Viscera Cleanup Detail

Viscera Cleanup Detail

Derelict Station
37 Comments
will.orear9 8 Dec, 2024 @ 8:05pm 
The map keeps crashing my game every time I try to start it.
Prinikov 24 Jul, 2023 @ 6:47pm 
167% 2 hours 47 minutes. solo.

It was real that the power supply needed to be restored. (It is also good that it is a task as part of work without requiring advanced actions)

I love the maps you make. I can feel the lives of the people who live there.
CarThief  [author] 30 Nov, 2022 @ 7:30am 
Huh, might have to look into how doable stacking is there one day. Suppose the objects launched at the beginning are kinda for show, nothing important among those. I don't recall there being a penalty or any tally of total crates anyway should one or two get lost or be destroyed.

And if you want more explosive barrels to eject out of the airlock for some fun space-fireworks, there's a machine with a lever not too far from it that dispenses them infinitely.
(I'm honestly not sure what'd happen score-wise if you chose to stack them instead, though.)
Linzombie666 30 Nov, 2022 @ 2:12am 
167% Completed. Stacking Images Uploaded.

Unable to get the crates and barrels launched out in the beginning. Those are not in the images.

Barrels *almost* overwhelmed me. The amount of barrels is very large.
I still managed to stack all of them in one zone though.
CarThief  [author] 4 Jul, 2022 @ 3:51am 
Hm, didn't entirely consider it, but there's no penalty for destroying objects (besides the Welder), and barrels only add to the existing score, so if you just think of those barrels not even existing gameplay-wise, it should all be fine.

You could ignore barrels/boxes and get a 100% score, and then go back stack them and get like 20% on top of that, so yeah, nothing to worry about.
Kaliber 3 Jul, 2022 @ 7:18pm 
so with those barrels that go flying out of the airlock at the start, do those count against the barrrel stacking score if there is any
CarThief  [author] 1 May, 2022 @ 12:21am 
Yeah, couldn't quite fix that problem sadly... The problem being, if you save & load, many things reset. So sadly it's the kind of map you'd have to beat in one go.
zzz20302 30 Apr, 2022 @ 7:05pm 
I loved it.....But when I try to play this recently, the save doesn't work....every time I start with save, the trash is disposed of normally but all switches are turned off.
Skye 27 Jan, 2021 @ 5:24pm 
I LOVED this map! Having to turn on all the power first was a great puzzle to work out. The layout was fantastic, with plenty of areas to explore and clean up. Plenty of stacking and stacking space, but then again I like the stacking lol. Great atmosphere and beautifully done! Taking my time took 4 hours at 151% and I didn't die at all lol. Great work!! Thank you!
Leonardo 30 Sep, 2020 @ 6:06am 
part 2/2 I used a lot of save and the only glitch that i got was not being able to remove 4 items inside a box in a high place, even hiting with the mop did not made in. I had to use the killnearestnonmess cheat to remove.
This map is good but it need serious improvent. More places to put crates and barrels. Make that damn elevator wider so it dont kill the player. Cabinets doors also can kill the player.
Anyway i hope you dont get offended by this, i just want this map to get better. But another hatch to get rid of things please. That map is huge only one is crazy.
Leonardo 30 Sep, 2020 @ 6:06am 
part 1/2 Let me tell you this is one of the most frustrating maps I've ever played. 1.5 hours is a lie. To do everything it takes me 5 hours! This is weird, it really sucked not having an oven in floor 2. Also why there are no crate places on floor 2? I died countless times in that tiny elevator puting one to two crate at time on it. It took me 4 hours to discover that there was another door to floor 1. And omg there are some many things, so many things inside cabinets that it was making me going insane. It took me 4 days to finish this because i always lost patience of how far things are. tons of flares and lanterns that i had to get rid of. Also it took me forever to find that vending machine. it was so hidden. Everytime i i tought, "oh i think i finished". i found another door with more things to clean.
A JANITOR 19 Nov, 2019 @ 2:48pm 
not exactly sure but i had to delete alot of blood from my train map like 300 actors
its pretty close to the cap in multiplayer.spill a dirty bucket n drag a few bodies around n the saturation message appears but seems to be an ok balance as its got alot of mess in it
CarThief  [author] 19 Nov, 2019 @ 4:48am 
Hm, shortened it? As in, less leniency towards having lots of actors and decals in a map (like how the Underground Research Facility map has too many to handle elegantly - and often needs to be reloaded/rejoined as client in MP to make other/new actors load)?
Triggering the limit even faster on those situations?

