Killing Floor

It's time for everyone's favorite Zed-based shooter. This thread is for both the original and the sequel, since the sequel isn't bad.

For me personally, I'm looking for a couple of lads to group up with to play some suicidal/HOE for KF2. Anyone interested?

...

Fuck you OP and fuck Tripwire

I know that feel, though I much prefer the custom maps to player models swaps. Custom maps make everything better.

...

...

...

The weapons in the original are loud, kick like a mule and you felt like your bullets had impact. Can't say the same for 2.

Wow, there are so many little errors in the animations of KF2 weapons, mostly the reloads. Seems like they tried to recycle a lot of stuff without touching it up.

The gun porn aspect was always the most important part of Killing Floor to me, and it looks like it wasn't really improved upon at all in KF2. Plus they've only doubled down on the silly shit weapons that already sort of ruined KF1 for me.

It went to shit when Kikewire pushed out weapon DLCs and ruined the game's aesthetic a la TF2. The second one is undoubtedly ten times more filled with cancer.

If i remember right, TWI didnt do mk23.


Dont forget the teleportation

I'll agree, but I like the subtle touches added to the game, like the different behaviors on higher difficulties and the animations when you hit reload with full ammo.

I still think the patriarch is one of if not the best designed and most scary boss I've ever played against, there's something special about the sound they picked for the footsteps, hearing him change from the slow thump, thump, thump, to the THUMP THUMP THUMP THUMP while he's still invisible and knowing he's charging at you right now and is probably going to kill you in one hit but you can't even see him was absolutely terrifying.
And the way you could lock him in place by moving just out of range of his one hit kill melee attacks as a berserker right in front of his face while slashing him up with the katana was intense. Fuck up the timing just barely and you'd get smeared across the wall, so each time you step and attack, and manage to step back out and dodge the attack made my heart beat a little faster.
He also had great voiceovers, and zYnthetic's soundtrack for it really made it feel like a climax fight.

This is one thing I never understood. Why did fps games shy away from having big noises for their guns? The last few cods had gun sounds that equal a pen dropping in intensity. Least games like nu DOOM had stronger sounding weapons and Titanfall 2 had some pretty good weapon sounds.

Reminder that in KF2 characters can't curse, because it's a christian game, also all the music is christian metal too :^)

the christian metal meme was okay, but i miss the grittiness and industrial vibe that kf1 had. it reminded me of the old quake games in a way.

Shame the devs turned the game series into Jewing Floor.

KF1 definitely had a fun Grindhouse style that was unique to few games, too bad they lost their north as time went on.

Gun sounds in shooters went to shit because they started relying on recording actual gunshots instead of making their own through Foley. Guns by and large all sound the same, it's just a quick pop and either the echo of the outdoors or the reverb of the indoor range. Also the death of the DirectSound3D API didn't help things either.

I feel like the sound of the guns firing ingame should mostly be similar, with the sound of the gun's cocking mechanism being used to give it personality. The sound of just a gun firing is very satisfying on its own when you don't fuck with it and try to make it a special snowflake.

Shit like when a shotgun's cocking sound is louder and more emphasized than the actual shot, because people identify the cocking sound more than the shot with shotguns, but that just makes the shotgun sound really weak.