Killing Floor Cut Content: Unused Zeds, Maps and Assets
Killing Floor, in one line: a crowd of cheeky Brits mowing down evil not-quite-zombie mutants to earn as much Dosh as they can. The game shipped on May 14, 2009 (Windows; developed and published by Tripwire Interactive), and its files still hold a lot of material that players never see: animations, map props, whole mutators and leftovers from the Unreal Tournament 2004 mod and from Red Orchestra.
This page is the hub for that material. Big topics have their own pages, and the rest is collected below.
The Killing Floor title screen.
Sub-pages
- Development materials: unreleased music by zYnthetic and the closed beta Tommy Gun.
- Prototype: the KF Mod for UT2004 and how it differs from retail.
- Unused models: more detailed chunks of a mutant's head, among other things.

- Unused textures: alternate UI textures for the story mode and more.

- Unused audio: voice lines such as "One in the Pipe".
- Unused text: leftover mutators, code and strings like "DULL ITEMNAME!!!! KILL KILL KILL!!!!".
- Unused and leftover weapons: tools you never got to use on Zeds.

- Event content: content from limited-time events that is no longer used.

- Revisional differences: what changed, big and small, between launch and the current version.

Unused animations
Characters
Characters and Zeds have several small unused animations. The headless idle and the head loss animation never play because a decapitated Zed is always on the move, following you or walking away, so there is no moment where an idle or a standing flinch would fit.
BossHitF: the Patriarch reacting to a hit.
MeleeClaw2: a second claw attack for the Patriarch.
ZombieLeap.
BloatIdle_Headless.
HeadLoss (Gorefast).
HeadLoss (Clot).
Idle_Headless.
WalkF_FireTwo.
WalkF_FireThree.
Idle_Thanks (Ringmaster).
The animations themselves are video clips; you can watch them on the TCRF page.
Weapons
Mac-10
A duplicate Mac-10 model carries a strange bash animation. Weapon bashing is not a feature of KF1, but it did arrive in Killing Floor 2.
Dual Handcannons
The Dual Handcannons have cut animations for what looks like an alternate iron sight mode: instead of the usual zoom, one pistol at a time would move to the center so you could aim down its sights. Up to 12 animations were made for the feature. It may have been cut because that is a lot of animations to juggle at once. Killing Floor 2 later used the idea.
Hip GOTO LeftIron.
Hip GOTO RightIron.
Iron GOTO LeftIron.
Iron GOTO RightIron.
LeftIron Fire.
LeftIron GOTO Hip.
LeftIron GOTO Iron.
LeftIron Idle.
RightIron Fire.
RightIron GOTO Hip.
RightIron GOTO Iron.
RightIron Idle.
Unused map content
kf-menu.rom
It looks like the map you stand in while in the main menu, but current versions of Killing Floor do not use it at all. The modern game opens a UI widget inside a completely empty map called Entry.rom instead.
There were probably two reasons for the change. The old menu was buggy and broke easily when you returned from a match, and swapping the menu pictures for seasonal events was likely awkward, because the Zed pictures sat on a cube mesh inside the map. If you load kf-menu.rom with console commands today, the current UI still opens on top and hides most of the background. The map also contains a piece of the menu that was removed entirely: a red overlay that panned across the screen. It was probably dropped because the texture did not tile well and left big, obvious black seams.
The unused menu map.
KFIntro.rom
This map plays the splash screens, and it contains an AMD logo splash that the camera never switches to. The Red Orchestra version of the map has the same unused splash. Why it is never shown is unknown.
The unused AMD splash screen.
KF-Stronghold
Stronghold has a scripted trigger meant to give every team member 20 Dosh whenever someone picks up one of the collectible money bags. It never fires because of a typo in the WaitForEvent setup: the trigger waits for an event called GoldBags, while the bags actually send GoldBag.
KF-WestLondon
West London has a few models that players never see:
- A message painted in blood, "The End is Fucking Nigh", was moved inside the police station wall, so it is invisible without cheats.
- A lot of small props sit just below the floor, which hides most of them: newspapers, broken glass, mesh fences and similar.
- The overpass that serves as a Zed spawn area is unreachable and invisible to players, yet it has its own detailed road model.
- Outside the police station there is a
KFDoorMoveractor that uses a pistol model. Its properties are mostly default, but its tag is set toNoDoorand the weldable flag is turned off.
The hidden message (wall model hidden for visibility).
The road model nobody sees.
The out-of-bounds pistol mover.
TOY-DevilsDollhouse
The toyboxes you defend in the Toy Master mode have an unused closing animation, so once they open they never close again. The animation even has a gib emitter attached to it.
Unused videos
Toy Master Dummy Talking
The Toy Master expansion files contain an animated video of the Dummy that talks to you. In the game a static picture is shown instead. The clip can be watched on the TCRF page.
