Viscera Cleanup Detail

Viscera Cleanup Detail

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Backrooms Style Procedural Level Generation
   
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255.511 MB
14 Jun @ 5:42am
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Backrooms Style Procedural Level Generation

In 1 collection by 4KANT
4KANT Map Collection
133 items
Description
This is a procedural generated map made for fun and should not be taken seriously. (You can clean endlessly)
It is meant more as a horror map.

This map does not look really big and complex.
Making this map originally took half a month because of how complex it is.
The wall models for this map were all created by myself because VCD by default did not have suitable meshes that would work with the generation.

It is best to play the map with pickup highlighting turned off because you can highlight walls.

Map can only be ended once the player dies.
This is to prevent you from getting fired.
You should always get employee of the month after you re-spawned into the room after death.
If you did not get employee of the month something is surely wrong. (It should work)


Everything this map has:
-Random Generated Map
-Random Spawn of machines, the incinerator and a toilet
-Random Jump scares (Even onscreen ones)
-Random other effects like water rising
-Random roof light spawn with different types/colors and even random colors randomly
-Random mess and trash
-Portal to end room spawn after some walking

This map has multiple debug modes what can be activated.
Numpad 0 (Disables all debug modes)
Numpad 1 (Enables set 1 of functions) This is used for random stuff
Numpad 2 (Enables set 2 of functions) This is more like a light debugger
Once a debug mode is enabled press any of the Numeric buttons again and see what happens.
Those functions were mainly used to test how everything performs.


This map has still a lot of bugs and glitches also because of the complex kismet it has.
Also unused and early content can be found like an early moving wall what behaved strangely what i later replaced with the one that comes from a random direction instead.

This map does not work in Multiplayer because of how it works.
Objects are synced but not the roof and floor of the generation and the triggers for the generation would listen to every player what causes other players to be able to walk out of bounds of the generation.