Killing Floor Cut Content
Killing Floor is about a large group of sassy British people killing evil not-zombie mutants in order to gain a lot of DOSH.
This page documents all the unused, cut, and leftover content found in Killing Floor’s files.
Unused Animations
Character
There are multiple small unused animations for Characters and Zeds.
- Pat Hit React - Animation of the Patriarch reacting to being hit
- Pat Claw 2 - Second claw attack animation for the Patriarch
- (Gorefast) Head Loss - Animation for Gorefast losing its head
- (Clot) Head Loss - Animation for Clot losing its head
- Idle Headless - Clot idle animation without head
- WalkF Fire Two - Walking while firing animation variant
- WalkF Fire Three - Another walking while firing animation variant
- Bloat Idle Headless - Bloat idle animation without head
- Zombie Leap - Unused leaping animation
- Idle Thanks - Ringmaster thanks animation
- Driving - Unused driving animation
- Passenger - Unused passenger animation
Weapon
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.
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Dual Handcannon
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.
Animations include:
- 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
Misc
Toybox
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.
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Unused Code
Mutator
There are 2 mutators left in the files, they all have had their group commented out so that they don’t show up in the mutator list. They seem to have been scrapped early and reference unused content.
BeatDown
This one seems to be very unfinished, as it doesn’t account for trader or spawn weapons. It only deletes ammo pickups, and replaces random item pickups with either the Fire Axe or the cut Broken Pipe.
Machine Pistol
This one may have been cut because the mutator’s associated weapon was cut or vice versa.
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 overlays the menu.
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.
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KFIntro.rom
While this map is used for the splash screen, it features an AMD logo splash in the map, that the camera never activates. This is also in the Red Orchestra version of this map and is also unused.
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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 an unseen road model in 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.
Hidden Message. (Wall model hidden for visibility)
Unseen Road Model.
Out of bounds pistol mover.
Unused Music
Transit Music
KF-Transit launched with music missing on quite a few waves. According to zYnthetic (the composer) it had been accidentally left out, and he had tried to get the music put back into the game but Tripwire never did.
- Contamination
- Killphase
Unused Sound
Male Voice Pack 3
There is an entire voice pack that goes unused. It is all voiced by the game’s main composer and sound designer zYnthetic. It has a surprisingly large amount of voice lines, as it was only made to test the voice system.
There are mods on the Steam Workshop available to restore this voice pack.
Unused Player Voice Lines
Some unused and test lines are left over in the male 1 and male 2 voice packs. There is also an extra crawler line that goes unused in the female voice pack. These lines consist of temp lines, higher quality versions of used lines, and completely unused lines.
Examples:
- (Male 1 HQ) Unwelding 6
- (Male 1 HQ) Follow Me 6
- (Male 1 HQ) Need Money 9
- (Male 1 HQ) Thanks 9
- (Male 1 HQ) Dying 9
- (Male 1 HQ) Out of Ammo 7
- (Male 1 Unused) Go Upstairs 5
- (Male 2 Unused) No 9
- (Male 2 Unused) Run 8
- (Male 2 Unused) Thanks 7
- (Male 2 Unused) Thanks 8
- (Male 2 Unused) Go Upstairs 5
- (Temp) Reloading 6
- (Temp) Switch to DB Shotgun 3
- (Temp) Drop Cash 8
Unused Trader Lines
You can find a group of welcoming lines from the trader that don’t seem to ever happen in the game, there does seem to be code for it in KFShopVolume class but it may be broken as it never happens in the game.
- Welcome 2
- Welcome 3
- Welcome 4
- Welcome 5
Unused Zed Sounds
There is also some unused Zed sounds hiding in the files.
Gorefast
You can find a completely unused soundgroup for “Blade Falling”, presumably you could originally gib the blade arm off and these would be impact sounds.
- Blade Fall 1
- Blade Fall 2
- Blade Fall 3
- Blade Fall 4
- Blade Fall 5
Patriarch
- Knocked Down 1
You can also find 4 re-recorded KF Mod lines in a style much more similar to the retail Patriarch.
- Fucking Asshole
- Heal
- One in the Pipe
- Boo
Unused Textures
Colored Dummy Portrait
In the files of the Toy Master expansion, you can find a colored version of the Dummy’s portrait, the final version uses a red portrait.
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Developer Texture
While there aren’t many and most maps were just made without dev textures, you can find some of them laying around the files and in specific maps.
