Announcement

Collapse
1 of 2 < >

Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



For more information about our privacy practices, please review the new Privacy Policy found here: http://tripwireinteractive.com/policies/privacy-notice
2 of 2 < >

Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Name Shaming and Public "Witch Hunts" are also not allowed.
    3. Breaches of confidentiality and privacy of any sort.
    4. Any form of racism, bigotry or attacks on race, creed or color.
    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.

  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!

DO NOTs
  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post, "necro post" or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT post cheats or exploits; THIS INCLUDES ALL/ANY REFERENCES TO HACKING, PIRATED SOFTWARE etc.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.

Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
See more
See less

[Tower of Text] Played and reviewed all 54 maps from the NEWGROUNDS Mapping Contest

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [Tower of Text] Played and reviewed all 54 maps from the NEWGROUNDS Mapping Contest

    I'm into level design and want to learn how to make KF2 maps this year, so I thought seeing what other independent map creators in this contest would give me a good idea of whats possible for custom maps.
    Though i'd post this just for the fun of it, also making a Moddb account to post reviews there on the maps individually while this post will work as an overview for all maps.

    https://www.moddb.com/games/killing-floor-2/newgrounds

    Just a few disclaimers regarding the reviews:

    About the reviewer:

    I got ~700 hrs in KF2 as of writing these reviews & although I have made some maps, I never made a map in the Unreal Engine.
    This means most of my feedback will be more Deconstructive (but not destructive) and less Constructive
    I Mostly play Suicidal & HoE (depending on the servers i find or mood) and I regularly switch through every perk, since I do not main a single one.

    Conditions under which the maps were reviewed:

    =Singleplayer;
    =Difficulty: Suicidal;
    =Length : Mostly Medium (7 waves), few exceptions for Long (10 waves) and 1 or 2 exceptions for Endless (till 15th wave);

    Since I don't know anybody who would want to learn and examine 54 custom maps within 12 so I had to play solo, however i played enough of both solo & multiplayer to see how a map would play out with teammates;
    I played on Suicidal since it spawns every zed type, it's the most popular difficulty and because I don't think HoE is good for first impressions on a new map.

    Grading System:

    -Gameplay: how well does the map play, the map layout and does it account for all perks to some extent.
    -Presentation: how well does a map pull of it's theme, how believable it looks or how much it looks like an official map;
    -Overall Score: grade between the gameplay and presentation grades
    ^Example: Gameplay: 5; Presentation: 4; Overall: 4.5 [only overall can have grades between full numbers (.5 after a number)]

    X = Couldn't play
    1-3.5 = extremely unappealing
    3-4.5 = doesn't play/look good
    5-7.5 = plays/looks good
    8-8.5 = almost plays/looks like an official map
    9 = plays/looks like an official map, just needs some minor improvements
    9.5 = definitely plays/looks like an official map, but misses some official map features or a tiny bit more more polish
    10 = definitely plays/looks like an official map in EVERY way
    ^Non traditional maps aren't compared to official maps, but rather how well they pull of their gimmick or theme.

    I don't reduce scores to maps for missing official features [collectibles & dosh zones (defendable areas)], since i don't care too much about them, however you can't get above 9.5 without them.
    Although generally I do not nit-pick, the closer to a 10 it is the more critical i am.

    Enough with the declaimers, LETS GET TO THE GRADING!!!
    (It's in Alphabetical order, since that was an easier order for me)


    Aftermath
    By: Groovy_Denzel

    Gameplay: 7/10
    Spacious layout with enough cover to not make it too open and still give choice of direction. The level hazards are pretty fun. Dosh zones seemed decently placed, good collectibles placement.

    Presentation: 7/10
    Gets the theme of a post nuclear map pretty well, too bad the ground texture (and very few others) were visibly stretched, couldve used a bit more grey objects to add to the brownish palette.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-...s/kf-aftermath


    Arctic Station 11
    By: Juuu

    Gameplay: 6/10
    The ice tunnels are a bit too narrow and very uninviting towards perks that need some more distance from zedz, however the map makes up with the well balanced layout of the outer area. Overall easy to learn layout.

