• Killing Floor v6 - From Dosh to Brouzouf
    5,005 replies, posted
Really cant to see what new weapons there are. We've seen the new melee stuffr/medic gun/varmint rifle... Here's hoping for a lever-action shotgun. Hope the lever rifle returns too.
[QUOTE=ZombieDawgs;47418596]I don't think a lot of the maps would work in KF2, since the pace of the zeds and the constantly having to move goes against how KF1 works. Biolab is an example - way too small for KF2 gameplay.[/QUOTE] It doesn't have to be 1:1 rework. It can be redone but overall aesthetics could remain the same and general layout with more corridors open for exploration.
[QUOTE=Avager;47418749]It doesn't have to be 1:1 rework. It can be redone but overall aesthetics could remain the same and general layout with more corridors open for exploration.[/QUOTE] All of KF1's maps feel like they're a loop anyway, so it's not hard to just keep moving.
The choice to go with a 9mm AR Variant is an interesting one.
[QUOTE=MrHeadHopper;47417815]Anyone else notice he says "hang on new clip in"? It's not a clip guys :-([/QUOTE] Nothing like the good ol "Wha-chao, new maggin!"
I'm still gonna miss the english voices They didn't really add to the gameplay but they were definitely part of the charm and success of the game
[QUOTE=Mellowbloom;47418847]I'm still gonna miss the english voices They didn't really add to the gameplay but they were definitely part of the charm and success of the game[/QUOTE] They still seem to be in though? Pretty sure I heard the classic Foster voice during the PC Gamer demo.
[QUOTE=Askaris;47418971]They still seem to be in though? Pretty sure I heard the classic Foster voice during the PC Gamer demo.[/QUOTE] Yeah, it sounds like the goofy voices are still in there, which I'm glad to see. A lot of the first game's character came from the funny voices and stuff, not just the gameplay.
Man they've put actual voice lines in the game. Most devs tend to neglect this aspect a ton.
[QUOTE=Askaris;47418971]They still seem to be in though? Pretty sure I heard the classic Foster voice during the PC Gamer demo.[/QUOTE] really? Oh, awesome. I've not had chance to watch them through yet, that's a relief.
I'm glad they've put so much detail into it. A lot of things get ignored by devs these days. They still have a lot to work on obviously, but it's amazing already, and can only get better. Especially since holiday events and such are coming back, and they have many years of plans for the game.
Nice to see they're still welders, not 'glue'
Thing about KF is that it's a fairly simple formula. It would be hard to fuck up, and easy to improve on various levels.
I wonder why the big shift from red stuff (trader trail, healing fx etc) to blue ones
[QUOTE=proch;47420013]Thing about KF is that it's a fairly simple formula. It would be hard to fuck up, and easy to improve on various levels.[/QUOTE] they could have easily fucked it up if they really wanted to, but im glad they havent.
[QUOTE=Mellowbloom;47420099]I wonder why the big shift from red stuff (trader trail, healing fx etc) to blue ones[/QUOTE] too much red on screen otherwise I guess
[QUOTE=Mellowbloom;47420099]I wonder why the big shift from red stuff (trader trail, healing fx etc) to blue ones[/QUOTE] Contrasts better with the blood I guess, if the levels are going to get covered in gore being able to see the UI past it would be nice.
[QUOTE=MrHeadHopper;47417815]Anyone else notice he says "hang on new clip in"? It's not a clip guys :-([/QUOTE] Did you ever notice when you use the "get upstairs" line in KF1 he calls them apples? They're not fucking apples, they're stairs.
