Source-checkedMaps & scenarios

KF-ClassicBioticslab

by Xeroz · for Killing Floor 2

Within ten hours of the containment breach, nearly three quarters of the security and research detail at Horzine's London laboratory had been killed. Those who couldn't escape set up makeshift…

27KDownloads
10 yr agoLast updated
98 MBFile size
Steam WorkshopSource

About KF-ClassicBioticslab

From Steam Workshop

Within ten hours of the containment breach, nearly three quarters of the security and research detail at Horzine's London laboratory had been killed. Those who couldn't escape set up makeshift…

Within ten hours of the containment breach, nearly three quarters of the security and research detail at Horzine's London laboratory had been killed. Those who couldn't escape set up makeshift defenses in their dormitories, or the labs. In the depths of the facility, the incubators remain functional - spawning more and more clones. Your task is to eliminate every last one of the bastards.

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KF-ClassicBioticslab is made out of the old textures (for the most part) new textures are added like normal maps and spectacular maps for the old textures or new textures.

The geometry ported and almost completely overhauled and bugfixxed (new area's are added to create less of a bottleneck affect in certain area's.

3D models are NOT ported from the old Killing floor 1 Game, They are completely Remade with Autodesk maya and re-adjusted for good Detail loss or increase depending on distance. This gave me more controll on creating a stable frame rate when running the map.

KF-ClassicBioticslab Patchnote

KF-ClassicBioticslab Beta4 Added Blocking volumes to prevent player from clipping trough certain objects. moved some spawners to prevent players from spawning outside the map.

KF-ClassicBioticslab Beta3 Added removed Static objects - moved static objects for gameplay reasons. fixxed and issue where players could hurt themselves at certain not broken glass points by running and jumping into the geometry. Improved Blockingvolumes in certain area's preventing players from getting stuck. removed some animated spawners and added dept for all animated spawners. Added 2 small spawners outside battlezone. addjusted some 3D models.

KF-ClassicBioticslab Beta2 Adjusted some blocking volumes to prevent players or zeds from getting stuck. Tweaked Zed spawns and fixxed an issue where boss wouldn't spawn when players are too spread out. Added and moved some meshes and effects. Tweaked paths.

KF-ClassicBioticslab Beta Patched Paths zeds don't attack certain doors if there are other ways around it. Addjusted some models for better looks Added adjusted some blocking volumes to prevent players getting stuck

KF-ClassicBioticslab APLHA4 Made Hallway Downstairs near Research Room Wider Made spawn area outside battlezone for Zeds bigger so zeds don't get stuck when spawning outside battlezone. adjusted paths and added no collision triggers. Added Lobby Area adjusted Shadows on objects.

KF-ClassicBioticslab ALPHA 3.1 Tweaked Paths and Spawns for zed's so they don't get stuck at their spawn point's. moved and tweaked some objects to let zeds get into the battlefield easier and not getting stuck on something.

KF-ClassicBioticslab APLHA3 Added A new Hallway. Tweaked Spawns. Changed Textures for wiring and wiring black box, Wiring supports. Remade Wiring Models for smoother look and better shadow effects. Replaced Some Masked textures for better clean looks on details such as Sector A or Sector B Signs. configured some Blocking Volume's Increased Doors Health and doors speed of opening and closing. Added and tweaked some sounds inside the map.

KF-ClassicBioticslab APLHA2 Changed Blocking Volumes - Added Blocking Volumes to prevent players exploiting the map and AI. Changed Lightning To increase performance and make the map darker. Reworked the Doors in the map to a working functional State (in alpha 1 Single doors that broke became inaccessible) Added Sounds to the Testchamber 'CreepyVoice' from KF1. Added Missing Objects in Extra Hallway Performance Tweaks in certain Area's. Changed Material on the Biogunkglass in Test Chamber Area to make objects behind it more visible. Created Triggers For lights to turn of or on When in the area or outside setain light's area, to prevent Lightbleed from upperfloor to lowerfloor. Adjusted Animation Based Spawners. Added DynamicShadows To some objects. Tweaked spawns increased minimum distance from player. All Assets Put into One File

Highlights

From source data

Footprint

A 98 MB download, rated a light load on a server.

Last update

Its author last shipped an update 10 yr ago.

KF-ClassicBioticslab on Nxeon

From our catalogue
One-click install
Supported on Nxeon Killing Floor 2 servers. We download it from Steam Workshop, place it, and restart the server.
Server load
light
Smallest plan we suggest
Killing Floor 2 — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2016-06-20, released 2016-06-20, 98 MB

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of KF-ClassicBioticslab.

Run KF-ClassicBioticslab on a Killing Floor 2 server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Maps & scenarios

Custom maps, arenas and scenarios to play on.

Compatibility

Game
Killing Floor 2
File size
98 MB

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
  • ✓AuthorXeroz, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

KF-ClassicBioticslab, answered

Generated from the mod’s own source data.

Is it free?

Yes. KF-ClassicBioticslab is free to download from Steam Workshop.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run KF-ClassicBioticslab on a Killing Floor 2 server.

Deploy in about a minute from $5.99 a month, then add KF-ClassicBioticslab in one click.