Welp that's not gonna help much, but if it can still handle my giant URF map, then the map i'm working on then that shouldn't be that much of a problem.
A JANITOR 19 Nov, 2019 @ 4:01am 
watch the net actor saturation thing as devs shortened the cap on it a few updates ago!
A JANITOR 19 Nov, 2019 @ 3:59am 
nice my recent map was supposed to be a small one but it grew
into a monster then i got bitten by its bugs n had to fix those.lol
every map has teething problems.
anyhow looking forward to it on my new PC n im sure it looks awesome as allways!
CarThief  [author] 19 Nov, 2019 @ 12:26am 
Well... I uh, DO actually have a map in the works, but it's turning out a bit huge/difficult (especially when trying to make it represent a game's enviroment). So it's a slow-burner.

Inspiration doesn't quite flow like it used to, after all.
If you're really curious, it's a map based on Lobotomy Corporation (if spoilers work in comments anyway). But the hallway structures make it a tad difficult at times, as well as figuring out what would decently represent each four of the upper departments.
(But that game certainly is perfect for Viscera, with how often people die in (brutal) ways, heh.)
A JANITOR 18 Nov, 2019 @ 6:18pm 
hope ya make a new map one day
Planktopia 12 Apr, 2017 @ 11:19pm 
Actually, no. I brilliantly got sucked out the airlock, fell in the hole, and got crushed by the elevator because I was a tard and thought I was standing under it as opposed to on top of it.

Though, yes, the electrified water did get me eventually, though if I remember correctly, I jumped in anyway just to see what would happen. :P
CarThief  [author] 10 Feb, 2017 @ 2:07am 
Ah, undoubtedly touched the electrified water, didn't you? Well, being praised for how hazardous the level ended up being is certainly new. :P

Good to know people still enjoy the map despite it's technical difficulties though (atleast most of them can be avoided by completing the level in one session).
Planktopia 10 Feb, 2017 @ 1:30am 
Ok so I was investigating the level like I always do and I haven't even finished looking around yet, but I HAD to come in here and tell you how amazing this level is already. I already died completely by accident three times! I've never died by accident in VCD except by getting shot by a turret. This is the best mission I've ever done so far, modded or vanilla and including all DLC (and I really love House of Horrors). Well done, good sir! :steamhappy:
A JANITOR 7 Nov, 2016 @ 2:22pm 
yeah that save system kismet action is abit dicy
it does work but not on everything as some things it wont work on
it only work for loading 3 saves on my landmines to fix a respawn bug that they used to have:)
CarThief  [author] 19 Oct, 2016 @ 11:29am 
I guess it's quite fun, but it's also fairly buggy with this game/engine, so it's probably best used sparingly. The map has a rather unfortunate flaw in that things that have been toggled on or off, or hidden or unhidden don't stay that way when the map gets loaded from a save, no matter what instructions i gave them during map load via kismet.

So i guess go easy on that kind of scripting, the game aparrantly wasn't intended to be able to handle the loading/saving all those kismet details. Had to find that out the hard way, heh... Ah well, still made for a great map if you do it in one run.
eNex 19 Oct, 2016 @ 11:11am 
I see!

I assume you could matinee brightness to make it appear slower so it looks
cooler.Worth testing haha.Good stuff, this visual scripting is fun.
CarThief  [author] 19 Oct, 2016 @ 10:10am 
Hm... Well, it just checks if it's not filled yet, and then checks if the item's class is correct, once it runs those checks succesfully it proceeds to delete the touching item, make the correct part of the power box visible (which was made invisible at level start via kismet), and set it's value to be filled.

In the case of lantern slots, it skips the class check, and instead, the trigger event itself only reacts to the lantern class and those based on it (so, unintentionally, broken lanterns also count as valid input to the power box).
It's a bit of a mess but it's nothing overly difficult, it's just very large and messy.
But everything has it's own comment box, so it shouldn't be too hard to figure out what does what.
eNex 19 Oct, 2016 @ 8:37am 
Oh I think I get it.

