Source-checkedGame modes & minigames

Killing Floor 1 Game Mode

by Star · for Killing Floor 2

The changes are as follows: General Improvements: Move Speed Randomness changed from +-10% to +-3% (reduce the impact of RNG) Out of sight movespeed modifier rescaled from 100% - 100% - 100% - 130% -…

3.1KDownloads
9 yr agoLast updated
24 MBFile size
Steam WorkshopSource

About Killing Floor 1 Game Mode

From Steam Workshop

The changes are as follows: General Improvements: Move Speed Randomness changed from +-10% to +-3% (reduce the impact of RNG) Out of sight movespeed modifier rescaled from 100% - 100% - 100% - 130% -…

The changes are as follows:

General Improvements:

Move Speed Randomness changed from +-10% to +-3% (reduce the impact of RNG) Out of sight movespeed modifier rescaled from 100% - 100% - 100% - 130% - 130% - 165% to 100% - 110% - 120% - 130% - 140%- 150% Infinite Flashlight/NV (the dark is already annoying enough)

Doors respawn at the end of every wave like in KF1

Knife gives 10% movespeed bonus

Syringe mechanics changed to KF1 syringe mechanics: Ally heal uses 50% charge instead of 2x recharge time Use range increased from 135 to 180 (clot grab range; still reasonably, but easier to heal allies)

Movement mechanics changed to match KF1 movement:

Player Sprint Removed Sprint Removed on clot variants, crawlers, stalkers, and sirens Sprint speed on zeds that kept sprint reduced to 85% of their normal values (except for scrake which is 90%) Husk sprint was kept because husk only sprints on 5 zeds left or when suiciding Scrake has 90% speed instead of 85% to prevent unlimited kiting (kf1 scrake could catch up to you, making raging him more of an immidiate issue as opposed to just another reason to stay on the move)

Zed properites adjusted to better match KF1 counterparts: Crawler: HP increased from 55 to 70, 50% slash resistance removed Clots: HP increased from 100 to 130

AOE of zed moves that have AOE have been reduced to compensate for lower player speed (making them still dodgeable). These include:

Husk Suicide Husk Fireball Husk Flamethrower (range) Patriarch Rockets Patriarch Mortors Hans HE Grenades Hans Nerve Gas Grenades

Adjusted various weapons because they were either unbalanced or drastically different from their kf1 counterpart: General mechanics:

Burst-fire mechanics changed: All burst-fire guns' recoil in burst mode adds up to the total of 1 single shot, making it a more effective accurate burst. Burst fire seemed downright bad before. Now it's: Upside - 3 fast >accurate< shots; Downside - Forced to use 3 bullets Demo weapons' arm range significantly reduced, giving demo more risk for reward options (I can shoot things closer, but do I really want to? You decide). Medic darts have had their potency halfed to compensate for easier to avoid zeds Medic Guns are more effective as weapons due to the dart nerf Demo no longer gets +1 max/starting ammo per 5 (guns’ ammo total has been changed to compensate)

Weapons:

HX25: projectile is now a mini grenade launcher round M79: damage changed from 225 to 350, radius reduced from 800 to 600, falloff exponent reduced from 2 to 1 C4: Price changed from 650 to 800. Since demo no longer gets ammo over level, you now only start with 2, and selling and rebuying no longer refills ammo. Consecutive explosion resistance changed from 0.5x to 0.75x (each explosion does 75% of the last instead of half). Damage increased from 820 to 1500 to match damage of KF1 pipe bomb. Explosive radius reduced from 1000 to 500. Cost per c4 changed from 100 to 250. RPG: damage changed from 750 to 1200, radius reduced from 1000 to 500 (making lv25 demo rocket have the same damage and radius of the LAW). Ammo cost increased from 25 to 40.

MB500: penetration increased from 2 to 3 Boomstick: penetration increased from 2 to 3 M4: penetration increased from 2 to 3

Medic SMG: recoil reduced Medic Shotgun: Penetration increased from 2 to 6 (support shotguns have 2*6.25 = 12.5 penetration at 25 in the base game) Medic Assault rifle: recoil reduced

DragonsBreath shotgun: Damage increased from 15 to 20 (felt underwhelming as a tier 2)

New Weapons added! Dual/Single Flare Revolvers - Like in KF1 except no OP stun lock. Firebug tier 2 weapon Single Explosive Revolver - Fires high speed explosive rounds! Demo tier 2 weapon Medic-Nade Launcher - Fires smaller aoe medic nades! No dart firing capabilities. Medic tier 3 weapon More coming Soon!

Feel free to suggest more custom weapon Ideas, suggested changes to the mod to make it feel more like KF1, and report all bugs!

Known Issues: Perk and modified/custom weapon text appears as ?INT?KF1.stuff. This is due to the int file not going in the proper spot when downloaded from the workshop and I'm looking into how to fix it. If anyone has INT files in their workshop items and knows how to make the workshop do this automatically, let me know. Fix: go into your steamapps/workshop/content/232090/681599774/Packages/Localization/INT folder and move the 2 files there into your steamapps/common/Kf2/KFGame/Localization/INT folder

To play this on solo, run KF2 from the command line by typing "KFGame mapname?game=KF1.KF1_GameInfo You can also put this in your launch options, or run in game by opening the in-game console using the tilde (`) key or F3 and typing "open mapname?game=KF1.KF1_GameInfo" (E.g. open kf-burningparis?game=KF1.KF1_GameInfo)

To play this on a server, subscribe your server to this item, and add ?Game=KF1.KF1_GameInfo to your command line (E.g. start .\Binaries\win64\kfserver kf-burningparis?adminpassword=123?game=KF1.KF1_GameInfo)

Highlights

From source data

Footprint

A 24 MB download, rated a light load on a server.

Last update

Its author last shipped an update 9 yr ago.

Killing Floor 1 Game Mode 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
2017-08-23, released 2017-08-23, 24 MB

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of Killing Floor 1 Game Mode.

Run Killing Floor 1 Game Mode 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 “Balance”

Game modes & minigames

Game modes, minigames and competitive formats for your server.

Compatibility

Game
Killing Floor 2
File size
24 MB

Verified at the source

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

Killing Floor 1 Game Mode, answered

Generated from the mod’s own source data.

Is it free?

Yes. Killing Floor 1 Game Mode 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 Killing Floor 1 Game Mode on a Killing Floor 2 server.

Deploy in about a minute from $5.99 a month, then add Killing Floor 1 Game Mode in one click.