Killing Floor (modification)
Killing Floor, in its original incarnation which saw initial release in 2005, was a full modification for the video game Unreal Tournament 2004. The majority of gameplay elements, specimens and weapons remained the same between the mod and the retail version of Killing Floor. The graphics however, received a major overhaul. The mod was highly developed from v1 to v2.52.
Killing Floor's Gameplay is designed around cooperative play, pitting players against a sinister version of the United Kingdom infested with large numbers of zombie-like "specimens". Available weapons range from pistols to shotguns to explosives, and players must arrange their group and adopt strategies to most effectively counter the waves of enemies, including barricading themselves in or finding high ground.
The objective is to survive as long as possible against continual waves of enemies. The number of enemies in a given wave is calculated based on how many players are active. The number of enemies that they must defeat before the round ends is displayed on the head-up display, and upon defeating the required number of foes the wave will end. Players collect money by killing specimens, with varying amounts gained per kill depending on the type of specimen. After a brief period during which players can visit the trader (who bears a different model than in the retail version) to spend their hard-earned cash, the next will begin, bringing more difficult foes.
There are five difficulties: easy, the most forgiving setting; normal, a step up from easy but still not too much of a challenge; skilled, the median difficulty level; professional, which is notably difficult; and suicidal, the most challenging setting. Apart from the names of the different settings, this system is very similar to the one used in the retail version of Killing Floor.
There are sixteen different pieces of equipment in Killing Floor including body armour, two tools, three melee weapons, and ten weapons. Most of the guns require manual reloading, even after emptying the magazine, with the exception of single shot weapons, and the majority of them lack usable iron sights. For weapons that have to be reloaded bullet at a time, such as the Shotgun and Winchester, the reload button needs to be held down in order to continuously reload. The prices of equipment, while being lower than on the retail version for the most part, change based on the difficulty setting, rather of the bounty from specimens changing like in the retail version. These weapons, equipment, and the changes between their retail equivalents are as follows:
 Melee weapons
- The basic weapon that every player spawns with. It has mediocre damage, but is the fastest of all the melee weapons. It can easily take down weaker specimens such as Clots and Stalkers, but provides almost no protection against larger specimens.
- Broken Pipe
- The cheapest buyable weapon, occupying 3 weight blocks when carried. Its usefulness is somewhat limited as it is little more than a slightly upgraded knife. Its retail counterpart is the Machete.
- The strongest of the normally obtainable melee weapons in the current version. It deals decent damage, and is able to take down Gorefasts, and, to a certain extent, Scrakes, with minimal effort. Its retail counterpart is the Fire axe.
- A weapon that was purchasable from a weapon locker in version 1.0 of the Killing Floor mod, but has since been removed from the trader menu and therefore is currently unobtainable unless spawned by the map. No official maps spawn the chainsaw, and as such it has been effectively removed from the mod. It can, however, be spawned by custom maps.
 Power weapons
- A powerful handgun weighing 5 blocks. Although it packs a punch, it is used as a backup weapon at best due to its mediocre aiming capabilities.
- The shotgun, weighing 8 blocks, is a standard weapon frequently used in the earlier waves of the game. Unlike its retail counterpart, it deals only mediocre damage even at point-blank range. To continuously reload the shotgun, the reload key must be held down.
- Hunting shotgun
- A powerful and heavy double barrel shotgun weighing 10 blocks. It is considered by many players to be one of the best weapons in the game, as its damage output is capable of surpassing that of even the 15 block L.A.W. The hunting shotgun's main drawback is its lengthy reload, which can cause players to be completely vulnerable without any kind of backup weapon on-hand.
- The heaviest weapon in the game, weighing 15 blocks, the maximum weight for non-Support players. It fires a powerful explosive rocket, dealing extreme damage with a large splash damage radius.
 Speed weapons
- 9mm tactical pistol
- The only weapon with dual-wielding and flashlight capabilities. Dual 9mms weigh 4 blocks total, and can hold 15 15-round clips each, making for a total of 330 bullets carried. Although the 9mm pistol has relatively low damage, it is still useful in the first waves of a game.
