The KFMOD EXPERIENCE in 2025! (KFMOD 3.0 Server Project)

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Map: KF-2008Offices (ported by yours truly).

Just a long-ass game in my KFMOD 3.0 server, a project that seems to remake the entirety of KFMOD 2.5 in the retail KF1 engine, minus most of the jank and crap that makes the original so hard to come back to.

A BIT OF HISTORY

Unbeknownst to most people, this isn't just the "KFMOD" version of Offices. There's around 4 or 5 different versions of Offices, with the oldest one dating back to the early days of KFMOD 1.0. When KFMOD 2.0 rolled in, KF-Offices was remastered into a version that closely resembles its retail incarnation, complete with a door in the bottom floor that led "somewhere", probably to Horzine's Biotics' Labs. The unofficial KFMOD 2.11 patch further reworked this map, albeit that version appears to be forgotten to time and simply features some minor edits. KFMOD 2.5 further improved upon this map, providing it with a very bleak and bloody atmosphere, while still respecting its original 2.0 architecture. Worth noting is that, back then, KF-Offices appeared to have been undergoing some sort of in-universe "renovations", complete with paint cans and scaffolding.

Come KFMOD 2.51 and Offices appears to have been remade from the ground up, adding an entirely new room in the bottom floor, completely different architecture in the second and third floor (including a room that would eventually stay in its future retail incarnation), as well as a short-lived money room that would eventually be discarded and turned into a Trader room. This layout is only present in 2.51, with retail KF1 using a mixture of 2.0, 2.11 and tiny bits and pieces of 2.51.

PORTING

Porting this map wasn't difficult per se, but there were many caveats to take into account. First and foremost, the map was PLAGUED with NetKActors, which are meshes that have Karma Physics integrated into them from the moment they are spawned. Many of these meshes were never ported to KF1 and were instead discarded. I had to strip the Karma Physics from these meshes (as they are extremely buggy) and leave the assets as is. The elevator was another big problem since it brought this map's porting to a screeching halt as I was left stumped and had no idea how to proceed. Thankfully, WaffleTime showed me that you can circumvent the SDK being absolute garbage by simply copy-pasting assets from another existing map, which worked!

The map ended up being a pseudo-perfect recreation of KFMOD 2.51 KF-Offices, with a bit more ZombieVolumes here and there, still retaining only ONE trader, and with a somewhat "slow" pacing to it, but that's to be expected. Oh, and the elevator music is back!

ZED=DEXTRONAUT ported many classic KFMOD 1.0 and 2.0 maps... but he never got around to doing 2.0 Offices or WestLondon. Here's classic, old KF-Offices at last!

Join us over at: 179.27.99.215:7807 (KFMOD 3.0 server) or our Discord: https://discord.gg/R3yp4tuz

Workshop link for this map: https://steamcommunity.com/sharedfiles/filedetails/?id=3457523360

Menu: 00:00
Prepping time: 00:13
Wave 1 (This one was ridiculously tough): 1:21
Wave 2: 05:47
Wave 3: 10:12
Wave 4: 13:52
Wave 5: 18:17
Wave 6: 21:36
Wave 7: 25:51
Wave 8: 30:23
Wave 9: 35:08
Standoff with Patty: 41:17