Examples include:
- KFO Icon
- Weapon Spawn Icon
- Ammo Spawn Icon
- Sky Texture 1
- Sky Texture 2
- Zone Portal 1-5
- Stalker and Crawler spawn marker
- Gray block out texture
- Gray block out texture with border
- Grid Texture
DJ Scully Unused Combiner
Due to an oversight in the code, DJ Scully uses only a diffuse texture, when in the files there is a combiner that makes his goggles and kneepads have a slight shine to them.
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Early Character Texture
You can find work in progress versions of multiple character textures leftover in the files.
- A very old and basic Mr. Foster texture
- A very, very old Pyro texture with only AO (ambient occlusion). It is also in 2k resolution instead of 1k
- A very old and basic Steampunk Support Specialist
- A blank version of the view model arms texture, likely used as a template
Early Objective Mode UI Texture
There are a few early looking Objective Mode UI textures that go unused in the KFStoryGame_Tex texture package.
- A battery background
- Red fill for the battery
- Green fill for the battery
- A down arrow that goes unused in the objective mode hud
- A backplate very clearly stating “MISSION”
- Alternative Portrait for Rachel Clamley on Transit(1)
- Alternative Portrait for Rachel Clamley on Transit(2)
- Blank portrait texture, likely used as placeholder
- Generic bloody backplate
- Likely an old asset for where it shows objectives
- Unused Patriarch portrait, would likely be used on a map where he is the antagonist, and or before the final wave
- Another generic blood backplate
Leftover Level Preview
A lot of maps have level previews from other maps in their myLevel package. This implies that Tripwire built new maps off old map files commonly.
”PReset” Perk Icon
There exist in “KillingFloor2Hud” texture package a group of perk icons that go completely unused. They look almost like redesigned perk icons and some of the Killing Floor 2 perk icons would end up looking similar to these.
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Rachel Clamley 2k Texture
An unused double-resolution version of Rachel Clamley’s texture can be found in the files.
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Special Effect
In the files you can find some textures for cut special effects.
- A black light blood effect, most likely intended to be used in a map
- A wet screen effect, probably intended for rainy maps like Office
- 2 cinematic bars probably meant to be overlayed on your screen
- A Siren’s face with a grainy alpha and overlay, maybe was going to show up when sirens screamed?
Toymaster Doll Material
There are some unused versions of the doll textures in Toymaster.
- ‘babydoll_hdr’ - A seemingly unfinished shader that makes the baby very shiny
- ‘babydoll_uber_cmb’ - In the final version the baby does not have an Uber counterpart
- ‘pinwheel_hdr’ - An unused shader with an unused combiner in the diffuse that give the Pinwheel a cell shaded look
- ‘ventriloquist_final_hdr’ - An unused shader that combines the unused cell shading and a rim light effect
In the files you can find a texture package called CellExample, that features an example template for a cel-shaded look. This was seemingly going to be used for the Puppets in Toymaster.
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UI Texture
- Trader UI texture meant for a first aid kit from KF Mod, but is in the retail 1.0 UI style
- Trader graphic for Medic Grenade, is unseen as the medic grenade graphic cant be seen in trader, it simple shows the frag icon
- Older looking render of the medic grenade icon
- Weapon select icon of Medic Grenade, grenades don’t appear in weapon select so this and next ones go unused
- Unselected graphic
- Version with the old render
- Unselected graphic
- Frag weapon select icon, unused for the same reason
- Unselected graphic
Zed Control Combiner
In the files you can find an unused combiner for “Zed Control”. It uses a Red Orchestra body texture, but presumably it would be swapped out with a zed texture using code. It likely had something to do with the unused ZED Control Device weapon.
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Unused Video
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.
Lobby Video
Killing Floor has had various ads advertising DLC packs and other Tripwire products for most of its life, which played in the lobby screen. There have been a lot over the years and they were removed from the game.
Videos include:
- Chickenator
- Community Weapon Pack 1
- D.A.R.
- Dwarf !? Axe
- Glitch Apparel
- Killing Floor Gold Edition
- Golden Weapon Pack
- Harold Lott
- London’s Finest Character Pack
- Postmortem Character Pack
- Red Orchestra
- Red Orchestra 2 (multiple versions)
- Reggie the Rocker
- Steampunk Character Pack 2
- Urban Nightmare
- ZED-GUN
- 2012 Baddest Santa
Unused Weapons
Dragon’s Breath Shotgun
A version of the Shotgun with dragon’s breath shells, this was either an early version of the Trench Gun or a separate weapon. The only remaining assets are UI icons for the Trader and Weapon Select.
