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Alas the 13th Anniversary is but a few short months away Tripwire. We know about the KF2 Summer Sideshow but what of the preparations to revere our great prophet of the Greatest Tank?
Being able to see door fatigue reflected as a stat like weld integrity as mentioned above would be a nice start.
Could I also suggest maybe having a way to repair destroyed doors? KF1 had doors respawn each wave but I understand the design philosophy correctly, KF2 doors are 1 time use to...
Have yet to download to test it out. Detailed patch notes are great for the community, keep it up. Also, is it safe to map edit on the beta version in terms of post release compatibility?
Anyone here an old fan of Unreal 1? Been working on a little project. Map layout is fully completed though some sections are not yet textured. Need to place lighting volumes, combine meshes/add details and zed spawns.
https://imgur.com/a/P2nv9
Looks like the Nipple Piercing movement paid off! Good on ya TWI for listening!
https://forums.tripwireinteractive.com/forum/killing-floor-2/killing-floor-2-general/general-discussion-af/102432-bring-back-the-bloat-s-nipple-piercings
Now how long until we get our Neon Nipple Ring DLC?
Sounds like a great idea. The smaller "levels" would make it easier for mappers to push out content no matter their skill level/time allowance. Though I would suggest not including valves IP(Orange & Blue portal/Aperture) just in case TWI decides to make the map official, the "portal" concept...
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Love the map, one nostalgia bomb complete with microwave casserole. Some issues I did run into in my quick play through:
*Some times buttons for doors/elevators/easter eggs had trouble triggering on first button press. Felt sort of unreliable.
*Zeds got stuck in location in pictures...
Reinstalled SDK after my PC went out and decided to dissect new maps. I'm trying to figure out how the waves/floating debris work but can't find an actor or select the wave meshes in wireframe mode. Could anyone give me a rundown on how to select them or how they work? Thanks.
I might be up for collecting some bugs. May I put in a request for my dad as well? He doesn't use the forums but hes got something along the lines of 3000+Hrs in RO2 alone.
https://www.unrealtournament.com/
Anyone care to join? Still in "pre-alpha". Just downloaded yesterday so not much of an opinion yet. Been looking forward to a good classic arena shooter though.
TWI has a history of NOT charging for map content(Do to breaking up the player base on servers). That and our community would light the world on fire the moment Valve or TWI implemented charging for maps.
A good mix between the two is good. The futuristic weapons allow the devs to add some crazy "Satisfying" weapons(Microwave gun popping zeds made me smile/laugh when I first saw it.) I would like to see some practical classics make a return though(Fireaxe, Some reworked iteration of a...
I noticed that TW KF maps use "Levels" (FX/Lights/Blood, etc.) Is there any effect on map performance or is it simply for the sake of convenience(Kismet, being able to toggle visuals, easy finding)? This is new to me as I'm coming from UE2.
I would support this if he had a donation button on his website(I remember you had one back in the day for hosting Unreal 1/UT2004 mods). For all the work you put into mods and even coding for KF1 when it was a mod indev, I'm sure people would love to give something back. Alot of KF1's mod scene...
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