    Presentation: 8/10
    Looks Great, nice homage to outpost in the distance. Surface is amazing, but the caves felt a bit bland in comparison. Not that you couldve done much, at least not with the caves being so narrow.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-...tic-station-11


    Bariomuerte
    By: smiffy555

    Gameplay: 6/10
    Does interesting things with verticality in some segments, but overall is too open in most of the areas and feels way too big. Although the layout isn't too complicated, the huge size can make it hard to learn. Dosh zones seemed fine, OK collectibles.

    Presentation: 5/10
    Areas around the map are distinctive from each other, but at the cost of clashing themes - there's so many things going on and it seems there's no correlation between those themes...

    Overall Score: 5.5/10

    https://www.moddb.com/games/killing-...f-barriomuerte


    Biolapse
    By: delta_ranger

    Gameplay: 10/10
    For a descent/holdout type of map it has great layouts, but a very few of them were just abit too... crude (?) in layout. Considering the limitations of a descent/holdout map it's a bit hard to tell though and it makes up for most of the layouts being solid. Also probably should've put a total of 20 collectables rather than 10 but whatever.

    Presentation: 10/10
    Looks like an official Horzine Lab themed map, custom made models fit the games art style amazingly. Also subtle meme easter eggs are neat.

    Overall Score: 10/10

    https://www.moddb.com/games/killing-...ns/kf-biolapse


    Breakdown (1 & 2)
    By: kfour
    (They're mostly both the same map, 2 is just the multiplayer version)

    Gameplay: 5/10
    I didn't rate it low because of the objectives, since i can see how they would be easier if I had teammates, but not even the teammates can make the objective of pushing a bloat down a hole more fun... Also the map runs on 3 fps unless i restart the game, also fps dropped to 20 from before the battle VS the broken trader pod till the end (a shame since the pod battle looked epic).

    Presentation: 6/10
    Initially I thought it was gonna be a custom KF2 tech demo of a new sound system that would affect A.I., since the map was visually crude. It makes up for a fun lil' story about Trader Pods pissing zeds off with music. Overall the presentation kinda felt like a subtly surreal dream.

    Overall Score: 5.5/10

    https://www.moddb.com/games/killing-...s/kf-breakdown
    https://www.moddb.com/games/killing-.../kf-breakdown2


    Carillon Hamlet B1
    By: Smiffy555

    Gameplay: 9/10
    Offers great variety in layout shapes, and a delightful amount of choices when traveling throughout the map. Some areas might feel a tad bit cramped, but overall its good. Good collectibles placement.

    Presentations: 9/10
    Looks beautiful, almost all areas are distinctive from each other, and unlike Siffy555's other map Bariomuerte, the various themes work well together and make sense.

    Overall Score: 9/10

    https://www.moddb.com/games/killing-...rillonhamletb1


    Cliffside_300 mode
    By: LiquidArrow

    Gameplay: 6/10
    Fun idea, Zerker + Vampire Skill is the only viable meta tho and the weapon selecting can be a bit clunky. Also half of the time it doesn't work properly and that kismet text is annoying.

    Presentation: 6/10
    SPARTA! - but with zeds.

    Overall Score: 6/10

    https://www.moddb.com/games/killing-...ffside-300mode


    Concrete Halls
    By: Thothdjj

    Gameplay: 7/10
    Decent layout, but a bit crude in places.

    Presentation: 6/10
    Looks like hell (in a spectacular way), there's a bit of lore but it isn't pulled off that well, and some places seem a bit off.
    (Also in the begining I droped $ on dosh pentagram markings on the floor, not realizing they were trader spots lol)

    Overall Score: 6.5/10

    https://www.moddb.com/games/killing-...concrete-halls


    Cytology Lab
    By: Seanchaoz

    Gameplay: 9/10
    Layout is diverse in shape, great for kiting zeds, amazingly balanced between being open or closed. The destructible enviroment is very well optimized, decent collectible placement. The destructible office rarely confuses zeds, but just a lil bit.