How do you tell kisme that all this happens when you put designated item (like your circle
metal piece) in the electric toolbox (trigger?)

(btw I'm checking kismet from your mission, I'm still curious about it though)
CarThief  [author] 18 Oct, 2016 @ 1:06pm 
Hm, not sure how i'd even show or send that over or whatever. It's basically several trigger volumes that destroy the 'fuse', toggle a pre-placed 'fuse' from invisible to visible, and set their variable to being filled. The switch runs a check if all the variables are filled and triggers something. The simplest one is probably the one at the top, which controls door and lights for the starting area.

Can always try improving the ambient noises but so far it does the job. The elevator being a brown slab didn't give me much space to add a moving console, though, didn't want to attach multiple things to it and make it overly complicated/error-prone.
eNex 18 Oct, 2016 @ 12:44pm 
Damn scripts sure look impressive (power stuff)

Would you mind share proof of concept for one power box and
couple fuses?I would love to have simplified concept.

That out of a way - Gotta say I like map design.There is some
verticality involved, seem like elevators are becoming your
brand sign (you have them in every map : D )

No more tight spaces where one can get stuck - good!

Only 2 thing remain -

sound design is bit boring with that one ambient track playing
on and on.

And elevator to water area - it needs panels inside of elevator
to really make sense.(As elevators in irl have panel inside
and outside of it)
[T|★] Rake_Steel 17 Oct, 2016 @ 2:43am 
Seems like you were right, theres one in the big room... oh well, still beat the level :P
CarThief  [author] 15 Oct, 2016 @ 12:16pm 
Actually there's probably another barrel zone in the big room, maybe? I definitely recall making two barrel zones and two crate zones. I suppose it's rather... Vague, but you can chuck things into the pit and they'll come back out of a hatch on the top part of the big room, which easily transports even the biggest objects to the upper area.

Hope the two elevators where fine for transporting bins and such up/down, though. Initially it had only one elevator, which was a real pain.

And something fun, the switch in the hallway dispenses barrels, great fun chucking em out of the airlock for space-fireworks.
[T|★] Rake_Steel 15 Oct, 2016 @ 3:26am 
3 hours 26 mins solo

138%

once again, great level design; a few complaints.

One small barrel location... http://imgur.com/a/PEVAn What do you want from me CarTheif?

Getting the boxes and barrels from the top floor of the bottomless pit room is a pain with the tiny elevators.

I loved the power components though, big improvement from the set up in Dark Station.
CarThief  [author] 14 Oct, 2016 @ 2:55pm 
Nah, they stay locked, for me that was just an excuse to not fill up every cupboard and container with tons of useless stuff. :P

Would have been difficult anyway to figure out a way to make padlocks disappearing look good, instead of just crudely vanishing into thin air instantly, since they chain together the two doors/hatches.
[T|★] Rake_Steel 14 Oct, 2016 @ 1:34pm 
Is there a key to these padlocks anywhere like in Mines?
[T|★] Rake_Steel 14 Oct, 2016 @ 12:49pm 
NEW CARTHEIF MAP :O
A JANITOR 14 Oct, 2016 @ 1:44am 
yeah dunno if the save system kismet action could help out there but its worth a try esp since that thing is rather faulty it have a havbe a habit of fireing events twice
btw nice map:)
CarThief  [author] 14 Oct, 2016 @ 12:48am 
Well, there is those power boxes which need new parts, if that counts as electricity, or there's the electrified water you (obviously) can't enter and pump away until the power's normalized. :P

Hm, well hope the map will be bug-free for people if they do it in one session, there is a nasty bug with loading a save of this map, and kismet things don't stay in the same state they where (aka hidden things go un-hidden, toggled things go from off back to on), and i don't even know how stable all these kismet operations are gonna be in multiplayer.

Feel free to mess around if you want and see if you can fix that save and load problem, i already tried implementing kismet stuff to fix it but so far it hasn't been doing much (though could just be faulty coding on my end).
A JANITOR 13 Oct, 2016 @ 10:18pm 
nice love the pics
will play this one when i get the time n let ya know if i spot any obscure bugs (if any lol)
looks good it's allways nice to have a new map to play:steamhappy:
grrl267 13 Oct, 2016 @ 7:58pm 
Will there be...electricity? /VincentPricevoice I can't wait to try this map. Thanks for another map, CarThief!