Mapping & SDK

KF2 Maps from the Russian Community on the killingfloor.ru Forum (2015-2017)

Maps that killingfloor.ru forum mappers released for Killing Floor 2 in 2015-2017. Most Yandex.Disk links are dead; GameBanana links are listed where the author gave one, so check whether they still work. Manual installation is covered in KF-Urban V3: installing a custom map.

Maps by ARIFMOMETR

MapDescriptionLink from the thread
KF-AFRA port of his KF1 map. Split player spawns, a chance of a bonus starting weapon, traders marked with an ambulance or a letter "T". No placed lights, only dynamic ones, so bring night vision. A collapsing bridge, physics on many objects, no doors. Blood stays only on objects and the floor-
KF-Cave-AFRA cave re-release of KF-AFR. Only checked for passability; the 25.02 patch added glowing tentacles and rocks and recoloured the landscape and grass-
KF-Maze-AFRV3Third version: fully reworked decorations, random time of day, balance shifted towards harderhttp://gamebanana.com/maps/189833
KF-Sector-FOGTwo towers with a huge bridge in "Silent Hill" fog; zeds walk straight out of it. An update added cars and barrels, and the spawners are in players' view-
KF-Metro-smallA metro with dark tunnels and one lit station. Patches fixed collision and camping spots and added collectibles-
KF-Big_ShellV2Alpha, more stable and smaller than v1: reworked geometry, lighting and some rooms, random time of dayhttp://gamebanana.com/maps/187832
KF-BeachBaseV2Two islands, almost completely rebuilt; sunset and nighthttp://gamebanana.com/maps/188039
KF-xmasballThe background was completely redonehttp://gamebanana.com/maps/188746
KF-Test-AFRA test map without spawn factories: everything runs on waves-
KF-Roof11The roofs of two buildings with a cable between them. Most zeds spawn outside the map and spawns cannot be blocked; zeds sometimes hang in the air when one jumps on another-
KF-Roof11v2Four roofs and a random time of dayhttp://gamebanana.com/maps/189393
KF-FirstWorldBankA demo of a planned objective-mode map inspired by the first Payday; set at night because the editor crashed while building lighting-
KF-Abyss"The Abyss": enemies spawn in view but at a decent distance; no ammo or other help on the map. An update made corpses fall down-
KF-OneHour-ArenaA simple arena built in about an hour and a half, with a development video-
Kf-beach-defenceA defence map with day and nighthttp://gamebanana.com/maps/193662
KF-HorzineForestA forest shaped like the letter H; some materials were broken by KF2 updateshttp://gamebanana.com/maps/193661
KF-VRsurvivalA map made of coloured platforms: orange ones burn, red ones burn badlyhttp://gamebanana.com/maps/192141

Maps by other authors

MapAuthorDescription
KF-Fatal InstinctUltraKillA port from KF1 (and before that UT2004 and Quake 3), in KF1 it was a map for the Gun Game mod; textured with stock materials because, in the author's words, custom content is not the best idea in KF2
Proton ResidencyUltraKillTwo months of alpha testing on several servers; the final version changed zed spawns and reworked the lighting
KF-InfectedWallsConfiguratorThe author's first Unreal Engine 3 map, made with UltraKill's help
KF-TestingMapMoxel (posted by DARK-MEN)A test map: stand about a metre from a zed model and press Use to summon it; weapons work the same way. Zeds on the right appear in the corridor and give no XP; zeds on the left appear in the white room by the far wall and do give XP