    Presentation:: 9/10
    Just a bit off from being as believable as an official map, some of the caged zeds placement almost makes me shoot them most of the time... almost. Woudl've been 8 if it wasn't for the destructibility.

    Overall Score 9/10

    https://www.moddb.com/games/killing-...kf-cytologylab


    Dakhma
    By: siXMan
    (It's a WIP map as stated by map author, won't change grading since it's submitted in the contest)

    Gameplay: 8/10
    Overall great layout, good variety in area shapes. Some few & small areas couldve been planed out better and it's a shame the teleporter is just one way, butt nice how it connects the opposite corners of the map. Curious to see how the finished map will play.

    Presentation: 7/10
    For a map still in development this looks great, cant wait to play it when it's finished, since due to being WIP it still has errors. Don't have the teleporter exit remain an enlarged broken beach umbrella prop...

    Overall Score 7.5/10
    (not bad for a map still being worked on)

    https://www.moddb.com/games/killing-...dons/kf-dakhma


    Darkspace
    By: PrincessVecro

    Gameplay: 3/10
    Dead ends, convoluted layout within the caverns, exploitable area that zeds cant reach, tunnels large zeds can't got through, tunnel player can't get through (invisible wall) but trader arrow shows you should be able and an out of bound zed spawn location you can crouch to. Yikes...

    Presentation: 4/10
    This map seems to be uploaded just before the deadline and despite being rushed is clearly unfinished. Missing texture, chaotic areas... Background looks nice theme is cool.

    Overall Score 3.5/10

    https://www.moddb.com/games/killing-...s/kf-darkspace


    Death-Marsh
    By: Groovy_Denzel

    Gameplay: 7/10
    Nice open map, some parts of the layout seem a bit weird to me tho... Decent collectibles, some of the dosh zones feel cramped. Toxic waste area do too much dmg. Neutral on the knee-deep water hiding smaller zeds.

    Presentation: 7/10
    Nice swamp theme, few things seem a bit out of place, but overall looks good.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-...kf-death-marsh


    Desolation
    By: delta_ranger

    Gameplay: 10/10
    Layout is amazing, interactive shooting range is fun (best time 21 sec or so), good collectibles and I like the generator mechanic (like the one in Tragic Kingdom).

    Presentation: 10/10
    Looks like an official map, the 300 custom made assets blend right in and look amazing.

    Overall Score: 10/10

    https://www.moddb.com/games/killing-.../kf-desolation


    Distillery
    By: Magrooter

    Gameplay: 7/10
    Most of the maps layout is decent, with effective traps, but just a very few places can be annoying to play in. Almost thought it was just a tiny map, because on medium & long wave lengths the first area doesn't open up after the first wave.

    Presentation: 7/10
    The author intended for the map to feel like a tour through a distillery and he was successful to an extent in getting that feel. Some aspects of the map are just a bit too off to feel believable.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-.../kf-distillery


    District VII (both Objective and Survival versions)
    By: DEFAULTUSER24

    Gameplay: 5/10
    The layout is a mixed bag for survival, regarding objective mode there were some objectives that would be a bit too tedious even if I had teammates. Without a good medic the final escort can be a real pain.

    Presentation: 7/10
    It does a good job presenting the story through objectives, but some of things feel off about the environment...

    Overall Score: 6/10

    https://www.moddb.com/games/killing-...t-vii-survival
    https://www.moddb.com/games/killing-...-vii-objective


    Downtown
    By: rekxus

    Gameplay: 8/10
    Layout is easy to learn, and traveling through the map is pretty fun. Some parts of the street feel a bit too open and could've used a few broken cars here & there.

    Presentation: 8/10
    Seems mostly believable, but the way some rooms... exist feels a bit off. I understand it was the way it is for the layout's sake, but some things could've been done better.

    Overall Score: 8/10

    https://www.moddb.com/games/killing-...s/kf-downtown1


    Dystopia2029
    By: Seanchaoz

    Gameplay: 9/10
    Other than the street being a bit too open, it has a well balanced layout that is fun to play through. Also a wall explotation that makes it hard for zeds to attack you... Nice collectibles and dosh zones.

