Killing Floor 2

Killing Floor 2

443 ratings
DooM 2: Map 1 Entryway
   
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295.769 MB
21 Mar, 2016 @ 9:37pm
6 Sep, 2016 @ 1:52am
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DooM 2: Map 1 Entryway

In 1 collection by Kill Master
Kill Master's Maps & Ports
8 items
Description

[forums.tripwireinteractive.com]
Note for server owners:
If you are having issues with version mismatches on your server try deleting the contents of the “appcache” and “depotcache” folders in the Steam CMD Install as well as the “steamapps” folder in the server install.

If what I mentioned above doesn’t work you are most likely going to have to completely redownload both Steam CMD and the KF2 Server.
(Also I wouldn’t recommend directly copying over your configs from the old server, instead just reenter the information into the new configs that were generated)

There seems to be some sort of regression happening when either Steam CMD or the server updates, as of right now I am unable to pinpoint the cause of this issue and I will update this text snippet as new information becomes available.
Popular Discussions View All (2)
9
26 Jan, 2017 @ 5:45pm
PINNED: Bug list (Please post bugs here)
Kill Master
1
31 Mar, 2016 @ 12:11am
PINNED: Why is the map as big as it is? This is a pretty long read, so get comfy.
Kill Master
70 Comments
mordhau batman 2 Dec, 2024 @ 9:20pm 
this was all i played on kf1
noobient 22 Jan, 2019 @ 2:12pm 
Nope. It's great :)
Tumbi 22 Jan, 2019 @ 10:42am 
complete garbage map waste of time
dont play it
Kwang 15 Jun, 2018 @ 4:09pm 
A fine map, indeed.
Orpheus 5 Apr, 2018 @ 11:01am 
For some reason, i have huge fps drops if i go in first room with trader...
Kill Master  [author] 3 Mar, 2018 @ 7:43pm 
@Stromer, @bviktor
Outside of the different gameplay mechanics that KF2 offers this map is as close to the original as it can be within reason .

Spawning is set up the same way as the original, and yes that includes the “Bug Spawns” in back of the Blue Room.
However that does not mean that the experience it going to mirror KF1 in all aspects.
KF2 has a completely different way of handling which spawns are selected for spawning as well as a “desirability” system that will adjust the volumes potential to be chosen based on a set of variables.

It’s also worth keeping in mind that KF2 has fewer Zeds per wave as well as fewer Zeds on the field at once compared to KF1.
Cranking up the spawn rates is not the solution, all that will accomplish is extremely short waves where the player gets rushed with a horde of AI for 15 seconds.
The map is currently hitting a good median between having the Zeds trickle in and having them overwhelm the player.
Kill Master  [author] 3 Mar, 2018 @ 7:43pm 
Just in case your memory is a bit fuzzy on how the original Actually played here’s a short example.
https://www.youtube.com/watch?v=TxhcM4vvw6w&t
noobient 3 Mar, 2018 @ 5:58pm 
Agreed, it was more difficult in KF1 because of those spawns in the back.
Crispy 3 Mar, 2018 @ 4:48pm 
really nice map/port! however i dont like the zed spawns, i played this map back in kf1 and the spawns were literally at the player spawn or at the blue room and they all had to come down the hallway, is there any version with these spawns? the crawler vents are cool though
Jordan100X 27 Jan, 2018 @ 3:10pm 
If you're adding this to a server, just know that the map name is different than the name of the workshop item. The actual name of the map is "KF-DooM_2_MAP01.kfm"