Viscera Cleanup Detail

Viscera Cleanup Detail

64 ratings
Killing Floor Biotics Lab
   
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File Size
Posted
Updated
717.785 MB
3 Sep, 2023 @ 4:28pm
27 Oct, 2023 @ 11:31pm
11 Change Notes ( view )
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Killing Floor Biotics Lab

In 1 collection by {ST}jkcrmptn
jkcrmptn's Maps
21 items
Description
WARNING FLASHING LIGHTS

Within ten hours of the containment breach, nearly three quarters of the security and research detail at Horzine's London laboratory had been killed. Those who couldn't escape set up makeshift defenses in their dormitories or the labs. A crew consisting of 2 Mercenaries, 2 London Millitary Officers, And 2 London Police Officers were sent in to clean up the mess and kill Kevin Clamley. They succeeded or at least we thought they did after the signal was sent through. But the bastard cloned himself and theres 200 of him spread throughout Europe. Well that doesnt matter to you. You have been sent far underneath a Horzine office to clean up after the mess the crew left.

This map attempts to be a faithful port of Killing Floor 1 Biotics Lab. This map also tries to enhance the look with Unreal Engines 3's improved shadows.

Size: Medium
Estimated Time: 2-3 Hours
Speedrun Time: 1 Hour and 30 Minutes

Features
-Flashlight(F)
-Sweepable Piles of Broken Glass
-20-ish custom bodies including Zeds and Survivors.
-Tons of custom assets
-Full Biotics Lab Map
-Sweepable Glass Piles
-KF1 Banger
-2 Notes
-More!

(PS. KILLING FLOOR 3 IS COMING YESSSS!)

-----Credits----
Tripwire Interactive and KFMod Team:
Made All Custom Models And Textures
Made Killing Floor

Zynthetic:
Made all music featured in radio

aJanitor:
Helped with problems
Testing
Gave me tips

TinyBubbo:
Playtesting

SovietSandvich:
Emotional Support

NO MONEY IS MADE FROM THIS MOD

63 Comments
{ST}jkcrmptn  [author] 8 Sep @ 8:50pm 
I'll keep this is mind if I ever decide to work on more VCD maps, I most likely wont be updating this addon anymore considering its been 2 years and I don't even have VCD installed ATM.

The ceiling vent I think I blocked it off because I was afraid of messes getting stuck up there.
The rendering stuff is probably just do to IIRC the splats being inconsistent with BSP geometry, Which is what this map almost entirely uses.
Ragdolls could probably be improved if I just spent more time on them, and also learned more how PHET works (the physics asset editor), but it was just so tedious to use and took so long to make each object and factory for every body I didn't want to bother.
Overall a lot of my maps using custom assets I wish I had put more polish into but the work for custom objects and bodies is so annoying and tedious I can understand why I didn't.

Anyways thanks for taking the time to write this.
S.D.U AUS 8 Sep @ 8:41pm 
there was some wasted potential on the vents above the incinerator room, could've put some secrets up there for someone who was curious enough. Alas, there's invisible walls.

For the bigger issues, It's mainly a rendering thing.

Some splats and glass piles for some reason just, stop rendering. This could be for, any reason at all. Some disappear when the player gets too close, some disappear because there is a lantern which is turned on over there far away from it and the light has no interaction at all. Just overall jank stuff. This can make going back over with the sniffer a pain because you are literally hunting for ghosts. It's very awkward just seeing mess pop into existence as i move away, and then as i go back to get it, it pops back out of existence and i have to feel around for it.
S.D.U AUS 8 Sep @ 8:39pm 
I've been quite torn on custom ragdolls for quite a while, and i finally realize why only now, it's a lot of small nuanced things, but they add up and it feels, off.

- Custom ragdolls feel light, Compare them to the vanilla bodies which are also present in the
map, the vanilla ones jostle around more, and overall feel a bit sloppier to hold. A very nuanced thing, yes, but it can be noticeable.

- Sometimes ragdolls are held too far from you, again another nuanced thing, but it can be noticeable.

- Finally, this is the big one, joint limits. The official models actually take like, body limits into account, the bones have, physical joints, they do not flop around as if they were all broken. You don't see elbows and knees moving the wrong way for instance, this is absent on custom ragdolls in nearly every case.
I can't dock points for this, no map which has custom ragdolls gets it right, probably from limitations or something.
S.D.U AUS 8 Sep @ 8:38pm 
i can definitely give some constructive criticism now after playing a bit more, i have quite a bit to go over so i'll have to split this up into multiple comments. The map is good, but it certainly has some flaws. I'll start with more minor stuff, and then talk about the major things.
{ST}jkcrmptn  [author] 8 Sep @ 2:54pm 
eh idk this was 2 years ago maybe its intentional
S.D.U AUS 8 Sep @ 2:07pm 
ah, it plays for 2 seconds every 300 - 900 seconds, might be leftover that was unnoticed?
{ST}jkcrmptn  [author] 8 Sep @ 1:26pm 
The footsteps might be the flashlight sound since you mentioned that Kimset thing, I used a footstep sound that’s high pitched I think for it.
S.D.U AUS 6 Sep @ 3:54pm 
oh, and one more thing, i'm pretty sure this is more a problem with viscera than the map, but i've found that sounds that play through some kind of kismet seem to always play at max volume no matter what, i play with viscera at a specific volume in the mixer so anything that is played through that method is 3 - 4 times louder than the game lol
S.D.U AUS 6 Sep @ 1:56pm 
i assume the periodic loud footstep noises every 300 to 900 seconds exist on purpose and are designed to startle you, evil!

pretty good map overall, i have a bias where i prefer vanilla stuff but this map is pretty cool ngl
Ket 29 Oct, 2023 @ 4:09pm 
That seems to have fixed it, Thanks!