Viscera Cleanup Detail

Viscera Cleanup Detail

Area55
49 Comments
fungusgamer89☃ 28 Nov, 2024 @ 9:30pm 
(i cannot find)
fungusgamer89☃ 28 Nov, 2024 @ 9:30pm 
i like this map but there is something maybe a casing to the right corner of the outside where there is a locked door leading out to an antenna thingy
{ST}jkcrmptn 6 Jan, 2024 @ 3:57pm 
While a little rough in some parts, this is overall a really good map!
The Renegadist 15 Oct, 2019 @ 11:54am 
One last bug I found, there's a can near the water trough.
The Renegadist 12 Oct, 2019 @ 4:01pm 
I know you said this was the final update but the brush is still floating outside of the map, it hasn't been fixed.
The Renegadist 6 Oct, 2019 @ 8:56pm 
So far that's it, you fixed everything else from what I can see.
The Renegadist 6 Oct, 2019 @ 8:52pm 
Player start camera is also facing the wrong way.
The Renegadist 6 Oct, 2019 @ 8:41pm 
There's a brush object stuck on the outside of the map in the room with the bin machine.
The Renegadist 6 Oct, 2019 @ 5:34pm 
I'll look once it's updated.
_CammoDude_  [author] 6 Oct, 2019 @ 5:27pm 
Thx The Renegadist, i hope i fix all Splat.
_CammoDude_  [author] 3 Oct, 2019 @ 1:54pm 
Add Statics
Fix Splat
_CammoDude_  [author] 2 Oct, 2019 @ 7:39pm 
Fixed
Add Blocking Zones around the Rocks or Moved the Rocks
Upload later the Map
The Renegadist 2 Oct, 2019 @ 6:22pm 
There's an arm behind the fence that can't be reached near the blood puddle.
The Renegadist 2 Oct, 2019 @ 6:11pm 
Testing now.
The Renegadist 1 Oct, 2019 @ 9:35pm 
I will tomorrow.
_CammoDude_  [author] 1 Oct, 2019 @ 7:26pm 
Re-Upload V2 :steamsad:

Add Blocking Volumes.(Behind Gate, Vent, Buildings) Fix Statics

Can someone test the mod. Need a confirmation that the mod is running
The Renegadist 12 Sep, 2019 @ 5:35pm 
That was the only big issue I had with this map.
The Renegadist 12 Sep, 2019 @ 5:35pm 
That was the only big issue I had with this map.
The Renegadist 12 Sep, 2019 @ 5:33pm 
I can but can you add a kill trigger or invisible wall along the fence because I'd accidentally throw items over it and wouldn't be able to get them back without cheating.
_CammoDude_  [author] 12 Sep, 2019 @ 5:05pm 
Re-Upload !!
Can someone test the mod. Need a confirmation that the mod is running.
The Renegadist 11 Jul, 2019 @ 9:43pm 
Any chance you could update the map so it's compatible with the newest version of the game?
tylerdurden 14 Feb, 2018 @ 2:56am 
HARD AF BUT SO GOOD
I LOVE THIS GAME
Linzombie666 20 Jul, 2017 @ 10:07pm 
101% complete! Took me so long!

Stacking Images have been uploaded.
_CammoDude_  [author] 25 May, 2017 @ 5:10pm 
PDA 1 are behind the Pumpbuilding in the Corner and has the Code 1337
PDA 2 are in the "Pool" in front of the Mainbuilding, left from the Barrel with the Scientist. The Code are 851212.
I hope this Helps
Lars Luron 19 May, 2017 @ 5:19pm 
This map had some problems.
Apart from a lot of the plants hovering slightly off the ground, it was a decent looking map. I also liked the vast amount of space for crate/barrel stacking.
However, there was a ridiculous amount of trash and blood spatters outside the map, and impossible to deal with, even using ghost mode. Also the bullet casings seemed to be just strewn randomly throughout the map, often with individual casings just tossed into the brush. The shovel had no real purpose in the map, and I felt like it could have used a few more empty medkits. Half the corpses didn't even have id tags with them.
Overall I have to give this one a 4/10.
Aelixzor 2 Apr, 2017 @ 12:29pm 
does someone knows all the codes
in the map because i can't find one code
InsaneTrucker 24 Dec, 2016 @ 4:22pm 
Eh. it's not a "bad" map, but it's not a good map either. Way too large for the content within. Either put some more gore in there, or take out the back half of the map or something. As it is now, it just doesn't flow at all. The doors are glitched and don't react when you are testing the numbers out. Not sure why. The turret is a nice touch, but you might want to add the thing to destroy it with a little closer... Overall: 5.5 / 10
1999 15 Dec, 2016 @ 7:53pm 
VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
_CammoDude_  [author] 9 Dec, 2016 @ 2:35pm 
U will find the first PDA close to the pump building.(Small Building in the corner)
The second PDA for the laboratory u will find on a wet place.
DarkAngel 9 Dec, 2016 @ 2:28pm 
WHAT is the CODEEEES
Alex 5 Dec, 2016 @ 8:28pm 
とっても楽しかったです!ありがとう作者さん
Thank you very much to make such a great map! It was fun to clean there.
_CammoDude_  [author] 6 Nov, 2016 @ 1:35pm 
Another Update

Add Spline
Add Remote Camera
Add Statics (Custom Fence, Pipes and more)
Add various Splat
Change Textures

Maybe i will make a third Update
DevourerOfTreats 22 Oct, 2016 @ 6:48am 
The map is good, although for my taste way to spacious for too little to do. It feels artificially stretched. Though, it helps that there are several sets of generators and incinerators.
_CammoDude_  [author] 20 Oct, 2016 @ 4:23pm 
A tip

U will find the first PDA close to the pump building.(Small Building in the corner)
The second PDA for the laboratory u will find on a wet place.