- A 6 block rapid-fire assault rifle for Commandos. The Bullpup makes use of functioning iron sights, which greatly assist in aiming the weapon. Despite being about equal to the 9mm pistol in damage per shot, its rate of fire is very high and as such it is capable of dealing much more damage per second. Ammo is stored in 10 40 round magazines, allowing 400 rounds to be carried at a time.
- The flamethrower is largely considered hazardous to use in the Killing Floor mod, as there is no firebug perk and therefore no means of preventing self-damage. It cannot, however, cause damage to teammates unless friendly fire is enabled on the server, just like any other weapon. It is also somewhat heavy at 10 blocks. The flamethrower's fire deals damage on contact with specimens as well as burn damage over time after contact. These two types of damage can be combined to make short work of weaker specimens. Because the flamethrower is capable of igniting many specimens with only a couple bursts of flame, it is perfect for dealing damage to large groups of specimens.
 Range weapons
- This is a great weapon. which is named lever-action rifle in the retail version of Killing Floor. In the mod, it is very good as there is no need to level up the Sharpshooter to use this efficently. In the hands of a Sharpshooter, this weapon will slaughter clots, stalkers and crawlers in one shot, no matter where you hit them. Gorefasts, sirens and bloats can be killed with two shots, and one with a head shot: While the scrake will fall to a single headshot, although anywhere else, the scrake will resist a lot of shots. This weapon has no easy way to kill a fleshpound, though. As it only weighs 6 blocks and you can have up to 10 ammo in each magazine in it, plus 7 or 9 magazine with you, this weapon will let you fire 80 or 100 shots, it also requires manual reload, which means you need to keep pressing the reload button while it reloads its ammo, one by one. It is considered, with the hunting shotgun, as the best weapon.
- The second ranged weapon and it is only good for one thing: headshots. The crossbow is known as a poor weapon. It has many disavantages compared to the winchester; it only has half its ammo, which is 40 or 50 for Sharpshooter. Its ammo travels slower and does less damage than the winchester, it weights more: 10 blocks, costs more and each bolt must be bought individually and costs more than a pack of 10 winchester ammo. It also has a few advantages over the winchester: first this weapon always starts with 40 bolts, while the winchester starts only with 30, it has the best aim of all the weapons, making headshots at lot easier and if ever you miss completly your shot and hit a floor or low wall, the arrow will be stuck and you'll be able to take it again and fire it again. Sharpshooter can still use it to kill everything in one shot, except fleshpounds. Finally, you do not need to reload this weapon, as it's always loaded.
 Other equipment
- Combat armour
- A protection vest, grants shield points, instead of health points, but Siren screams bypass it.
- Frag Grenade
- Greandes are explosives that can be helpful to take large quantities of zeds. You always start out with three, but they are not as strong as in the retail version, and a siren's scream can make them explode before it reaches its objective, so your teammate can also be hurt by the explosion.
- Welder and Medical syringe
- The welder is a tool used to weld or unweld doors, and the syringe is used for healing. The syringe is always more effective on a teamate than you, as it can be used twice on a teammate before depleting and only once on yourself.
 unused Weapons
These weapons are unused in the games files.
- Stun Grenade
File description: "the Concussion grenade does very little damage to enemies, but will stun any foes in the explosion AOE for a brief period of time."
This weapon's model and animations are identical to that of the fragmentation grenade, but is shaded a red-orange instead of green-yellow. It was probably meant to be put in-game but was taken out for an unknown reason. It is possible to use the Killing Floor SDK to mod them into a custom map to be picked up. However, despite having animations, models, and textures, it is impossible to use.
Perks of the mod version of Killing Floor differs as players can unlock from feats they perform, like scoring 40 headshots, etc. You can only change perks once per wave, you can change perks up to 9 times per match. These perks do not level. Their descriptions are also not exact. They are as follows:
- Medic: The medic perk can be unlocked by healing teammates for 1500 damage in a match. It grants:
- +100% Recharge rate with med-syringe.
- +50% Potency of medical injections.
- +5% Faster movement speed.
- -50% Damage from bloats' bile.
With those bonuses, medics are great healers and support of their team, but they do not have their own weapon, but a good a medic will use the winchester and shoot crawlers, since crawlers are very weak, and shooting them always helps your team. Another good weapon for medic is the hunting shotgun. Medics are not much used in the mod, as any class can do their job, though not as fast, but still correctly.
