![]() Added global glow to the gear parts in the last objective.Boosted The Director (yes, we gave him extra viagra, but you didn't hear that from us).Added a new zombie vent route which bypasses the need to use the elevator.Added a new alternate route to elevator hold out area.Priest will spawn in the fight slightly later.Added more weapon, healthkit and armor items across the map.When the Priest boss fight starts, zombie players can no longer enter the human spawn.The ladder up to the church will glow when the key has been found, also added improved lighting in this area to make it easier to notice the ladder.Fixed an exploit which could break the map if a player who had the key to the church lost the key before someone entered the church door area, this would teleport everyone to the church and assume that someone had the key.Priest no longer gets stuck when trying to go down from the balcony.Added dbsoldiers's new soundtrack for the Priest fight.Added missing rotor sound to the choppers.Added a new checkpoint after you secure the lobby, when the main doors have opened.Opening the doors to the parking lot will open them permanently. Pyromaniac is smaller now, he should no longer get stuck.Added objective icons to mark which house to capture.Top side zombie volumes will start spawning 35 sec after round start, rather than 10 sec.Reduced max zombie count from 60 to 40.Players now spawn with a fireaxe and glock17.Zombie players should no longer get stuck on spawn.Added FAR z to fog controller, this will limit the draw distance in the open part of the map.Added missing glowsticks near the other manhole.You can no longer go back to the topside when you enter the labs.Zombies will be teleported to the lab area when the humans get to the lab.Zombie spawners in the farm and white house will be killed when you move to the labs area.Added missing door sounds to the military checkpoint door.Added dbsoldier's new soundtrack for the Pyro fight.The mod-turned-game update was very good, even if they killed the over-seriousness the game was (hardcore British soldiers fighting against clones that look weak yet are strong as hell) but then they wanted to go absurdly comical about it and include unfitting characters and weapons, essentially killing the aspect of the game into some kind of "Disguise nuts go around with real-life guns in Britain to kill some funky-lookin' clones".Īnd there goes Killing Floor 2, they sure made it modern, not just ingame but out the game itself, by including a good ol' Ingame Market with Real Dosh feature.ĭamn, now I have nostalgia for Killing Floor 1.0, 2.0 and 2. Too bad they pretty much ruined those games, especially Killing Floor. ![]() They came out at nearly the same time it seems. Killing floor was in the "Make Something Unreal" contest and came out in mid 2005 as a single player mod before becoming multiplayer (2.0) for Unreal Tournament 2004, and then got picked up by the winners of THAT SAME "Make Something Unreal" contest (Red Orchestra), who then made the Killing Floor GAME in 2009 with the help of the original mod team (The ones who went on to make DEPTH). Originally posted by AlCool:The brainbread original mod came out sometime in 2005.
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