"Less then a month ago, the capital was thriving at the height of the tourism season. No longer. A light breeze carries distant screams and the scent of gasoline fires and rotting flesh. You and your squad have been assigned to this particular quadrant in the west end of the city, with orders to hold off a large number of Specimens reportedly heading east to a survivor enclave. Failure is not an option here."
West London is a generally well-lit and relatively open map. It was originally made by Alex Quick for the Killing Floor mod, and was remade by Tripwire Interactive for the retail version of Killing Floor. Players start next to a gloomy church to the view of their helicopter taking off and leaving. The roads that lie ahead lead round in a large loop with intermittent alleyways and bridges. The majority of the buildings are out of bounds to the player, with the exceptions being the traders, the church, and the police station.
 Map layout
The basic layout of West London is based on a large loop of the main streets, which branches off into a second loop through the police station and prison complex; a large portion of this interior is in absolute darkness, which can be hazardous. The church to a lesser extent also offers a small loop off the roads.
 Trader locations
A trader store can be found at roughly every corner of the map. Assuming that the player spawns in facing north, the south-eastern trader is found inside the church beside the spawn point. The south-western trader is found at the other side of a tunnel beside the Half Light Hotel. A third trader is found in the north-eastern part of the map, opposite the police station inside a pub, and a final trader is found deep within the prison in the far north-western corner of the map.
 Historic data
One of the most immediately noticeable differences between West London on the Killing Floor mod and on Killing Floor is the weather; in the mod, it is foggy and rainy with low visibility, despite being the same time of day. Instead of the trader in the church, there is the 'money room', which contains respawning riches and can be accessed by unwelding the strong door at its entrance. The only trader was the one found in the depths of the prison, and the building next to the Half Light Hotel did not exist.
Specimen spawns were significantly different in the original version of West London. The barricades that specimens climb over at each corner of the map were instead large sturdy fences, like the fences found behind the spawn, with gaps for the specimens to walk through; blocked to the player via invisible walls. The windows at the back of the church, which are entryways for specimens in the retail version, were not broken. The church itself was also quite different, as the round stage featured only a single altar surrounded by stacked skulls, and the pews were moveable objects thrown randomly about the room. The specimens also did not spawn on the motorway overpass.
 Defensive Positions
- One place to defend is the church. Weld the back door near the trader, and do not weld the other entrance. As long as no one goes near the welded door, specimens will never attempt to break it down. This means that your entire team can focus on the one entrance left. Occasionally a specimen will drop down from the windows behind the pulpit directly into the church (the higher the difficulty, the more often this will happen). However it is not much of a threat as specimens will repeatedly jump up multiple times trying to get in the window and you can hear their sounds for awhile before they actually make it though.
- One place to hold out is the car park with the sliding gate door in front of the police station. Go inside this area and weld the gate shut behind you (in order to weld the gate you must apply your welder to the square in the middle. Then weld shut the two doors behind you on the stairs (it is advised to leave two Pipe bombs on either side of the lower door and on the inside of the upper door). This allows you to shoot through the gate at approaching specimens and prevent them from breaking down the gate, while also having your back covered. One member of your team should watch the back door to alert you if there are specimens approaching from behind, and another member (preferably a Commando) should watch the compound because Stalkers and Crawlers drop down off the bridge and can be a pain. Although these fortifications give you an amazing defense, it is dangerous as you are not afforded an escape route. If the gate is broken down the best escape route you are afforded is to jump onto the car and then try to quickly crouch jump over the specimens as they storm the small area.
This location also provides a good location to hide from the Patriarch, as he finds it difficult to reach you. If he spawns outside the gate in the streets (most likely) he will have to stand in the open before the gate to break it down. This allows you to take him down with ease with concentrated fire. It's safe to have a Demolitions with this tactic, since he can shoot his grenades through the fence without destroying it (with a M32 you can control the whole lane, but are vulnerable to Stalkers and Crawlers).
- The Patriarch can teleport into the compound, making it incredibly difficult to evade him in close combat. To counter this, nominate a Berserker to sprint into combat with him and distract him from the other, weaker members of the team, whilst they concentrate their fire on him.
- This technique renders you unable to pursue him when he retreats to heal. Although this can extend the game length, it also has the added problem of spawning extra Stalkers and Crawlers which drop down from the bridge.
- In the above tactics, welding the door in jail (not the stairs one) and staying near the gate will make specimens less likely to come from downstairs.
- In the street leading up to the Police station car park, there is a small door way, no more than a small alcove in the wall. A Berserker with a Chainsaw can hold this location indefinitely if they are crouching.
- Another place to defend is the tunnel further away from the spawn, near the police station. The end of the tunnel near the trader is wide and most specimens come from reasonably far away giving the squad plenty of time to shoot at them. The end of the tunnel near the burning car wreck has a narrower opening and since fewer specimens come from this way it can be held by one or two people. It should be noted that a good number of crawlers and stalkers come to the back entrance (therefore it is good for leveling Commando). There is a car in the middle of the tunnel that can be stood on by a demo or medic giving them a better view of both ends of the tunnel.
- Another place to defend is the reception area of the police station. To defend this area have one person defend the back, which is the long darkish corridor leading to the prison. Not too many enemies come from this direction but it is enough to make it essential to have someone guard it. The main entrance leads to the street and is pretty narrow for a while giving a perfect bottle neck and the rest of your squad should guard this entrance this entrance and concentrate your fire.
- Luring a large group of specimens through the alleys makes it easier to take them out with a round of shooting or a few well place explosives. Beware you do not get pinned in by specimens approaching from the other end of the street, especially large enemies such as Bloats, Scrakes and Fleshpounds.
 Bugs and exploits
- World fires in both tunnels ignore the Firebug's resistance to fire.
- Specimens sometimes struggle to get inside the doorway of the Half-Light Hotel, which is next to the trader left from the spawn point.
- A large group of specimens sometimes struggles to get inside the podium in the church.