A dark and gloomy Killing Floor 2 custom map inspired by the atmosphere and artstyle of the original Doom games.
You find yourself lost in an otherwordly bastion of torture and depravity deep underground in a cavernous expanse.
A surreal and organic pandemonium of tight corridors, twisting stairways and multitudes of hidden passages and secret rooms.
The Netherhold is a nightmarish torture instrument and focal point for dark studies into the occult.
Built upon the misery of suffering humans and dismembered bodies, its very design instils claustrophobia and despair.
Don't be mistaken; you are not in Hell. At least not yet, for the Netherhold might well be only a stone's-throw away from the fiery gates of purgatory itself.
- Artstyle and atmosphere drawing inspiration from the original Doom games
- Highly detailed environment with extreme attention to detail
- Greatly optimized for high performance while maintaining spectacular visuals
- Many hidden areas and secret rooms (8 in total!)
- Many new custom meshes and destructibles based on original KF2 map resources (no third pary imports)
- 15 collectible Dosh Bling Necklaces to find and shoot (they don't actually do anything, sorry)
- Fully configured splattermaps (for that wonderful gore)
- Complete audio experience: Ambient and dynamic sound effects, environment reverb based on location, random character dialogue triggers
- Randomizing player spawns
- Fast-paced gameplay and considerable difficulty due to the close-quartered nature of the map
KNOWN ISSUES (for the initial release):
* The flavor text on some secret areas are not displaying correctly. I am trying to track down how to fix it.
* Some of the breakable walls do not react to damage taken from explosives. They are best destroyed using guns, rifles or melee.
* Shooting the breakable walls with the HX25 grenade pistol causes them to bug out and look destroyed even though they aren't. Just swing at them a bit with a melee weapon and they eventually break for real.
* The pentagram emissive surface looks weird when you shine a flashlight on it. Trying to fix.
* Reverb values are currently mixed up, causing incorrect reverb effects in certain areas.