    Presentation: 9/10
    For a cyberpunk ghetto it's pretty damn beliavable and convincing. The sky roads look more like a polygon from a model was infinitely stretched through the skybox.

    Overall Score:9/10

    https://www.moddb.com/games/killing-...f-dystopia2029


    ElAnexo
    By: Devs21

    Gameplay: 7/10
    Map has a lot of useless empty areas that could be cut off, certain parts are a bit too open and overal the map feels a bit too large. OK

    Presentation: 7/10
    The place seems like a believable district, but it's emptiness tend to make it less convincing.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-...ons/kf-elanexo


    Elysium
    By: Seanchaoz
    (Should be considered a beta claims author, wont affect grading since it's submitted in the contest)

    Gameplay: 7/10
    Before you unlock obstacles through exploring the map, the hub area is too open and too empty. I know it's kind off the point, but still. Other areas have decent layout. Surreal area (with no floor - it's intentional) is also a bit too open and you cant use grenades. Collecting all flowers doesn't unlock anything, despite the map claiming otherwise (prob 'cause it's still not finished)

    Presentation: 8/10
    For a map that's meant to be surreal it is pretty abstract and dreamlike. The grounded areas could be a bit more grounded though. Not bad for a beta.

    Overall score 7.5/10

    https://www.moddb.com/games/killing-...ons/kf-elysium


    FinlandWinterland
    By: Norsupaastainen

    Gameplay: 6/10
    Mostly empty map, not enough obstacles. Dead end room in house. Open & easy to learn.

    Presentation: 8/10
    Fits the theme nicely, level boundary fences could be a bit taller to signify the boundary better.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-...andwinterland1


    Gluttony
    By: LiquidArrow

    Gameplay: 4/10
    Unique, but the platform's too small, especially if i were to play with more than 3 people. Also missed opportunity by having the cave just big enough for the moving platform - could've added tiny islands and what not around it's path.

    Presentation: 5/10
    It hit's the theme of being inside a giant digestive system but not much to look at, again missed opportunity by making the map too small.

    Overall Score 4.5/10
    (Horzine Express, another map by the same author is superior imo)

    https://www.moddb.com/games/killing-...ns/kf-gluttony


    Hellscape
    By: Luigi4518

    Gameplay: 9/10
    Great layout, good balance between tight and wide spaces, needs some minor improved clipping in few spots and add collectibles to be like official maps.

    Presentation: 10/10
    It's filled with convincing detail, especially the streets and rather believable. Looks great!

    Overall score: 9.5/10

    https://www.moddb.com/games/killing-...s/kf-hellscape


    Homecoming
    By: bearwithpotatoes

    Gameplay: X/10

    Presentation: X/10

    Overall score: X/10
    Instant bug-splat(not the only once experiencing this), it's a shame too since in the screenshot it looked cool...

    https://www.moddb.com/games/killing-.../kf-homecoming


    Horzine Express
    By: LiquidArrow

    Gameplay: 7/10
    The platform on which you stand on is big enough for the task, but it can be a bit awkward fighting zeds climbing the train. The areas around the track are a bit too open even for the game mode.

    Presentation: 5/10
    It feel very empty - too empty. A missed opportunity to add some obstacles around the track for both gameplay and visual interest.

    Overall score: 6/10
    (way better than Gluttony due to the bigger size of the platform, despite not being as essential)

    https://www.moddb.com/games/killing-...horzineexpress


    Horzine Manor
    By: andy2man12

    Gameplay: 4/10
    Door open in ways where they block everything, layout is very crude, some of the individual room layouts just suck...

    Presentation: 2/10
    From the front yard you can see most of the bathroom, no curtains so your neighbors can see you but naked, and you can see the "secret" bookcase from the front lawn too. Also why does a modern suburb consist of 18th century houses?
    Collectibles are various funny notes, here's a cut off sample of what could be written:
    "/.../ MY BROTHER IS A TOTAL DORK HE GOT AN A+ IN EVERY CLASS i'm happy to get a C-. HE don't even vape bruh what a joke of a family i got! /.../"

    Overall score: 3/10

    https://www.moddb.com/games/killing-...f-horzinemanor


    Hospital
    By: S281

    Gameplay: 8/10
    Decent layout for a progression map, OK traps. Very rarely does an area feel too open or too narrow.