- Support: The support perk can be unlocked by welding 2000 door hitpoints and killing 40 specimens with a Power weapon in a match. It grants:
- +10 Max carry weight. (it says +25, but it allow you to wield a hunting shotgun and a L.A.W at the same time.
- +25% Faster welding/unwelding with the welder tool.
- Double frag grenade capacity.
- +100% ammo capacity with LAW, but it actually says +25% to all power weapons, but it does not give any extra ammo to shotguns, hunting shotguns or handcannons
Support is the strongest perk in the game and the most used, after wave 7, still needing a few medic or sharpshooter, they can wield LAW and hunting shotguns, their 100% ammo bonus to LAW, makes them very good to fight off fleshpounds, they are the best class to weaken them or to kill fleshpounds alone, the best way is to fire one rocket directly at the fleshpound, switch to the hunting shotgun and finish the raged zombie. They suffer from slow speed, which is their only flaw.
- Sharpshooter: The sharpshooter perk can be unlocked by scoring 40 head shots in a single match. It grants:
- +25% Increased damage with the Winchester and the Crossbow.
- +50% Greater head shot damage with all weapons.
- -75% Recoil and spread with the Winchester and the Crossbow.
- +25% max ammo capacity with Winchester and Crossbow, it does not say it, but it gives you more ammo with those guns.
Sharpshooter is the most used perk as they can be used from wave 1 to wave 9. Their winchester is very strong, the crossbow allows them to get easier head shots, and they can use hunting shotguns, with an increased efficency, due their headshot bonus, they are the best class, however, a support specialist is needed to weaken fleshpounds with rocket, or else it'll become very hard and very annoying to fight off fleshpound. Combinations of sharpshooter and fleshpound are used all the way in the game, in the first wave, it is not rare that everyone chooses to be sharpshooter. With this perk, you can kill stalkers and crawlers from one hit with either range weapon, clots also die from one hit with the winchester. Two shots from the winchester will take care of sirens, bloats and gorefasts, with an headshot from crossbow, winchester or hunting shotgun, the sharpshooter will kill all the specimens, except the fleshpound, which is their only flaw.
- Commando: The commando perk can be unlocked by killing 30 stalkers and dealing 10,000 damage with the Bullpup. It grants:
- +25% Damage with the Bullpup weapon.
- -20% Recoil and spread with the Bullpup weapon.
- +10% Faster reloading with all weapons.
- Enemy health conditions appear on the HUD.
- Automatically reveals Stalkers in an AoE (Area of Effect).
The commando is actually of very little use in the game, he can kill bloats, sirens, gorefasts, crawlers, clots and stalkers, but he is best used to kill weak ennemies, which is nearly nothing, it is never used against fleshpounds or scrakes, and commandos have a tough time with groups of zombies, though they can kill mobs of clots, stalkers and crawlers with ease, crawlers and stalkers being super-weak.
- Berserker: The Berserker perk can be unlocked by dealing 10,000 damage with melee weapons. It grants:
- +25% damage with all melee weapons.
- +10% refire speed with all melee weapons.
- +15% movement speed adjustment when using a melee weapon.
- +15% Damage resistance to all sorts of damage.
The berserker is not a very good class, it can only be used on stalkers, clots and gorefasts, a good player can use on crawlers and bloats too, but it is not recommanded, the crawler attacks rapidly and hits hard, while the bloats will explode on you. Due to the siren glitch, it is not recommended to kill her, unless you want to lose much of your health, since she will cry, even if you kill her. It has the advantage of being resistant and to save ammo, it is more useful than the commando in a way. Berserkers are best used in the first two or three waves.
 Specimens or Zombies
Like in the retail verson, there are specimens or most creatures most commonly called zombies or zeds as enemies, this section will identify all the enemies that exist in the mod, actually, five unused zombies exist in the mod. The wave you will encounter those zombie are the apparance by default, this apparance actually be modified with the wave editor. Note, the following section only talk about the zombie, depending on they appear in the mod, 2.52, for info on their retail counter, consult article in this wiki, While reading this section, consider the difficulty is skilled, normal and easy difficulty does not need a guide, professional and sucidal zombie will all be tougher and harder to kill. So the ennemies are the follow:
- Clots are weak ennemies you will encounter in all wave, from the wave 1 to the last waves, clots can be killed in multiple way, from knife and axe to big laws, they will walk toward and try to grab you and bite you, these enemies are not strong, but being grabbed prevents you from fleeing, but this is actually a low threat if just one of them latch on to you, unless a Scrake or a Fleshpound or multiple Specimens mob you.
