2 creators, almost half a year of development, more than 200 hours in SDK, 20 000 code lines to bring you this:
KFO-Foundry-SE
A conversion of one of the best stock map to the Objective Mode
Download link: KFO-Foundry-SE.zip
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=207486983
Map is whitelisted
KFO-Foundry is fully compatible with vanilla objective game mode, but for the best experience I'm recommending to play it with ScrN Balance and choose Objective Mode [ScrN] game type (ScrnBalance.ScrnStoryGameInfo).
Features:
Credits:
Map Design: The Janitor and PooSH
Original Map Design: Tripwire Interactive
Objectives and Scripting: PooSH and The Janitor
Coding: PooSH
Original Story Mode Coding: Alex Quick
Dialogues: PooSH and Baron ( the one, who gets blamed all the time )
Lights were turned down by some stinky Clots.
Killing Floor - KFO-Foundry - Fuel Mission - YouTube
Screenshots:
KFO-Foundry-SE
A conversion of one of the best stock map to the Objective Mode
Download link: KFO-Foundry-SE.zip
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=207486983
Map is whitelisted
KFO-Foundry is fully compatible with vanilla objective game mode, but for the best experience I'm recommending to play it with ScrN Balance and choose Objective Mode [ScrN] game type (ScrnBalance.ScrnStoryGameInfo).
Features:
- Sticking to the roots of the original mod: 100% horror adventure, 0% Steampunk* and other bull****
* TBH 1%, because The Janitor can't make maps without putting dancing husks on them - Proper game balance:
- Allows the map to be challenging and interesting to play for solo and up to 12 players.
- Super Hardcore. Even "Hard" [difficulty] is hard. HoE is almost impossible.
- Requires 100% coordinated teamwork. You need to use the benefits of the perk variety, when everybody is sticking to the role designed for a chosen perk. Only then you will have a tiny chance to survive.
- Variety of different objectives:
- Exploring the map;
- Repairing (welding) objectives;
- Finding and bringing objects;
- Escorting / defending NPCs;
- Holding / Defending areas;
- Pushing through zed crowds.
- Optional Side missions / Non-linear gameplay. Completing (or failing) optional missions reflects on further mission or even different game ending.
- Custom NPCs. They are not only going from point A to B, but also are fighting zeds, ripping on each other and even punching in the face.
- A lot of custom dialogues, including references to the original KF story.
- Secret weapons, areas and missions - explore the map carefully!
- And of course some Easter eggs
Credits:
Map Design: The Janitor and PooSH
Original Map Design: Tripwire Interactive
Objectives and Scripting: PooSH and The Janitor
Coding: PooSH
Original Story Mode Coding: Alex Quick
Dialogues: PooSH and Baron ( the one, who gets blamed all the time )
Lights were turned down by some stinky Clots.
Killing Floor - KFO-Foundry - Fuel Mission - YouTube
Screenshots:
Spoiler!
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