![]() While most systems for a standard map exist in a Hold Out map, there are new kismet functions that exist to make a Hold Out map work. All in all, not a feature to make the main part of the game, just more of a fun change of pace. Last updated: Introduction This documentation is provided to help you create your own Hold Out style Killing Floor 2 map. That, and with the ordinance that's required in this version, I imagine a few larger zeds may be able to easily compromise a squad that's been backed into a dead end, so it'd already be harder. Maybe they'll have an opportunity to make a more number aggressive mode where the maps are more funnel shaped but the zeds are tougher/more numerous. Yeah, like I said, I know it has it's own version, and I know that some of the KF1 hold outs were way too easy, but that doesn't mean it wasn't fun. Still better than having a berserker kiting all the zeds around a map in KF1 and stalling the game. KF2 still has 2 way hold spots which still is just as easy if you have two zerks on each side, but it makes for more repetitive gameplay as people use the same old tactic if they want a sure win. The room itself is always the same and no props are randomly placed or anything so there's nothing really special about holdout compared to other maps.Originally posted by chaloopah:Every map has a holdout spot, just not a single zed funnel like KF1 had an abundance of which made the game too easy. Players didnt like not being able to camp in their favorite spot. ![]() Good luck with this mode because it was a flop in KF1. The only difference is it had only one trader that when you exited that room, it teleported you to the trader. A custom map called KF-OneTime does just that. ![]() Also like the Descent, there are no weapon or armor spawnpoints anywhere on the map. The concept of playing a different room/area each wave has been done in KF1. Like the Descent, it is a Holdout-Style map (not to be confused with Holdout Mode from Killing Floor: Incursion). It's always the same first room and last room and everything in between is randomly picked. Good luck Co-Op Play: When the going gets tough, bring a friend Play co-op with a friend in both Story and Holdout modes. Nightmare is a map that was added to Killing Floor 2 with the Halloween Horror 2017 update. Origineel geplaatst door 大老板:Holdout is just 11 smaller maps (basically a room) that you are restricted to until you can progress to the next one. I feel like if I'm going to drop down a bottomless pit it should be accompanied by some sort of cool animation it just felt kind of weird dropping down the pit like I was committing suicide. The transition from room to room is also a little meh. Just felt completely underwhelmed for it being the boss room it looked like every other room with nothing special about it. Genuinely don't enjoy the last room with the boss either although not sure how I would describe it. Imo 4 out of the 9 randomly picked rooms are fun and the rest are too small. Custom difficulty only applies to 10 waves (long). In particular, there are a lot of scrakes, and the more you progress, the more the quantity increases. Much harder than the official difficulty. While most systems for a standard map exist in a Holdout map, there are new kismet functions that exist to make a Holdout map work. Feels like a missed opportunity but hopefully the next holdout map is better. Simple Holdout is a sequel to Random Holdout, and a simple map appears randomly and has a custom difficulty. 6 Pickups 7 Miscellaneous Introduction This documentation is provided to help you create your own Holdout style Killing Floor 2 map. While Bridge Holdout might seem like a copy-pasted portion of the Burning Paris map, it's. Some of the rooms aren't really that fun either because it's a really cramped room with nothing to interact with like doors or even a new game mechanic. Here we are again with some gameplays on the map I genuinely like. All you do is fall into a pit each time and are teleported to a completely different area. The maps aren't even stitched together like TW made it sound like. The room itself is always the same and no props are randomly placed or anything so there's nothing really special about holdout compared to other maps. It's always the same first room and last room and everything in between is randomly picked. Travel through diverse environments, from creepy farmhouses to mysterious catacombs, to uncover who. Explore this detailed and immersive world while fighting for your life with pistols, shotguns, axes, and even dismembered enemy limbs. Holdout is just 11 smaller maps (basically a room) that you are restricted to until you can progress to the next one. From Tripwire Interactive, makers of Killing Floor 2, comes a story-driven adventure made specifically for VR.
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