Conceptualized, implemented, and iterated the level KF-HotelZed for Killing Floor 2. It has gone through many iterations based on feedback and my own findings when playing with the community.
My goal was to make a changing level with fluid gameplay throughout with no dead ends along with no “meta spots” being possible. For the first few waves players can defend the doors and the Hotel will be well lit. As time goes on destructible lights, doors, walls and more change the ambiance and strategy of the level.
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=643269874
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