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"Darkness has fallen upon us all, yet until we descend into its depths and question of survival still has no answer."
Filths Cross is a map created by Justyn Toohill and set in and around the fictional dilapidated subway station of the same name. It placed second in the first wave of the Grindhouse mapping competition, earning Justyn an Nvidia GTX 275 graphics card, a Logitech G19 Keyboard and G9X Mouse. It was recognized as an official map in the 1012 update along with the top three entrants of the final wave of the Grindhouse competition. It is credited as being "one of the most challenging Killing Floor maps ever made."
A large portion of the textures in Filths Cross were replaced during the 1013 update, along with several exploits being fixed, giving the map a far more grimy and damaged appearance.
 Map layout
The players spawn in outdoors facing the main entrance of the Filths Cross station, to the right there is a large recess in the road which leads into the deeper sections of the map. Running down the center of the map is a sizable section of railway line, complete with abandoned trains.
 Trader locations
Four of the traders are found very approximately in each corner of the map, and the fifth is found between them.
 Defensive positions
In the far side of the level from the spawn, next to a cross section between the cafeteria and a trader, there is an easily defend-able room with a distinct blue lighting in one of the corridors coming off it. The door nearest the cafeteria, which leads directly into the room, should be welded shut. The players should then stand at the top of the blue-lit stairs in the small corridor leading leading into the other side of room, so they can see both into the room and down to the main corridor, the waves of specimens can be held off quite easily from this location. The actual room itself should only be used as a fall-back point to prevent drawing attention to the other door. It is very easy to get overwhelmed standing just outside of the blue corridor section as that entire section is surrounded by spawn points. It is also worth noting that the specimens also spawn directly outside the blue corridor in large number, so at least one member of team is advised to use powerful area of effect weapons.
Another great spot is the end of the train in the rail station. To get there, walk past the ambulance at spawn and into the sunken hole in the road (see screenshot). Then after you get to the bottom of the hole take a right into a long corridor leading to the tracks. Then take another right at the tracks and head to the last car. Once there, you can defend from the back of the rail-car with relative ease however, it is easy to waste ammo when the specimens begin closing in so trigger discipline is a must! On a side note, players should refrain from trying to get behind the train. There is a small crevice on the right side of the train you can slip through to get in behind it. This is ill advised however, for the reason that even though the specimens cannot reach you, you will not be able to escape...
- Shotgunners in the small room in front of spawn.
- Weld doors in front of the entrance
- One person stays in the other doors on left looking at the stairs
- The rest of squad is in the room and looks at the entrance - most monsters enter here. Support + demo (LAW) are the best practice here.
- Shotgunners in the lower part near the elevators. Disadvantage - no place to run, or unweld doors, clean monsters and run to the room upstairs.
- There is a crossing that makes one part longer that meets the small room near the elevators.
- Weld both doors, defend position
- Shotgunners + demo (LAW) shooting at the crossing in front below the stairs.
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The front of the station building.
The intersection next to the blue room.
Sunken section of road, near the spawn.
Easily defensible hallway