Another Update is in work

Add Statics/Splines
Change Textures(Different Concrete Textures)
More Pids

Hengst12 20 Oct, 2016 @ 6:40am 
i cant finde the codes :(
_CammoDude_  [author] 8 Oct, 2016 @ 7:26pm 
Small update is online, when u problems with the update write a comment.
A JANITOR 7 Oct, 2016 @ 2:52am 
nice n good luck your map has potential to be even more awesome:):steamhappy:
+1
_CammoDude_  [author] 6 Oct, 2016 @ 5:39pm 
I upload the first Update later this Day
cannonf0dder 6 Oct, 2016 @ 2:22pm 
Good work.
Map is pretty huge, but not filled with cluttler, so it's not a chore to clean.
Rooms like enex said are nicely scripted.
I can see what they say about too much concrete textures, but maybe just tossing in a few more wall details (pipes/vents etc) would break up the "samey feel" of the walls.
Story pdfs or notes would be a great addition
and as for the music it's tough to get spot on but tinker with the attentuation(sp) and you'll nail it i think.
Had no problem cleaning it up, and was a nice change from the small confined maps.
+1
OminouSin 6 Oct, 2016 @ 1:13pm 
nice!
A JANITOR 5 Oct, 2016 @ 9:03pm 
also a few story pda's to break up the feeling of being hearded from one area to another is a good idea=ie story pda's stuff about what happened to the bodies
maybe hide a few door code pda's like in bushes or on top of shipping containers etc
it be nice to have a j-harm or 2 to use too to reach high walls if shoot with welder n make a mess(then can clean the high up mess:)
maybe add pids/usb sticks in next map update its easy to do look at black eagle's guide:)
perhaps add more money to the secret safe =more rewarding:)
nice work for 1st map=keep up the good work:albedothumbsup:
A JANITOR 5 Oct, 2016 @ 9:03pm 
little tip with the music:)
you can add a big banger radio near where the music starts playing
pickup radio to stop the music=works well if player wants to mute the music
ya can also add a random switch to randomise the music if want to play a different song each time map loads:)
eNex has a good point about textures vs visuals ballance theres abit too much concrete
experiment with that to break up the colours

_CammoDude_  [author] 5 Oct, 2016 @ 5:33pm 
Thx for Feedback

Changes

I add a second Incinerator and Bucket Dispenser near Mapstart.

I Remove 2 from 4 Keycodes, i keep only the key for the laboratory and court.

I Optimize the Blocking Volumes

Fix Metal Plates (Gap)

When i was tested the Map, my Clanmates find the PDA fast, other Clanmates say please no Music. It's no easy to find the perfect balance.

Upload Today
eNex 5 Oct, 2016 @ 12:45pm 
part3

audio

Could use some richness.Noticed music started playing as soon as
I entered outside portion and after it stopped that was it.Im currently doing research on audio
so check some youtube videos on how to add soundcue and list of songs randomized.
Not even songs but ambient tracks, those really help to a feel of the map.
Every indoor alarm is same - same sound, same teture.Could use some variation there.

Take all this as constructive criticism.You don't have to listen to me.But if you try to
incorporate some feedback I think it would result in better map.Good work on relese -
I know is a effort and great feeling when you actually make a public all that hard work!
eNex 5 Oct, 2016 @ 12:45pm 
part 2



minor: The warning lights don't shine red, and they don't rotate.
Diminish a bit immersion.Ways to improve? Make light red (prop
light mesh should be red) and make it bit bigger to make it look
like rotating light or rotate it.

Gameplay:

Glaring issue here is pathfinding from thrash to incinerator -
it takes minutes to reach them from labs and imagining every
crate hauling for mintues just to get them to inci. doesn't sound
fun or appealing to me.To alleviate the issue you should either
rethink placements (where would it make sense and not
make player haul thrash for minutes?)

Every door have passcode.And passcodes are on panels on random
location.That seem very gamey so I would break up with some
gates have pass some don't.Make passcode meaningful to get
or is gonna feel very gamey.
eNex 5 Oct, 2016 @ 12:44pm 
part1:

Hey! Good work on first map.

I really like amount of coding that went into rooms and those are really
bright examples of well done atmosphere.(alarms and deactivation of them)

I liked interior design.I digged random explosion from chimney.

Things to improve on:

Let me try to classify them:

Visual: You have lots of bsp brushes with same textures which tends to
make things look unnatural - no wall is exactly the same as the other one.
The way I approach this is to vary walls texture s from section to section,
als to tile them /(F5) on bsp and you can scale them, rotate them, move
them, pretty handy for variation.

Some things don't fit together - like robotic door in a storage area -
way to think ahead for next map - have design look similar and fit
the purpose of the room.
S.D.U AUS 4 Oct, 2016 @ 3:17am 
:P
ima check it out in a few hours from now
savage 4 Oct, 2016 @ 1:35am 
I'm excited to try your map, I'll give you feedback once im satisfying my OCD :steamhappy::vcdjanitor::vcdbin::vcdsign:
_CammoDude_  [author] 3 Oct, 2016 @ 2:08pm 
When u have ideas oder change requests for my map, please write here.

Thx @ ENEX, A Janitor, Cannonfodder and Blackeagle for the Help.