Source-checkedMaps & scenarios

KF-Kholnee

by Dragontear · for Killing Floor 2

'As the days pass, those fortunate enough to escape the main concentrations of these horrible things often find themselves scattered elsewhere. As the sun lowers, those poor souls seek shelter, and…

12KDownloads
10 yr agoLast updated
193 MBFile size
Steam WorkshopSource

About KF-Kholnee

From Steam Workshop

'As the days pass, those fortunate enough to escape the main concentrations of these horrible things often find themselves scattered elsewhere. As the sun lowers, those poor souls seek shelter, and…

'As the days pass, those fortunate enough to escape the main concentrations of these horrible things often find themselves scattered elsewhere. As the sun lowers, those poor souls seek shelter, and fortify. As the night falls, we hear them, baying.'

= = = = = = = = = =

A 'House in the Woods' scenario. Compatible for both Survival and Versus.

Summary: Forum thread.

I was working on this last July-ish? Then stopped that from loss of motivation, recently ported the old structure and started anew. Began with a simple idea-thread on the forum, using this as a visual top-down plan, with the first, second and third being screenshots of the older version after some work, shortly after the Manor and it's resources were released.

Suitable for 1-6 human players, spawning inside the House itself, with Zed AI/Zed Players spawning in the further edges of the forest, breaking through thickets and derelict buildings. Generally intending for the Humans to stay within the house, welding doors/windows and trying to keep the Zeds out.

Features: - One Trader-Pod, in the Shed North-East of the House. Helps for not getting lost. - Possibly oppressive fog - even in darkness, clear silhouettes move. - Two double-metal doors, each with thinner windows allowing defenders to fire upon Zeds trying to break through them, and three metal-shutters over the wide-windows that can be welded shut, blocking Zed intrusion while allowing Humans to fire through the tall gap, but Crawlers can sneak in. - A Petrol-Generator in the Living Room that keeps the lights going, destroying this by accident or intention breaks all lights. - A dozen or so thin-windows Humans can smash open to shoot through upon Zeds, thinning the numbers out before they reach the doors or metal shutters. - Many destructable elements inside the House, including the Generator, Lights, various features and part of the structure itself, and others outside. - Somewhat spacious central house with Kitchen, Living Room, Bathroom, Bedroom and two Main Hallways and a Side-Hall. - Highly decorated interior and exterior - a hopefully believably House, surrounded by overgrown, twisting woods that have consumed the abandoned and neglected. - Hundreds of sound-emitting trigger-volumes; Almost every cluster of bush and plant create sound, old buildings creak, broken glass crackles, shuffling paper can alert Defenders to the whereabouts of the Zeds and vice-versa. (May suggest turning music down or off) - Several clusters of brush with gnarled roots sticking out, blocking Humans while allowing passage to Zeds, watch your flanks people. - My attempt at a little story via 'Show, don't Tell'. Hopefully it's nice. - Apparently lovely lighting effects. Go see.

Still being actively developed, so any constructive feedback/critique on visuals and gameplay is desired and would be appreciated!

= = = = = = = = = =

Change Log: D/M/Y; Version - Details

5-7-2016; 0.15 - Uploaded map, minor changes.

5-7-2016; 0.16 - Fixed the North window-barricade, large Zeds could not properly attack the door-actor before. Tweaked splatter-maps, fixed Petrol-Generator and clock ambient noises, some indoor-lighting fixes, altered interior door start-positions. Added Precomputed Visibility volumes.

7.7.2016; 0.17 - Replaced the Storage Room with Bedroom, one ammo and weapon spawn, same as before. The Storage area is now at the North side/back end of the House. Office has been replaced with a new Bathroom which has one ammo spawn inside, Office aesthetic added to the new Bedroom with the radio in there now. General addition of details, destructible objects, curtains, etc. Removed a solid csg shape that decided it'll appear in one of the Zed AI/Player spawns south of the Track-Side Derelict Structure.

8.7.2016; 0.18 - Fixes, removed floating objects north of the House, added dialog volumes.

9.7.2016; 0.19 - More tweaks here and there, mostly for statics, fixed pathing for larger zed in the Bathroom/East Hallway, updated lights, new screenshots looks a bit fancier.

17.7.2016; 0.20 - Path corrections for small doorways, Large Zeds should be able to access all interior rooms, static details added, grunge added. One or two things I forgot.

18.7.2016; 0.21 - Fixed Generator being insta-killed by ballistics (Why, Dragon?), details here and there regarding overgrowth, attempt at increasing Zed-spawn from the south, etc

23.7.2016; 0.22 - Another minor update, moving a few path-nodes about/prescribed route or two, ambient emitters to better show non-access to Zed-spawn areas, added messages to tell Defenders to go back when approaching/bumping into Zed-spawn access routes.

27.7.2016; RC 1.0 - Bigger update! Festooned more overgrowth, details for materials, statics and such, ambient effects, sound-zones and such.

27.7.2016; RC 1.1 - ...Small destructable trees crashed the map. FFFFFF. Fixed, my apologies.

1.8.2016; RC 1.2 - Increased the dilapidated state of the House, added details, etc.

4.8.2016; RC 1.3 - Details! Touching up.

14.8.2016; RC 1.4 - More details! Re-done the windows, Also wrecked the interior a little bit more, sorry.

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

A 193 MB download, rated a light load on a server.

Last update

Its author last shipped an update 10 yr ago.

KF-Kholnee 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
2016-11-05, released 2016-11-05, 193 MB

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of KF-Kholnee.

Run KF-Kholnee 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
193 MB

Verified at the source

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

KF-Kholnee, answered

Generated from the mod’s own source data.

Is it free?

Yes. KF-Kholnee 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-Kholnee on a Killing Floor 2 server.

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