[QUOTE=Don Knotts;47421203]Did you ever notice when you use the "get upstairs" line in KF1 he calls them apples? They're not fucking apples, they're stairs.[/QUOTE] It's a niggle because it should be common knowledge among people know anything about guns, but between movies, games, general media, and the simple ease of saying "clip" over "magazine" has people still making the mistake. I mean shit, just say "mag" and we're all dandy. You'd think with the guys behind Red Orchestra, that it'd practically have to be intentional. Also, getting this strange urge to go back and play old UT2k4 Killing Floor for old times' sake, then follow it up with the retail version. Who can't love those crispy 2005-2008 graphics? [t]http://cloud-4.steamusercontent.com/ugc/882969045415688991/C9760F7DFE7C649AD1D22DA500C84CAA64985304/[/t]
[QUOTE=Don Knotts;47421203]Did you ever notice when you use the "get upstairs" line in KF1 he calls them apples? They're not fucking apples, they're stairs.[/QUOTE] on the off chance this is serious, it's because it's cockney rhyming slang. apples and pears > stairs.
Anyone know if you'll be able to disable enemy health bars?
[QUOTE=credesniper;47421387]Anyone know if you'll be able to disable enemy health bars?[/QUOTE] You can turn them off at any time by switching off the Commando perk :v:
[QUOTE=Doom14;47421245]It's a niggle because it should be common knowledge among people know anything about guns, but between movies, games, general media, and the simple ease of saying "clip" over "magazine" has people still making the mistake. I mean shit, just say "mag" and we're all dandy. You'd think with the guys behind Red Orchestra, that it'd practically have to be intentional. Also, getting this strange urge to go back and play old UT2k4 Killing Floor for old times' sake, then follow it up with the retail version. Who can't love those crispy 2005-2008 graphics? [t]http://cloud-4.steamusercontent.com/ugc/882969045415688991/C9760F7DFE7C649AD1D22DA500C84CAA64985304/[/t][/QUOTE] Being a cunt with the flamethrower was the best, also I miss the times when 1 fleshpound = 1 dead teammate 100%, HoE tries but is not the same since now you have shitload of weapons to defend yourself
I liked the dark, grungy style of the KF mod. If I remember right it was even grungier before that particular build of the mod, the Zeds looked really weird and dirty. I see your KF 2.0 and I raise you, KF 1.0: [img]http://cloud-4.steamusercontent.com/ugc/882969045415678311/120A2C26331CDA742F13EA2AAB40723CAEDB0C13/[/img] ][img]http://cloud-4.steamusercontent.com/ugc/882969045415666530/B7DFD06564BB36D94B44C7ECF2E472DDBA303ABE/[/img]
All this week I'm going to be hyped for the possibility of a Thursday release. If there's no release, I hope we get a release date on that day. Perhaps they were alluding to the release video of the new boss that has the release date attached to it. I just need this game.. I'm getting bored of other games.
[QUOTE=Mellowbloom;47420099]I wonder why the big shift from red stuff (trader trail, healing fx etc) to blue ones[/QUOTE] Put the blood and gore on a pedestal, separates friendly effects from enemy ones a bit too I suppose. I think a green fog would melt my eyes so I actually prefer the blue.
[QUOTE=BANNED USER;47421803]Put the blood and gore on a pedestal, separates friendly effects from enemy ones a bit too I suppose. I think a green fog would melt my eyes so I actually prefer the blue.[/QUOTE] plus, blue is associated commonly with futurism.
I really like the blue, but if they don't put in the option to change UI colors for full release, I'm sure someone will eventually release something once we get modding capabilities. Aesthetically the game looks appealing and I really hope my comp can run it at max graphics.
[QUOTE=Ghost101;47421787]I liked the dark, grungy style of the KF mod. If I remember right it was even grungier before that particular build of the mod, the Zeds looked really weird and dirty. I see your KF 2.0 and I raise you, KF 1.0: [img]http://cloud-4.steamusercontent.com/ugc/882969045415678311/120A2C26331CDA742F13EA2AAB40723CAEDB0C13/[/img][/QUOTE] This gets brought up every 5-10 pages and the original KF mod looked like absolute ass, hands down.
[QUOTE=Ricenchicken;47421897]I really like the blue, but if they don't put in the option to change UI colors for full release, I'm sure someone will eventually release something once we get modding capabilities. Aesthetically the game looks appealing and I really hope my comp can run it at max graphics.[/QUOTE] i don't think ue3 allows for clientside mods in multiplayer, it has to be a serverside mutator (like [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=147114468"]this[/URL]?)
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