    Presentation: 8/10
    Looks like a hospital and climbing pushing through to the roof feel more satisfying if you have to do it wave by wave. Custom assets seem OK and the prop placements are convincing.

    Overall score: 8/10

    https://www.moddb.com/games/killing-...ns/kf-hospital


    Huskdogeball
    By: LiquidArrow

    Gameplay: 5/10
    Fun idea, weapon could spawn every 30 sec rather than 1 min to improve the pace and give the player the chance to prevent the husk platforms to fill up.
    Also exploit if you wait long enough before you ready up the weapons will spawn.

    Presentation: 4/10
    Visually the map gets the job done, but more could've been done.

    Overall Score 4.5/10

    https://www.moddb.com/games/killing-...huskedodgeball


    Jaywalkers tunnel
    By: Seanchaoz

    Gameplay: 7/10
    I love the cars, could've been so players take 50% less dmg from them so they have a second chance. Good trade off for either having the cars kill zeds, but earn less dosh or kill the zeds yourself before the cars do.

    Presentation: 7/10
    Would've been 8 if some of the meme posters weren't so dated, otherwise the map does a decent job of indicating which lane the cars are going through. Tunnel looks convincing.

    Overall Score: 7/10

    https://www.moddb.com/games/killing-.../kf-jaywalkers


    Lake Eanor
    By: Groovy_Denzel

    Gameplay: 7/10
    Decent layout with a very few bits being slightly uncomfortable to play through. OK collectible placement, very few of the dosh zones can be a pain even with teammates.

    Presentation: 7/10
    Looks believable for the most part, more could've been done in certain areas. You can sink floating objects by shooting them - love that.

    Overall Score: 7/10
    (I just now realized I rated all 3 maps by this author a 7/10 lol)

    https://www.moddb.com/games/killing-...s/kf-lakeeanor


    Large Zedron Colider
    By: [SLS]TOPSGT

    Gameplay: 6/10
    Even if the map is mean for increased player limit custom servers (as stated by Author) it's still too big. Also near the beginning there is a series of hallways that are too confusing of a maze...

    Presentation: 5/10
    There's so much going on with various locations, some areas are closer to surrealism than sci-fi. Both visually and gameplay-wise the map is just too much in too many ways.

    Overall score: 5.5/10

    https://www.moddb.com/games/killing-...edron-collider


    Leningrad Storm
    By: massacretout

    Gameplay: 6/10
    Needs improved clipping for better playing experience. Decent layout in other regards.

    Presentation: 7/10
    Nails the theme, and looks mostly convincing.

    Overall score: 6.5/10

    https://www.moddb.com/games/killing-...leningradstorm


    LyonDen
    By: massacretout

    Gameplay: 7/10
    Overall decent layouts, few smaller segments seem unnecessary.

    Presentation: 8/10
    Mostly believable town, custom assets look decent.

    Overall score: 7.5/10

    https://www.moddb.com/games/killing-...ons/kf-lyonden


    Meltdown
    By: ©orrupt_File

    Gameplay: 4/10
    Map is too big, too open and there are some big empty areas that serve no purpose. Should add obstacles in most of the outdoor areas and some indoors.

    Presentation: 5/10
    It somewhat resembles a power-plant, but overall feels a bit abstract... It may be a combination of too big areas being too empty.

    Overall score: 4.5/10

    https://www.moddb.com/games/killing-...ddons/meltdown


    Mist
    By: LiquidArrow

    Gameplay: 7/10
    Overall decent layout, nice use of verticality and i like the shortcuts. There are few tiny areas outdoor that should only be accesible by zeds tbh. Good traps, should have more than 10 collectibles.

    Presentation: 8/10
    Looks like a believable hotel, some areas could have more to them and the mist and darkness is cool.

