Descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum, essentially paralyzing the European Union. Just one month after the conclusion of the events in the original KILLING FLOOR, the specimen clones are everywhere and civilization is in disarray; communications have failed, governments have collapsed, and military forces have been systematically eradicated. The people of Europe know survival and self-preservation too well and lucky survivors have gone into hiding. Not all have given up hope though... A group of civilians and mercenaries have banded together, paid for by Horzine, to combat the outbreak and established privately funded operation bases across Europe. Upon tracking specimen clone outbreaks, players will descend into zed-laden hot zones and exterminate them.

New grounds Mapping Competition

Modders, put your flamethrower's down and wipe the Zed guts off your toolbox - it's time to get to work! Tripwire Interactive and Mod DB have joined forces to host the NEW GROUNDS Mapping Contest, with some serious prizes on offer - to the tune of $50,000 (USD) up for grabs.

We want you to show us what you can do, what beautiful (or horrid) locations you can whip up that will be a great place to waste some Zed's. Read on to learn how you can participate in the NEW GROUNDS Mapping Contest.

The countdown has ended and we have announced our winners! A big thanks to all you talented, crafty modders for your all the guts, sweat and tears you put into your creations. See below for the entries that survived the horde, judge comments for each entry can be found on the announcement page.


There are two main categories for the contest: Survival and Non-Survival.

The Survival category is restricted to the base game mode, “Survival”. We encourage you to implement “VS mode” and “Stand your Ground” into standard “Survival” maps, but it is not mandatory.

The “Non-Survival” category includes the other game modes: “Hold Out”, “Endless”, and any custom mode, provided that the mode is playable using an existing supported game-type as provided in the “WorldInfoProperties” of the map.

If you make a map that is eligible for both “Survival” and “Non-Survival” you can submit your map into both categories, but the map can only receive one prize total.

Entering the contest is as easy as wasting Zeds. Submit your map via the links below and you're golden! You are encouraged to submit your entry to the Steam Workshop, but this is not a requirement for the contest.

NOTE: the submission deadline has passed, you can submit a map but it will not be eligible to win prizes.

While we will be looking at community feedback about the entries, the final decisions will solely be at Tripwire Interactive’s discretion. The following are key criteria for the “Survival” map mode contest:

  • Gameplay
  • Performance
  • Creativity
  • Atmosphere
  • Complexity
  • Polish


  • Pathing is complete, and the ZEDs can get to the player without getting stuck
  • The player cannot exploit the map by going to places the zeds cannot
  • ZEDs and boss can spawn into the map reliably
  • Ammo boxes and equipment pickups are in the map and working
  • Trader Pods are in the map, accessible and trader trails are working
  • Doors are in the map and working
  • Player is given clear direction on where they can and cannot navigate to
  • Portal entries are in the map and working (the spawns from floors, walls and ceilings)


  • Map can run on minimum specs without performance drops
  • Max Draw Distances set for all assets
  • Precomputed visibility volumes in use and map built with them turned on
  • Lighting overdraw, and shader overdraw kept to a minimum (reduce overlapping)
  • Combine pass of floors and walls. This improves performance and improves appearance of blood splatter and lighting
  • Replace smaller kit pieces with larger configurations when possible (e.g. Two 1x1 floor pieces next to each other can be replaced with one 1x2 floor piece)


  • Unique use of available assets
  • Crafting of original assets (not mandatory but encouraged)
  • Unique location setting
  • Can give hints of other maps, but doesn’t look like a direct copy


  • Create an interesting environment that players feel compelled to explore
  • Tell the story of the environment through thoughtful prop placement of static meshes, lighting, sounds, fog, particle effects, moving objects, etc.…Who was here, what is the purpose of this location, what happened.
  • Avoid overuse of flat square surfaces and sharp edges where floors, walls and ceilings meet
  • Facade space is detailed


  • Provide multiple levels of gameplay (e.g., basement, ground level, 2nd floor)
  • Give the player multiple navigation options when they get overrun
  • ZEDs spawn from a variety of locations both inside and outside the map
  • Avoid long dead ends


  • Organized Kismet (if used). Simplified when possible and arranged and labeled in a manner that someone unfamiliar with your custom systems can open it up and understand how it functions
  • Architecture of structures makes sense, layout of environment props serves a purpose. E.g. If there is a giant building with large ceiling, where are the support columns holding it up? Emergency shut off switch on the wall, what does it turn off? Flickering light in a cave system, where is the light source? Try to answer these sorts of questions.
  • Meshes are not floating above the ground or clipping through other assets
  • Meshes appear to be in real world positions (e.g. labels of containers not all facing the same direction, assets knocked over
  • Particle effects in use and appropriately scaled
  • Uniform lightmap resolution and increased in places where shadow fidelity is important
  • Use of breakable objects (furniture, glass, lights, etc.)
  • Use of reverb volumes and dialogue volumes
  • Blood splatter actors in use where appropriate
  • Combined assets that provide uniform splattermaps and lighting resolution
  • FLEX (gore and blood) pass. We understand this system works on NVIDIA GPUs only, if you have an NVIDIA card it is nice polish for a map. However, non NVIDIA card users will not be penalized for not doing a FLEX pass.

