

– Hopefully fixed visual glitches that allowed you to see inside the reactor from some points in the bridge. – The Bridge-Door now starts open and doesn’t close when the teleport occurs, the Hold-Door closes instead. – Teleport Area now doesn’t include the last room before the Bridge. – The crate in the middle of the 2nd hold (Easy and Normal) now breaks 4 secs after the door opens. – Door takes now the correct 10 seconds to open, instead of 11. – Fixed a stuck-able area in the 2nd hold. – Increased by 5 seconds the time it takes for the city teleport to activate after the hold is open. – Hardest Crate (that helps zombies attacking the hold from the Pub) now only appears on Insane (instead of both Extreme and Insane). – Removed the ability to reach the ladder on the big pipe in the middle path in front of the hold from the bottom train area.
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– Wood House windows now open 1 second before the Hold does, instead of at the same time.

– The 2 windows that are in the same room in the Wood House (original Earth Materia spawn) don’t require crouching to get out anymore. – Removed the grate blocking the skybox fall under the materia truck, in the train area. – Edited the openings used for the trains to go in and out of the city and bridge areas. – Fixed solidity on the two tables to both sides of the main entrance to the brothel. – The prominently used fence texture is no longer visible from both sides at once (it was giving a blurry feeling). – Increased Sephiroth’s HP from 50 to 75. – Sightly reduced and edited Sephiroth’s Hitbox size and shape to more accurately match his attack animation while rushing towards the bunker. – Randomized the final stop point he uses when rushing towards the bunker between 3 points (original one and 2 sightly off-center ones). – Randomized the path Sephiroth uses when rushing towards the bunker between two possibilities (original path and a mirrored one). – Increased the time Sephiroth waits before start rushing towards the bunker from 5 to 7 seconds. – Made all Sephiroth blade cuts’ sounds global. – Zombies that get Mako Infused get more text explaining what it does (makes you bigger and hurt humans close to you). – Replaced the dumpsters with a custom model that looks exactly the same but has fixed physics. – Minor pathing improvements, including some small player clips or prop additions, most notably from Wooden House to Upper Path towards the 2nd Hold. – Removed shadows from some props for better illumination in some areas, most notably the Makonoid Room. – Removed solidity of various minors props to both improve performance and player mobility. – Increased Zombie Speed from +1% per difficulty increase to +2% (from 104% to 108% on Insane). – Fixed Materia Crashes related to testing activators on Ice, Bio and Gravity materias. – Reduced Zombie Speed values to realistic numbers. – Removed 1 forgotten Spawn Point in the Zombie Cage. UNNOTICEABLE FIXES: (servers were manually taking care of these fixes): Please notice that this list only contains things that are already done and implemented, not all the upcoming changes. ~ Community Map by Sean 'synchaoz' Nielsen.Working on the map lately. that is if you survive deployment to this space. Keep an eye out for the strange, and don’t be afraid to poke around to see what you find, there may be more out there. And before you ask, no we don’t know what to prepare you for, hence why you’re going into the blasted thing to find out! Keep your wits about you, but most of all, figure out who or what is behind this. So far all we’ve really gotten out of it is something about defense, or staying with it, maybe to keep it company?Įither way, it or something won’t let our drones back through the portals. Something over there is reaching out (and we aren’t talking about the zeds and the portals, see if you can’t find something on that and see if one of the “good” doctors has gotten into now) and attempting to communicate. We aren’t quite sure about the what, when, where or anything else about this realm. We’ve spotted swampland, a desert, a bloody castle and more! And you guessed it, we’re sending you in. well we would say out of this world but that isn’t the whole story. Mercs, Those portals you’ve been chasing have lead to somewhere.