    Overall Score: 7.5/10

    https://www.moddb.com/games/killing-...addons/kf-mist


    Phoboslab
    By: barronofhelion

    Gameplay: 5/10
    Decent maze-like layout, i can see the Doom 2 inspiration, however the dead ends around the outskirts of the map and the lack for some more open spaces simply don't work that well with the KF2 gameplay too well. Certain perks need some larger areas to deal with zeds ( Gunslinger and Sharpshooter come to mind). Map makes up with a decent middle area.

    Presentation: 5/10
    It looks like a Doom 2 map with KF2 assets (which I assume was the authors goal), but it's implemented in a way that feels very off-putting, both as a KF2 map and as a retro throw back.

    Overall score: 5/10

    https://www.moddb.com/games/killing-.../kf-phobos-lab


    Pit
    By: NikiUFO

    Gameplay: 3/10
    Too open, the fences aren't the best obstacles since you can sometimes jump over them and zeds can fire projectiles over them. Dosh zones can be a pain to defent because the trees obscure your vision, even with teammates.

    Presentation: 6/10
    Looks very unique and i got to give extra credit for modeling and texturing almost everything. Also neat that you modeled the conept art from the kf2 trader woman and used that as the trader.

    Overall score: 4.5/10

    https://www.moddb.com/games/killing-.../addons/kf-pit


    Pollution Industries
    By: HIUFIGYO

    Gameplay: 8/10
    Lots of verticality, cool traps (the saw doesn't really work) and decent open layout. Too bad the warehouse segment feels too simple and a certain pair of stairs are a pain to climb. Interesting take on the collectibles and decent dosh zones.

    Presentation: 8/10
    Looks like a proper factory, but feels a bit empty.

    Overall score: 8/10

    https://www.moddb.com/games/killing-...tionindustries


    Sanitarium
    By: 13tisa13

    Gameplay: 10/10
    Great layout with a good balance between open areas and tight corridors. I like that there are 3 entrances connecting the surface and underground throughout the map. Traps are solid (You could put Green-Red lights on the switches to indicate when their ready, especially for the traps after the flood). Good collectibles placement and decent dosh zones.

    Presentation: 10/10
    Nailed the Cthulhu theme, love the H.P. Lovecraft tribute and the cult shenanigans looks amazing.
    (If i wasn't so keen on screenshotting Cthulhu I probably wouldn't have noticed he was just a Fleshpound with both the Mask of the Abyss and Bat Wings cosmetic, pretty clever)

    Overall Score: 10/10

    https://www.moddb.com/games/killing-.../kf-sanitarium


    Santa's House
    By: PtJones

    Gameplay: 6/10
    Layout has some nice open spaces on the surface and a few underground, but few areas don't flow so well. If the player were to finish the we've before opening the underground area he might not get to the trader in time...

    Presentation: 6/10
    It's on theme with the Santa bit, but some areas could've been handled a lot better, the custom models look OK, the KF1 models feel out of place and some of the push-able presents look like the obstacle ones.

    Overall score: 6/10

    https://www.moddb.com/games/killing-.../kf-santahouse


    Sealab
    By: Magrooter

    Gameplay: 10/10
    Great layout, very spacious, but not too open. Traps are decent and layout is mostly easy to learn.

    Presentation: 8/10
    Looks great for the most part, but it feels a bit empty here and there despite already having some objects placed around...

    Overall 9/10

    https://www.moddb.com/games/killing-...dons/kf-sealab


    Shadowzone Remastered
    By: Soundwave 2142

    Gameplay: 8/10
    The layout is a bit complicated in places and can be kind off hard to learn. The entrance is needlessly long and there are a few dead spaces. Dosh zones were alright, could place 5 or so more collectibles around.

    Presentation: 9/10
    Very detailed, and very believable (exceptions for a very few areas that just need a bit more touched on). Some areas even looked gorgeous.

