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 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 enemies, 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 recommended, 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 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 enemies are the follow:
- Clots are weak enemies you will encounter in all waves, from wave 1 to the last wave, clots can be killed in multiple ways, from knife and axe to big laws, they will walk toward and try to grab and bite you, these enemies are not strong. Being grabbed prevents you from fleeing, but this is actually a low threat if just one of them is latched on to you, unless a Scrake, Fleshpound, or multiple Specimens mob you.
- Stalkers are a nuissance, they will first appear at wave 2, many times, 6 stalkers, but after, few will appear, they are even weaker than the clots, but they attack faster and can combo their attack. They will attack two times in a row, however, the damage is still very low. When facing many stalkers on round 2, only take out your axe if you have a lot of space, elsewhere, run or try the hunting shotgun. Stalkers 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 on wave 3 and every wave after, they are the weakest enemies and die very easily, but they make up for their low hp with their violent attack. While 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 be 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 teammates. They are very dangerous, so consider them as the highest threat when you see them, depending on how close they are from you, until wave 7.
- These specimens are actually a strong enemy, just a little stronger then the Clot. They make their first appearance at wave 3, along with crawlers. They can be killed by two winchester hits as a Sharpshooter, two or three axe chops or a shot from nearly any weapon at close-range. They will rage when near a player and are capable of killing careless players pretty fast, hence the name "gorefast". A group of Gorefasts mixed with Crawlers can be deadly in early but also in later waves.
- A big green and fat zombie that advances toward the players and spews bile. It appear on waves 1, 5, 6, 8 and 9, they can hit player with their cleaver if they come too near to 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 sent from the explosion will damage you. Bloats are not considered any threat, only to new players.
- The Siren is a female specimen appearing at wave 4 and all waves after. They are a little tougher than Gorefasts and are one of the few specimens possessing a ranged attack.
Her deafening scream doesn't emit a red force field which makes Siren screams much more dangerous in KFMod. Sharpshooters are essential for killing Sirens since two winchester shots can kill them. Sirens pierce through all armor which makes them deadly at close-range.
- The Scrake is a big zombie wielding a chainsaw. He is a very tough specimen appearing on wave 5 and after. He has no special ability except for his strength. His melee attack is extremely powerful and capable of killing players at close-range. The Scrake's able to withstand lots of damage but a headshot from a hunting shotgun at point-blank or a Winchester headshot from a Sharpshooter are able to kill him in one shot. LAW rockets shouldn't be wasted on Scrakes because they are able to survive more rockets than a Fleshpound. Because of their slowness and lack of special abilities they aren't considered a big threat.
- Just like in retail, Fleshpounds are the most dangerous non-boss specimens which appear from wave 7 to wave 9. During wave 8 and wave 9 they can appear in larger groups . They can rage and start running towards the player if damaged enough. They can't be stunned. They are a very dangerous target because of their health and their power. The easiest ways to kill them is killing them with 2 LAW shots. 1 LAW shot and killing them with a hunting shotgun or the winchester will also work but caution's advised. When raging, the Fleshpound will kill all specimens in his way. In the Killing Floor Mod Fleshpounds have a very odd way of choosing their victim. They usually focus on a player directly after spawning and even if enraged by another player, they'll keep chasing the other player. Provoking a Fleshpound by standing next to him or inflicting damage while standing next to him will often cause him to chase the other player.
- The Patriarch is the mod's final boss. Just like in the retail version, it always appears on the end of wave 9 as the final enemy. It has two types of melee attacks which are able to kill unprotected player in one hit (or two, when wearing a vest). His tentacle attack is able to launch players into the sky which will usually kill them. It's also the fastest specimen in the game while running, not to mention, he's also able to cloak himself. His ranged weapons are his minigun and a rocket launcher. Both are extremely strong weapons which are able to finish a survivor off in a couple of seconds. If damaged the patriarch runs away and heals himself with 3 syringes. There are no specimens spawning when he does this, in opposition to the retail version.
With the ability to use deadly melee attacks, rockets and a gatling gun, to cloak and to heal himself three times, he is by far the toughest enemy in the game. Not to mention, his health increases the more players are on the server.
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 escape. 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
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