Trader Texture
Selected
Unselected
Mosin Nagant
A WW2 sniper, likely to be some sort of either Red Orchestra or Rising Storm crossover like the Thompson. All that is left is UI textures.
Trader Texture
Selected
Unselected
ZED Control Device
“ZED Control Device”, apparently supposed to let you control zeds somehow. According to some old players it had some code in the files a long time ago but was removed at a later point. It is assigned to the “Z” key by default.
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In the files you can find an unused combiner for “Zed Control”. It uses a Red Orchestra body texture, but presumably it would be swapped out with a zed texture using code. It likely had something to do with this weapon.
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Unused Zeds
Mix Zed
Something that has been in the files for a long time are these “Mix” versions of zeds. They predate event zeds and therefore do not follow the same naming convention and are all called Zombie___Mix. They are all combinations of different zed models.
- The Clotriarch - A combination of Clot and Patriarch
- Sneaky Bloat - A combination of Bloat and Stalker
- Screaming Patriarch - A combination of Patriarch and Siren
- Standing Crawler - A Crawler that stands upright
- GorePound - A combination of Gorefast and Fleshpound
- Crawling Siren - A Siren that crawls like a Crawler
There is reason to believe these were originally made for a KF Mod version that never reached the public, because in the early versions of Killing Floor 1, they didn’t swap models, but changed textures.
Braindead Zed
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 without AI interference.
SP Gorefast
The SinglePlayer 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 Zed
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 crash the game if spawned.
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 maps.
- KF mod version of the Bullpup
- The KF mod version of the crawler
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 developers.
Note that some Red Orchestra assets are used in the crossover map KF-Farm and future maps.
Editor screenshot showing a list of a few RO models that are in Killing Floor’s files.
Editor screenshot showing several HUD images from Red Orchestra in Killing Floor’s files.
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”.
Some of the UT UI textures left in the files.
Leftover Weapons
In the “KFMod.u” file that holds most of the Killing Floor-specific code, you can find classes for 4 old KF Mod weapons. These are The “Bat”, “Claws”, “Machine Pistol” and the “StunNade”. While they are all broken and incomplete, they can still be spawned with cheats.
Bat/Broken Pipe/Machete
This is the most interesting class, it was originally in KF Mod 1.0 as a baseball bat, was changed in 2.0 onwards to be a metal pipe, but retained the same class with just updated code and strings, and in retail it was changed to be a machete but the class was removed before release.
This was also the only one to receive a little bit of retail style animation work not present in any KF Mod version, however it seems the model could of also been used as a placeholder for the machete.
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You can still use this weapon with cheats by using the command “summon KFMod.BatPickup” in the console.
Claws/Fists
This is a very old leftover from KF Mod 1.0, it was only ever used there and never came back. As a result, the code is very broken and outdated, the weapon barely works and lost the double hit function.
The assets are all gone from the files and only the code and untextured view model remain so it has no view model. The pickup doesn’t even fall like retail pickups and uses an oversized KF Mod 2.5 bullet pickup model.
Land Mine
This is a cut KF Mod weapon that remains in the code, but almost all the functional code has been stripped, there is one model left. It does not work, even if you were to spawn it with cheats.
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Machine Pistol
This is a weapon from KF Mod 2.5, which was also unused there to my knowledge. In retail what remains is essentially a 9mm pistol with different stats, no view model, and a KF Mod 2.5 9mm pickup model.
Stun Nade
This is another cut KF Mod 2.5 weapon which has remnants left in the game, this one was I’m guessing going to behave somewhat like a flashbang, it has a lot of code left over but I am assuming it would not work properly.
Very broken view model of the Stun Nade.
The textured world model.
SP Variant
The “SP” variants of some weapons are still in the files. They look identical to the used weapons since they extend off the normal classes, and just have altered stats. These are leftover from the KF Mod days.
DM Variant
The cut KF Mod Deathmatch variants of weapons also still are in the files. They also look identical just with different stats.
Oddities
Missing Textures in Used Model
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.
- cabletest - Missing texture model
- pump_sign - Missing texture model
cabletest
pump_sign
Source
This content is based on information from The Cutting Room Floor.