    Overall Score 8.5/10

    https://www.moddb.com/games/killing-...one-remastered


    Silo Seven
    By: Soundwave 2142

    Gameplay: 10/10
    It's so big the surface area and the underground area feel like 2 small maps, but it's because of how well they were connected it just works. Open and tight areas fit almost any play-style, Dosh zones were great and decent collectibles.

    Presentation: 10/10
    Areas are well defined, the occasional desert storm isn't distracting, truly looks like an official map. Hits the theme of an abandoned silo found again.

    Overall score: 10/10

    https://www.moddb.com/games/killing-...s/kf-siloseven


    Stage
    By: Chaos_Creator

    Gameplay: 6/10
    Layout is crude, it's decently open but unbalanced with the locations of tight areas. A few annoying dead ends.

    Presentation: 5/10
    It's recognizable what the building is, but barely convincing.

    Overall score 5.5/10

    https://www.moddb.com/games/killing-...ddons/kf-stage


    Subduction
    By: SpoolsOfWar

    Gameplay: 10/10
    Great layout balanced with open and tight areas. The verticality in an underground map can be hard to learn, but the combination of a hub area, maps and signs helps a lot for navigation. Collectibles could stand out a bit more (maybe put a goldfish more), but overall well hidden and good dosh zones.

    Presentation: 10/10
    Looks amazing, some areas look gorgeous and majority of areas are distinct.

    Overall score: 10/10

    https://www.moddb.com/games/killing-.../kf-subduction


    Subpen
    By: S281

    Gameplay: 9/10
    Great layout, easy to learn but not that simple. Traps are fun to use.

    Presentation: 9/10
    Sells the theme of a sub bunker, looks mostly convincing but in very few areas a little bit empty.

    Overall score: 9/10

    https://www.moddb.com/games/killing-...dons/kf-subpen


    The Lions Head
    By: barronofhellion

    Gameplay: 7/10
    A very interesting layout, has open spaces and tight hallways. A bit of a shame some of the paths are long tight hallways that don't offer much choice other than retreat or push forward, only for the bridge is this a positive thing. (Love the bridge)

    Presentation: 6/10
    If the authors previous map (Phobos Lab) was Doom 2 inspired, the surreal fantasy fortresses clashing with high-tech science feels a bit like Quake to me. Even the crazy surreal vertical geometry are reminiscent to quake. There is a mountain path that is very hard to identify as a path the player can go trough, trader pods arrows showed me I could...

    Overall score: 6.5/10

    https://www.moddb.com/games/killing-...-lions-head-v1


    The Library
    By: Arnold_Merks

    Gameplay: 10/10
    Big layout, but not too hard to learn with the help of signs and distinctive areas. Offers many pathways and enough space for various perks. Collectibles could've been done a bit better (for a whole min i find none then next room i find 5 within 10 sec), dosh zones are great.

    Presentation: 9/10
    The library and areas around it look believable and at times gorgeous, but very few things throughout don't feel that convincing...

    Overall Score 9.5/10
    (BTW I didn't prevent this from a 10/10 just because of the chaotic collectibles placement)

    https://www.moddb.com/games/killing-.../kf-thelibrary


    The Sunken City
    By: HIUFIGYO

    Gameplay: 8/10
    Layout of the lighthouse was OK, the first underwater segment was a bit better even if it was a bit simpler, the underwater city layout was the most developed layout. Cool generator mechanic and the brown mask collectibles blend in with the environment too much. Decent dosh zones.

    Presentation: 8/10
    Going through a lighthouse to get into an underwater city? I see that Bioshock x KF2 crossover. Looks great but certain object placements aren't too convincing.

    Overall score: 8/10

    https://www.moddb.com/games/killing-...encity-endless


    Training Grounds
    By: Apapin (Georgi Simov, Tervel Gueorguiev & Hristo Enchev)

    Gameplay: 9/10
    The training simulations themselves have decent layout, the office area too, but everything in between is a bit tight (but that's probably the point). There is an exploit in the Burning Paris simulation that lets you jump on a street light which zeds can't reach.