Unused Zeds
Mixed Zeds
An unused mutator called KFMutCrazy has been in the files since release. It is a leftover from the KF Mod days, which is why the Husk has no mixed variant. The mutator swaps each Zed's look for another Zed's model. It is purely cosmetic: every Zed still behaves the same.
At release the Mixed Zeds did not really swap models. They used textures from the KF Mod versions of the Zeds, which works because all KF Mod Zeds share the same UV layout. That is also why the "Shade" below came out the way it did. At some point Tripwire Interactive updated the mutator to use the retail models instead of KF Mod texture swaps, and even then it stayed unused. Then the End of the Line update rewrote the Zed code, and since the Mixed Zeds were never updated to match, they are now completely broken.
Here is the flavor text the mutator would show in the mutator list:
defaultproperties
{
GroupName="KF-MonsterMut"
FriendlyName="Scramble Mode!"
Description="Give specimen random models"
}
Which model each Zed would use:
| Base Zed | Model used |
|---|---|
| Clot | Stalker |
| Gorefast | Scrake |
| Bloat | Fleshpound |
| Crawler | Siren |
| Stalker | Bloat |
| Siren | Patriarch |
| Scrake | Crawler |
| Fleshpound | Gorefast |
| Patriarch | Clot |
The original version of the Mixed Zeds:
Clot.
The Mixed Gorefast is much smaller.
Bloat.
Crawler. This is also how the "Shade" looks in versions 1 and 2.
The Stalker is always cloaked because of a texture setup error.
The Siren uses the Patriarch's item texture for her body.
Scrake.
Fleshpound.
Patriarch.
Version 2 of the Mixed Zeds:
Clot.
Gorefast.
Bloat.
Crawler.
In version 2 the Mixed Stalker can decloak, but it cannot cloak again.
The Mixed Stalker's cloak.
Siren.
Scrake.
Fleshpound.
The effects of his gatling gun appear underneath him.
Braindead Zeds
The files also contain a "braindead" version of every Zed, named BrainDead___: regular Zeds with no AI at all. The likeliest use is checking a Zed's animations in-game or shooting promotional material.
SP Gorefast
The single player Gorefast from KF Mod 1.0 is still in the files. It extends the normal Gorefast and only changes its movement speed.
KF Mod Zeds
Every cut KF Mod Zed is still in the files, along with SP variants of existing Zeds. The SP variants are normal Zeds with different stats. Most of the unique Zeds simply do not work: when spawned they are invisible and do nothing. The one exception is the Fleshpound Chain-gunner, which appears as a regular Fleshpound with its arm raised and the Chain-gunner's KF Mod texture on top of the model. It cannot fire its gun. More on the mod-era Zeds is on the prototype page.
Leftover assets
Killing Floor Mod assets
Most models from the days when Killing Floor was an Unreal Tournament 2004 mod are still in the game files, including old models that were already unused in the mod. Mappers can place them in custom levels as background props. Some are actually used in-game, like the box of rockets behind the Trader on certain maps and the hand grenade model. Some models and textures were stripped out, though, mostly ones that used copyrighted material.
The KF Mod version of the Bullpup.
The KF Mod version of the Crawler.
Red Orchestra assets
Killing Floor contains a number of leftover models and textures from Red Orchestra: Ostfront 41-45. No surprise there: the KF engine is based on Red Orchestra's branch of Unreal Engine 2.5, and the same team made both games. Like the KF Mod models, the RO models can be placed in custom levels as props. Some Red Orchestra assets are actually used in the crossover map KF-Farm and in later maps.
Editor screenshot with a few RO models from Killing Floor's files.
Editor screenshot with several Red Orchestra HUD images.
Unreal Tournament assets
The texture package InterfaceContent.utx holds a ton of UI textures and logos left over from Unreal Tournament 2004, Unreal Tournament 2003 and the original Unreal Tournament.
Some of the Unreal Tournament UI textures left in the files.
Oddities
Missing textures on used models
A few models on the Waterworks map seem to have lost their textures, and nothing is left of whatever those textures were. The models are still used on the map anyway.
cabletest.
pump_signs.
Pukey the Clown slot machine
The Summer Sideshow "Pier of Pain" trailer shows all 20 achievements added in that update, but only 19 of them can be earned. The missing one shows a Pukey plush puking blood. That scrapped achievement was most likely tied to this unused slot machine, perhaps as an objective on KFO-Steamland. Why it was cut is unknown, but the decision must have come late in the update's development, since the achievement made it into the trailer. Tripwire later returned to the slot machine idea in Hillbilly Horror: Frightyard. More seasonal leftovers are on the event content page.
The slot machine with a golden Pukey head.
A test version of the slot reel texture.
The unused final version of the slot reel texture.
The golden Pukey head texture.
Specular map of the golden Pukey head.
Source
Based on the Killing Floor page of The Cutting Room Floor, licensed under CC BY 3.0.