Safe Spots on Official Killing Floor Maps: a Map-by-Map Review
In 2012, Nego went through the official Killing Floor 1 maps and listed dozens of spots on the killingfloor.ru forum where zeds get stuck and cannot reach you. This is a condensed version: the common tricks and the best spots on each map. The five best-known spots are covered in Secret spots and glitches.
The review reflects the 2012 versions of the game; patches may have closed some spots. Many servers and players also see these hideouts as unfair play, so ask your team and check the server rules before camping.
How it works
- Doors. On almost any map you can stand between an open door and the wall, or jump onto the open door itself. Open it yourself or wait for a zed to do it.
- Side hop. Shelves, grates, pipes and wall panels are reached with a sideways running jump.
- Props. Railings, lamps, wall boxes, barrels, corpses with things sticking out of them: many of them hold your weight.
- The danger does not go away. Almost everywhere the "shooters" still reach you: the Husk (a fireball can knock you down), the Siren (her scream passes through supports) and the Bloat (bile). Kill them on approach. Jumpy Crawlers and an enraged Scrake or Fleshpound sometimes climb up to you.
- Nego rated spots out of 5: 3 means "usable, but they get you", 4 "good", and "unique" means near-total protection.
The best spots, map by map
| Map | Spot | Rating |
|---|---|---|
| Abusement Park | The niche under the huge poster: sit in the left corner and stay away from the right railing, which zeds can jump. Only Crawlers and Husk fireballs reach you | unique |
| Aperture | The large metal section above the platform by the "spaceship": climb the floor panel's ledges almost to the top; the first zed's head is your last step | unique |
| Bedlam | The window slits by the basement stairs near spawn; the plank by the overgrown yard, where zeds jam into a queue | above average |
| Biohazard | Top floor, the room by the trader: the sinks (stand on the left), the shelf via side hop. Also a trader bug there: you can shop after any wave by pressing against the closed shop door | 3-4 |
| Biotics Lab | Shelves: four on the ground floor and one in the basement, via side hop | 4 |
| Crash | The lift handrail: full protection from melee, Scrakes and Fleshpounds included | unique |
| Departed | The lamp on the right wall in the building left of spawn (only shooters reach you); the pink heart on a wall; at the central station, from the torn yellow fence onto the yellow post, turn 90° right and jump onto the iron buffer stop | 4 / 4 / unique |
| Evil Santa's Lair | Few spots, all average: the beam in the spawn tunnel, the supports by the gate, the forklift | 3 |
| Farm | In the building shaped like a sideways "П" in the south: the corner behind the barrels. Best on the map, but zeds can jump onto the barrels | 3.5 |
| Filths Cross | The blue room; the gap between the right wooden shelf and the wall in Sector A (only shooters reach you) | 4 |
| Foundry | The red-tiled room and the control room: close the door and stand on the shelf (a zed has to open the door) | 4 |
| Hospital Horrors | Second floor, first ward on the right: the gap between the gurney and the wall | 4 |
| Icebreaker | The door on the port side; the crane support one level up; two yellow pipes higher still (for a team of 2-4); the invisible panel before the left steel spool at the bow; doors in the hold | 4 |
| Manor | The stone arch over the rightmost tunnel, one of the oldest known spots | 4 |
| Mountain Pass | The invisible platform you jump onto from the bridge | 3.5 |
| Waterworks | The iron crossbar at the end of Nego's review: full protection, but not every perk can make the jump | unique |
| West London | Spots in the church, the doors and grates by the police station, the truck and the bus | 3-4 |
| Wyre | Sandbags on the bunker roof (via side hop), good for a team; the trailer below | 4 / 4 |
| Offices, Suburbia | Plenty of spots (doors, lamps, wall boxes, signs), but all rated 3 | 3 |
Etiquette
- Camping in unreachable spots is often against the rules on public servers, and an admin may kick you or reset your perks.
- Finishing a wave from a hideout after your team died at least saves the game; sitting in one all match while your team dies will not make you friends.
- A spot that stops melee does not stop the Husk or the Siren: without killing shooters on approach, no hideout will save you.