    Presentation: 10/10
    Nails the theme of a simulation training ground still in construction, and the way the simulations render in as you enter them is like black magic. I like how in the control room overlooking all simulations has the full power option so that the simulations are always rendered.
    Near a yellow office/room is a broken elevator door through which you can see a zed spawner that isn't textured like a floor, but other than that 1 single mistake map looks solid

    Overall score: 9.5
    (fix the spawner and add collectibles & dosh zones, then you'll have Official Map quality)

    https://www.moddb.com/games/killing-...raininggrounds


    (Continued in reply)

  • #2
    Transient
    By: LiquidArrow

    Gameplay: 6/10
    Map's too big for the relatively simple layout. I understand why you'd block the elevator during waves, but I feel like there couldve been some more alternatives for travelling between the cliff and valley.

    Presentation: 6/10
    On one hand most things look normal and believable but then there are certain aspects that almost make it sureal... it's weird but still looks pretty (except for the giant zed sh!tting anuses).

    Overall score: 6/10

    https://www.moddb.com/games/killing-...s/kf-transient


    Twisted Story
    By: 13tisa13

    Gameplay: 10/10
    It's always hard to judge descent/holdout maps because of their limitations, but I believe this map does a great job with it's layouts. Some segments could've been done slightly better, it's solid for the map type. The book portals in one of the segments don't feel too exploitative, decent collectibles.

    Presentation: 10/10
    Sweet Alice In Wonderland X KF2 mashup, the zed tea-party blew my mind.

    Overall score 10/10

    https://www.moddb.com/games/killing-...f-twistedstory


    When The World Burns
    By: FLX_

    Gameplay: 6/10
    The run wave is an interesting concept, but i only see half of the games perks being useful for such a segment, even with teammates (beside I think this is solely a singleplayer experience). Funny thing the next area (outdoors) isn't to friendly to the perks who'd excel the previous segment. After the first 2 areas it becomes a bit better balanced.

    Presentation: 6/10
    Bit of a silly story, makes me like it more. Some of the areas aren't very convincing but very much recognizable.

    Overall score: 6/10

    https://www.moddb.com/games/killing-...he-world-burns


    Winterfarm
    By: PrJones

    Gameplay: 8/10
    Layout is decent with a nice balance between open areas and enclosed ones, would be nice if zeds couldn't jump over certain fences the player couldn't either, but maybe that's intentional. I like how it randomly throws in a single (at least 1 on Medium length) objective wave out of nowhere, It could've been optional (like in the Airship map).

    Presentation: 7/10
    Nails the winter theme, too bad some of the signs are empty and some areas don't feel too convincing. Also the basement takes some of the immersion away even if the weapon showcase looks cool...

    Overall score: 7.5/10

    https://www.moddb.com/games/killing-.../kf-winterfarm


    Zed Harvest
    By: LiquidArrow

    Gameplay: 4/10
    Layout wise, it's just an empty map, since the crop field only blocks vision. Although initially cool the gimmick wares off once EDARS and Husks blast you from across the fields. You could've placed a farmhouse or barn or a tree for shade or an area cleared out with a small hay-stack hill to climb on or just any form of an obstacle.

    Presentation: 5/10
    It does get the job done with it's theme, but it still feels empty and boring with nothing other than a center area and the maze alone.

    Overall Score 4.5

    https://www.moddb.com/games/killing-...kf-zedharvest1


    Overall contest scores:

    X - 1 map
    1 - 0 maps
    1.5 - 0 maps
    2 - 0 maps
    2.5 - 0 maps
    3 - 1 map
    3.5 - 1 map
    4 - 0 maps
    4.5 - 5 maps
    5 - 1 map
    5.5 - 4 maps
    6 - 6 maps
    6.5 - 3 maps
    7 - 8 maps
    7.5 - 5 maps
    8 - 4 maps
    8.5 - 1 map
    9 - 5 maps
    9.5 - 3 maps
    10 - 6 maps

    All 54 maps (not counting 2 duplicates and 2 variations)

    Comment


    • #3
      Wow, you really took the time to play and review all the maps! Looks very detailed and pro made! Nice job!
      sigpic

      Comment

      Working...
      X