Killing Floor Custom Maps

I love the Killing Floor series so I decided to make some custom maps to push my level design brain and learn some new workflows / toolsets.

Note: Unless otherwise stated, all pieces of content shown here are WIP and do not represent a final, polished environment.

Heretic Holdout

HereticHoldout1.PNG

Heretic Holdout is a proof of concept environment where I experimented with a little bit of everything that Killing Floor 2 maps have to offer:

Tight choke points, kite zones, high ground for class diversity, and of course a good holdout area.

I had a certain aesthetic in mind for the map, but as I progressed honestly I found myself caring much more about the flows of the level, and much less about the story. While obviously both are important for an effective level, I wanted to really focus on making the level enjoyable to play in, and then coming up with the story afterwards.

One example of getting the flows more finely tuned is the mob spawning.

HH2.PNG

For instance, borrowing a bit from official KF maps, the holdout location of this map has an enemy spawner directly above it, which causes players to constantly reprioritize and shift focus. This spawner will not instantiate high tier enemies, but rather some of the more annoying, but less dangerous smaller enemies. In a team environment, the goal of having enemies spawn directly in the holdout room is to increase the replayability of the map through increased variability as the rounds begin to get tougher. In addition, it encourages more role based enemy management, which strikes at the core of the Killing Floor game loop.

 

The lighting, textures, flow, and well… pretty much everything is subpar, but I learned alot just through this first trial run. Thank god the base Killing Floor 2 game is extremely enjoyable as is.

Currently, I’m debating scrapping this level and starting over with the knowledge that I have about the tools, and the lessons I learned while building this first level.

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Ruin Racer