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Author: Tripwire Interactive
Trader: 3 Locations
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Devil's Co-pilot.jpg Devil's Co-pilot

Hellride is the second circus-themed map that's part of the Summer Sideshow Event. It is an expansion for the circus-themed map Abusement Park. Hellride added a few more circus-themed soundtracks for both Hellride and Abusement Park: Thrills, Spills of Entrails, Ground Finale and Bring Out the Next Act. At the start of Abusement Park, and taking a right on the path, Hellride stands out vividly, fiery with its name above the entrance. It's not possible to enter Hellride due to a non-operational mechanical ride and obstructing barriers. Players must bear in mind that Hellride and Abusement Park are separate maps.

Hellride begins near the exit with a non-operational mechanical ride that is facing a bolstering heavenly path with angels, clouds, words on walls, and white-bluish coloring. As the players follow the tracks, it will lead to a hellish dark red path, with bats, demons with sadistic weapons, maniacal laughter, and geysers of fire. Besides the mechanical ride and heaven and hell, there are storage, operating and break rooms and some long hallways acting as shortcuts.

Map layout[edit]

Trader locations[edit]

There are 3 trader locations. The first one is in a little room near to the left of the spawn. The second one is, going forward from the spawn until the huge, dark room with notable white dots, on the back on your right. The last one is, going forward from the huge room, where the "Hell" of the map starts. It's on the left after a few meters.

Defensive positions[edit]

  • A good defensive position is near the spawn. Turn right in the first door from the spawn. Go until you see another door on your left, and then continue. The next door has to be welded in order for the tactic to work. Welding the door makes the Zeds all come the second door, so a team can easily camp there while having plenty of space to retreat.
  • One of the best defensive positions in the map is actually deep inside the hell area. The position is just way below level of the first mentioned spot. To reach there, newly spawned players have to take the first door to their right, keep moving and take the first narrow stairs to their right. A room connected to a long hall with a low angled ramp will be enough to take aggro from both sides, and flexible enough to retreat and recover. On a higher difficulties a competent team can hold together, and it's easy to backtrack from all traders to that area.
  • Another alternative is where the "Hell" of the map starts. In a full man team, 3 players stay in front, while the other three cover behind. The door has to be welded shut. This works if there is at least one support, as the door will be overrun by Zeds. This also works if from time to time the door is opened and the Zeds killed. This tactic is tricky if used in Hell on Earth, because more Specimens will spawn from the top of the tunnel.


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