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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.
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 :)
The original design idea was for the zed to be slow to arrive. That was a big part of the concept with the map - to allow the players to camp the high ground and snipe the zeds on their way to the balcony. This does indeed mean that waves start very slow, especially if you are playing a perk that doesn't have good long range weapons.
I'm going to publish a patch soon that adds a number of new spawns with direct access to the player area, but set them to have a lower spawn rate. This should add more life to the waves with zeds arriving much faster, while maintaining some of the long-range sniping playstyle, since the bulk of the zed will still be coming from the ground below.
Stay tuned!
I didn’t find any bug.
Up-voted.
And great map!!!
@Wallace you need to either run a server of your own or find one that runs the map.