Key criteria for the “Non- Survival” map mode contest follows the same key criteria as a “Survival” map with the only major discrepancy potentially occurring in the gameplay field. Since “Non-Survival” is a broad category, gameplay is summarized by saying if you create a special type of map, all its intended systems need to be operational. Below are general outlines for Tripwire’s Non-Survival map types.

Hold Out style map

  • Player spawns into correct arenas (sequentially or random is up to you to decide)
  • ZED spawns turn off and on according to what arena the players are in (including portal spawns)
  • Trader pods become accessible in-between every wave
  • The Boss spawns correctly

Endless Arena style map

  • Player and ZEDs spawn in the same playable space
  • Navigation remains functional. Zeds can always find a path to the player and do not get stuck or lost
  • The Boss spawns correctly

Story mode/ Objective map

  • Players are given clear direction of goals and upon completing them progress through the map until a final wave is won and they are directed to the victory screen
  • ZEDs and bosses can spawn correctly and navigate to the player when directed to do so
  • Objectives are functioning and behave in a manor most players should expect

  • To enter this contest ("Contest"), you agree to be bound by these rules.
  • Final maps must be submitted by or before March 4th, 2019 00:00:00 UTC.
  • Your entry MUST be tagged with #KF2newgrounds and uploaded to the Killing Floor 2 downloads section.
  • Your entry MUST be playable on the retail version of Killing Floor 2.
  • Your entry MUST be your own work, using models or art created by other people is not allowed without their explicit permission.
  • All custom assets must be embedded in the map itself. There should be a single map file to make it run properly with no additional audio, art, or other sublevels.
  • Maps must be available for download from ModDB and remain available for download throughout the entire Contest period. We encourage you to also submit your map to Steam Workshop.
  • All maps must be comprised of only original content created by the Entrant(s), or content already contained in Killing Floor 2 and the Killing Floor 2 editor. That means that no part of the map, including but not limited to, models, entities, audio files, textures or any other content can be taken, derived or ported from any other game or third party map.
  • Creating maps that strongly look like another IP whether that IP is a Movie, TV show, Video game or otherwise will be excluded from the Contest.
  • All maps must be in compliance with and are governed by the terms of Tripwire Interactive's Killing Floor 2 End User License Agreement ("EULA") available here. The Tripwire Interactive privacy notice can be found here.
  • No obscene or illegal content prohibited by our terms of use allowed.
  • You must be 18 years of age or older to enter the Contest.
  • All contestants are held to the law and regulations of their local laws, treaties or regulations regarding Contests.
  • The Contest is open to individual map makers and teams of level designers and environmental artists who create original maps for the retail PC game Killing Floor 2, as patched and updated. Any map created or containing any content created by a minor or breaking any local law, treaty or regulations will be disqualified.
  • Employees, including their family members and those who reside with them, of Tripwire Interactive, any of the Sponsors of the Contest, or their related or subsidiary companies, are not eligible. Individuals who are under any employment or other contract which restricts their rights to their own works are also not eligible. If the Map is a collaborative work of several individuals, the ineligibility of any member of the team for any reason makes the Map ineligible.
  • You are allowed to participate with as many entries as you wish (they will be judged individually). You can only win once in each category.
  • Any submissions received after the March 4th, 2019 00:00:00 UTC deadline will be disqualified.
  • Winners must be able to supply us with their email, home address & banking information within a week of finishing the Contest, to be eligible to receive their prize.
  • Any tax, customs, duties or other fees will be the responsibility of the competition participant.
  • Prizes will be delivered on a best effort basis, we cannot circumvent any laws or restrictions that prevent us from delivering prizes, but will attempt to deliver digital keys of an equivalent value should such a situation arise.
  • By submitting an entry, you agree that you legally represent all of the creators of the mod and that you agree to comply with all the Rules, the Terms of Use and all decisions of the Contest judges.
  • Tripwire Interactive and ModDB reserve the right to disqualify any entry at their discretion for any reason from the competition.
  • Violation of any of the above terms will disqualify you from the competition.
  • By participating, entrant agrees to release and hold harmless sponsors and their respective parent companies, affiliates, service agencies, subsidiaries, independent contractors, and the officers, directors, employees, investors, agents, and representatives of any of the above organizations from any injury, loss, or damage to person, including death or property, due in-whole or in-part, directly or indirectly, to the acceptance from or use/misuse of a prize or participation in any promotion-related activity.
  • This Contest shall be governed as to all matters, including validity, construction and performance of the Contest rules, by and under the Laws of the Atlanta and the State of Georgia and the sole venue for resolving all questions related the rights of the Entrants and winners in this Contest shall be the courts located in Atlanta, Georgia, USA.