Killing Floor is about a large group of sassy British people killing evil not-zombie mutants in order to gain a lot of DOSH.
Sub-Pages#
Unused TexturesAlternate UI Textures for story mode and more.
Unused and Leftover WeaponsTools that you never got to kill and maim Zeds with.
Unused Animations#
Characters#
There are multiple small unused animations for Characters and Zeds. The idle headless and and the actual headloss animation aren't use because the zeds are always moving and follow you or walk away when they are decapitated, leaving no place for an idle or a standing recoil animation.
Weapons#
Mac-10#
There is a strange bash animation on a duplicate Mac-10 model. Bashing is not a feature of KF1 but would later come to KF2.
Dual Handcannons#
There are cut animations for what is presumably an alternate iron sight mode, where instead of the guns just zooming in, one gun at a time would be moved to the middle to use its iron sights. Might have been cut since it is a lot of different animations to handle at once. Up to 12 animations were added for this cancelled feature. This idea would later be used in Killing Floor 2.
Misc#
Unused Map Content#
kf-menu.rom#
While this map may seem as if it is where you are when you are in the main menu, in current versions of Killing Floor it is not used at all anymore. Instead, modern Killing Floor uses a UI widget that is opened in a completely empty map called Entry.rom.
This was likely changed for 2 reasons: the old menu was buggy and could break easily when coming back from being in a game, and it was also probably a challenge to change the menu pictures for seasonal events in the map version, as the pictures of zeds were on a cube mesh. If you load it with commands in current Killing Floor, you will see that it still opens the current UI obscuring most of the background. This map also features a part of the menu that got completely removed, a red overlay that panned across the screen, this was likely removed because the texture did not tile that well with big obvious black seams connecting it.
KFIntro.rom#
While this map is used for the splash screens, it features an AMD logo splash in the map, that the camera for never activates. This is also in the Red Orchestra version of this map and is also unused there. Unknown why it is never used. 
KF-Stronghold#
In the map stronghold, you can find a scripted trigger that is meant to give each member of the team 20 dosh whenever one of the collectable money bags is acquired, but due to an oversight in the WaitForEvent function it never triggers. The event it is waiting for is called "GoldBags" while the one the gold bags actually call is "GoldBag".
KF-WestLondon#
West London has a few unseen models. There is message painted in blood reading "The End is Fucking Nigh" that was moved inside of the police station wall, rendering it invisible without cheats. There is also a ton of miscellaneous models that are submerged just below the floor, making a lot of them invisible. These meshes are things like newspapers, broken glass and mesh fences.
The overpass that acts as a Zed spawn area and is fully inaccessible and invisible to the player actually has a unique detailed road model. Finally, you can find a KFDoorMover actor that uses a pistol model outside of the police station, its properties are mostly default but does have the tag set to NoDoor and has the weldable flag disabled.



TOY-DevilsDollhouse#
The toyboxes you defend in Toy Master have an unused closing animation, they never close after opening. The animation also has a gib emitter attached to it.
Unused Videos#
Toy Master Dummy Talking#
There exists a video in the Toy Master expansion files of the Dummy that talks to you animated. In game a static picture is used instead.
Unused Zeds#
Mixed Zeds#
An unused mutator in the game's files called KFMutCrazy has been in the files since Killing Floor's release. This mutator was a leftover from the KFMod days (which is why the Husk does not have a mixed variant). A simple mutator that replaces the zeds with versions that used other zed's models. This is not gameplay changing and is a simple aesthetic mod, so all the zeds function the same. Originally in retail, the Mixed Zeds didn't actually swap models but used textures of the KFMod version of the zeds, this is because all zeds in KFMod have the same UV layout. This is also why the "Shade" shown below came out the way he did. Strangely, the Tripwire Interactive developers did update the mutator at some point to allow it to use their models instead of being a KFMod texture swap. Though despite this update, the mutator still went unused. This is the version you see below. However with the End of the Line update changing the zed coding, the Mixed zeds were now completely broken as they never updated them to use the newer zed code.
Here is a portion of the mutator's flavor text if it were to display on the mutator screen
defaultproperties
{
GroupName="KF-MonsterMut"
FriendlyName="Scramble Mode!"
Description="Give specimen random models"
}
Here is what every zed and the model they would use.
Zed base |
Zed model used |
|---|---|
Clot |
Stalker |
Gorefast |
Scrake |
Bloat |
Fleshpound |
Crawler |
Siren |
Stalker |
Bloat |
Siren |
Patriarch |
Scrake |
Crawler |
Fleshpound |
Gorefast |
Patriarch |
Clot |
These were the original versions the Mixed Zeds
Here is version 2 of the Mixed Zeds
Braindead Zeds#
Inside the files you can also find braindead versions of every zed called BrainDead___, these are just the regular zeds without any thinking. My best guess for these is they were used to see a zed's animations in game or for making promotional material.
SP Gorefast#
The Single player variant of the Gorefast still remains in the files from KF Mod 1.0, it extends off the normal Gorefast and only changes movement speed.
KF Mod Zeds#
All of the cut KF Mod zeds, and SP variants of existing zeds, still exist in the files. SP variants are just normal ones with different stats, and the majority of the unique Zeds just don't work and will be invisible and not do anything when spawned. The only exception is the Fleshpound Chain-gunner, who appears as a regular Fleshpound with his arm raised, and the Chain-gunner's KF Mod texture on top of the model. It can't fire its gun though.
Leftover Assets#
Killing Floor Mod Assets#
Most of the models from back when Killing Floor was an Unreal Tournament 2004 mod are in the game's files, including old, unused models that can be found in the mod version. These can be placed in custom levels as background props. Some of these are actually used in-game, such as the box of rockets behind the Trader in certain levels and the hand grenade's model. However, some models and textures were stripped, mostly ones that used copyrighted material.


Red Orchestra Assets#
Killing Floor has several leftover models and textures from Red Orchestra: Ostfront 41-45. This isn't surprising, as the KF engine is based on the Red Orchestra version of Unreal Engine 2.5 and is made by the same people behind RO. Like the Killing Floor mod models, the RO models can be placed in custom levels as background props.
Note that some Red Orchestra assets are used in the crossover map KF-Farm and future maps.
Unreal Tournament Assets#
There are a ton of UI textures including logos left over from Unreal Tournament 2004, Unreal Tournament 2003 and Unreal Tournament. These are located in the texture package "InterfaceContent.utx".

Oddities#
Missing Textures in Used Models#
In the map Waterworks, there are a few models that seem to be missing their textures. There also doesn't seem to be any remnants left of whatever the textures were. The models, despite missing textures, are still used in the map.
Pukey the Clown Slot Machine#
In the Summer Sideshow Pier of Pain trailer, when displaying all achievements added to that update, 19 out of 20 achievements are obtainable. The only one not used was a Pukey plush puking blood. That scrapped achievement was most likely tied to this unused slot machine and may have been an objective within KFO-Steamland. Why it was removed is unknown but the decision to remove it must have been late in the update's development's cycle since it's achievement appeared in the trailer. TWI would later revisit the slot machine concept in Hillbilly Horror: Frightyard.



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The Killing Floor series | |
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Windows |
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Linux, PlayStation 4, Xbox One |
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