- Stalker are a nuissance, they will appear first at wave 2, many times, 6 stalkers, but after, few will appear, they are even weaker than the clots, but they attack faster can combo their attack, they will attack two times in a row, however, the damage is still very low. When facing many stalker on round 2, only take out your axe if you have a lot of space and is very good, elsewhere, run or try the hunting shotgun. Stalker are actually one of the weakest, beside from clots, it is to wonder, which is the weakest zombie.
- A crawling, walking on its four limbs freak of nature. They appear at wave 3 and every wave after, they are the weakest enemies and die very easily, but they make for their low hp with their violent attack. when a scratch from them is not very damaging, they often jump towards you, if they miss you, they will repeatly jump to get you, it can very hard to melee them, if you are a sharpshooter or a medic, consider using a winchester to kill those beasts, saving a lot of trouble for your teammate. They are very dangerous, so consider them as the highest threat when you see them, depending on close they are from you, until wave 7
- These enemies are actually a strong enemy, just a little more strong then the clot. They make their first apparance at wave 3, along with crawlers, they can killed by two winchester hit, two or three axe chop or shot from nearly any weapon, when near you, they will start to sprint and slice in the air towards you, gorefast are not particulary much of a threat, but four or five of them are dangerous.
- A big green zombie that advances toward the players and spew bile, it appear on wave 1, 5, 6, 8 and 9, they can hit player with their cleaver if those come too near the bloat bloats explode on death. They were supposed to be a medium threat, but due to a glitch, their bile does not do any damage when they spew it on you, if you kill them, bile send from the explosion will damage you, maybe because the bloats are dead, bloats are not considered any threat, only to new players or stupid one, the glitch is used instead to unlock money door and important one. It also used to collect, one player remain there and give time to the others to collect weapons.
- The siren is a female zombie, who appear at wave 4, 5, 7, 8 and 9. they are as tought as gorefast or a little tougher, they are also the only ennemie, except the patriarch to possesse a ranged attack, which is her only attack. when fighting her, do not used Law or grenade carelessly, her scream can explode them on you, give youself space and be sure to fire them she cries, she is a big treath to any player, doing big damage, if you are near her, chance are you will not survive. to dispatch her, the best weapon are the bullup and particulary the winchester, sharpshooters can kill her in two hits. Their is a glitch with the siren, you should never kill her at close range, if you do, find cover soon, the siren can still launch a cries even tought you killed her, it is not expected to be fix anytimes soon, when playing the mod, be warned of this glitch, it is believe her attack have some empty frames, and that even if yu killed, you did not stop her attack. best way to kill her are crossbow and winchester.
- The scrake is a big zombie, weidling a chain instead of his left arm, he is the very tought zombie that appear at wave 5 and every wave after that, it have no special ability, his attack does quite a bit of damage, but it is very slow. While it does have much health, it can be killed in one shot, with the hunting shotgun, sharpshooter can kill them in one hit, with an headshot from etheir crossbow or winchester. While fighting them do not use LAW, it takes up to five rocket to kill one scrake. Because of their slow speed, they are not as dangerous as a siren or a fleshpound.
- just like in retail, fleshpound are the most dangerous zombie, those appear from wave 7 to wave 9, during wave 8 and wave 9, they can appear in group of three. They can rage and start running toward on their own freewill or whe you hit them with a strong weapon, and they have much hp, they cannot be stunned. They are actually a very dangerous target because of their health and their power. The easiest ways to kill them is by launching a rocket directly on them, then etheir a second one, or using the hunting shotgun or shooting their thead with the winchester. they walk fast enough for a big tank. Good thing to know, if ever they receive damage from rockets, they will rage, no matter the ammout of damage, the handcannon will never rage them. when they rage, they will lock on a player and run toward that player, no matter where he is, and he can be the last one in the line, if any other specimen are near it when it rage, it will hurt them and may kill them.
