other hand many players would be angry because they fall there,
+ the area is already difficult even without falling.
+ falling is no options in kf2 officially, and for my standard maps i try to stay close to the official setting
+ the zeds might fall too, what could be abused
The only complaint I have with this one is some of the odd design choices with the first labyrinth - mainly the entrance where there's half a floor missing and in its stead there's an abyss. However, that turned out to be an invisible wall rather than a falling hazard - put some railing on it at least instead of an invisible wall.
A minor suggestion would be to swap the regular trader with Hans' voice, IMO his presence fits the theme way better.