About KF-Midgard
From Steam WorkshopSimple outdoor layout based on a real location of a house having the atlantic forest as surrounding settings. Changelog v3b - Fixed textures broken on the content update - Fixed broken blocking…
Simple outdoor layout based on a real location of a house having the atlantic forest as surrounding settings.
Changelog v3b - Fixed textures broken on the content update - Fixed broken blocking volumes I could find, flex now doesn't crash it - Added a volume to help zeds not get stuck on the barrels of the pickup truck - Increased visual cues of the forest boundaries - Optimized draw distance of smaller foliage - Plank and small table inside the house now have auto step-on deactivated - White table outside is now dynamic - Reduced size and collision of some logs on the ground - Reduced fog saturation by half and increased the brightness a bit - Doors now starts closed
Changelog v4b - Removed auto step on from chairs and two roof parts behind the house - Remade the collision of many logs with blocking volumes - Zeds won't jump on the table inside anymore - Increased dominant light brightness and dynamic shadows distance - Reduced blue tint, increased yellows, tweaked fog - Changed main terrain and rocks textures - Rocky corridor overhaul and two new flares in the area - Switched some of the surrounding fences for thicker vegetation and moved spawn volumes closer to playable area - Increased spawn rate outside the fence on the cliff side of the map - Added trims to the house walls and other small details
Changelog aug 13 - Removed the collision from the small step outside the kitchen and remade it smaller with blocking volumes so there's no more stucking there - Removed the cilindrical collision for players from the bamboo spiral and made it more accurate (zeds still are blocked by a basic shape) - Every pond is now enterable (and you might have to jump out in some parts instead of auto-walk) - Adjusted spawn volumes for versus mode - Added a couple of new textures, added decals back to some house walls, fixed decals that weren't getting splatter, and depth bias - Lighting tweaks - There were tree trios that were easy to get trapped in by zeds when walking backwards, I spaced out the third tree and moved the other two closer to each other
Changelog set 9 - Fixed foliage that went missing after Tripwire deleted unused packages in the tactical response update - Tweaked a block volume in the cliff side of the map
Highlights
From source dataFootprint
A 218 MB download, rated a light load on a server.
Last update
Its author last shipped an update 10 yr ago.
KF-Midgard on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Killing Floor 2 servers. We download it from Steam Workshop, place it, and restart the server.
- Server load
- light
- Smallest plan we suggest
- Killing Floor 2 — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2016-09-09, released 2016-09-09, 218 MB
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of KF-Midgard.
Run KF-Midgard on a Killing Floor 2 server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogMaps & scenarios
Custom maps, arenas and scenarios to play on.
Compatibility
- Game
- Killing Floor 2
- File size
- 218 MB
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓AuthorTechuser, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