- The patriarch is the mod boss, nicknamed Patty, it always appear on the end of wave 9, as last ennemies, it has two type melee attack, which kill un protected player in one hit, those with vest, dies in two hit, exceptionnaly three, the other can throw a player into the air, to his doom, it can also run faster then anything in the game, while it run, he cloak himself to hide from the player view,he also have the ability to use a gathling gun and rocket launcher as ranged attack, while it is enough, he can use three syringe to heal himself completly, he is tought to kill, good strategy, many player and good weapon like LAW, hunting shotgun and winchester are used on him, Bullup, crossbow and flamethrower are also correct choice, grenades are very bad choice with him, as they do very little damage, they best weapon on him is the hunting shotgun.
With the ability to use deadly melee attacks, rockets and a Gatling gun as ranged, to run cloacked and to heal himself three times, he is the toughest enemy in the game. Not to mention, his health increases according to the number of players, not too much, but it does increase.
Beating the Patriarch is possible. Saying that he can run faster than anyone is not really true, one player, with low weight weapon like Winchester and with full hp, can run fast enough to flee him. If you don't have a low weight weapon, then use the knife to run faster. Berserker can run the fastest out of all classes. Beating him is possible by using the winchester, while being a berserker, for the speed gain.
- Fleshpound Chaingunner
- A fleshpound with a chaingun on his arm, was included in KFMod v2.5 but was not used.
- Infected Soldier
- Introduced in KFMod 1.0 as a simple zombie (clot). In v2.0, it was givin a shotgun and was nicknamed "Shotgun Zombie". Unlike v1, Soldier was not used in v2. Was removed due to Alex's (Developer) hard drive having problems.
- Introduced in KFMod Demo, the Wretch was a female zombie who sways when walking. Only appeared in the Demo and V1, after which, she was edited and became the Stalker.
- A unused specimen in KFMod v1. It had no animation of its own and borrowed from another specimen. It was always cloaked. It was forgotten by the Devs and its cloak powers were givin to the Wretch, becoming the Stalker. Since it was no longer needed, it was replaced with the Crawler.
- Introduced in KFMod v1, a Gorefast that moved much faster. Reason for its creation is unknown.
 Major changes
- There was a campaign in 1.0 and a story map for 2.11 allowing community co-op for the 1.0 story mode.
- The Patriarch was only officially added in the retail version. For 2.51, he was added in as a community patch as for 2.5, he was not in for being too 'glitchy'.
- There were no Chainsaws after version 1.0.
- Perks have different bonuses and requirements.
- Perks have no levels.
- The Trader was found at only one place in the map.
- The scoreboard followed money held and current health percentage, not kills or health status.
- 5 specimens were removed.
- Art style is slightly different. The retail version has a more realistic-look.
- The Handcannon does not support dual-wielding in the mod version.
- The Handcannon was a weapon for the support perk. (The Handcannon is for Sharpshooters in the retail version.)
- Each weapon has its own type of ammo pickup, and you can also find frag grenades. In the retail version, one ammo pickup will restore ammo for every weapon and can sometimes have a grenade inside of it.
 Minor changes
- The Trader was a blonde, white female who never spoke at all. She had a robe covering her entire body excluding her arms while having clear sky blue eyes. Her only animation would be raising both arms as if welcoming the player(s) to her shop for needed transactions and selling.
- Models for every character and specimen are different.
- The Machete replaces the broken pipe weapon who itself replaces the Steel Bat.
- There were no character packs of sorts, only having the following characters (Masterson, Powers,Davin, Lewis, and the hazmat people are the only ones returned, but changed); Sgt. Kara(2.0-2.52), Soldier(1.0-2.52), Soldier_Black(1.0-2.52), Soldier_Urban(1.0-2.52), Stalker(2.5-2.52), Cpl. Powers(2.0-2.52), Pvt. Davin(2.0-2.52), Pvt. Quick (2.0-2.11), Hazmat (2.5-2.52), Soldier_Masterson(2.5-2.52), Cpl. Lewis(2.0-2.52)
 External Links
- Killing Floor (Tripwire)
- Killing Floor UT2004 Klub
- Killing Floor UT2004 Mod ModDB
- Killing Floor Wikipedia
- Miasma UT2004 Community Web Site
- KF Mod Community Team
- Shaun Goeppinger Unreal Tournament 2004 Monster Skins
|Development of Killing Floor|
|Language:||English • Русский|