backburner v1 was. One of the maps of all time. its kinda an combination of all my pre backburner unreleased stuff, bad sightreading but fun gameplay once you learn it. im not happy with how it came out, the best thing in my opinion is that i finished it, as i had this problem where id make a map, then instantly jump ship to another map. its bad. dont ever do that, even if it isnt good, just finish something.
but anyways, the colors were just straight up taken from one of my unreleased projects. i was planning on making the map green at first because i was like ""oh there hasnt been many green maps! i should do tha"" Horrible idea thank god i scrapped that shit lmao
the storage room used to be even more of a mess then it currently is. the gates used to be barriers (will put an image here), and there used to be a wet floor sign near the first storage crate you jump on, leading to people trying to jump on the sign itself. i had to move the wet floor sign lmao
i was trying to go for using ziplines often because they werent used too often then. Im 90% sure this is because the kit with the ziplines just released so not sure what past mes logic was there
the lift room used to be a room that would rotate, however i scrapped it because i couldnt script it correctly. in hindsight that wouldve been terrible gameplay anyways. this was also the part where i would be like ""Fuck this im gonna make a new map"" in any other map, but i still continued.
the intersection is probably my most hated part of the map personally. i dont like how it turned out and its unsaveable. this is why im replacing it for backburner V2.
its too cramped. this is apparent in the entire map. you HAVE to play in first person to beat this section.
im not exactly sure what i was thinking when i made this section, all i know is that this does not deserve to be in the map and shouldve been scrapped. speaking of being scrapped, the section afterwards used to still be a facility instead of being indoors.
the cavern / outside section turned out pretty well. the only complaints i have with what i did was the detail being not very good. it works, but i dont like it. i do love how the buildup to the tower turned out, the gameplay is 10/10 there and works PERFECT as a build up imo.
and now we arrive at the fun part, the tower. idfk what occured here.
i was inspired by both layers (flashing lights warning) and crystallized for the tower. the gameplay turned out well, its very fun. However the fact i decided to copy the size of the layers tower RUINS this so badly. its so cramped to play. the detail is also,,, not good at the first half. the second half looks better. the tower is also where o6sxer started helping a little, they made 3 platforms. i am not kidding.
if you pay attention you may notice doors opening in the tower, this was an attempt to show off cool detail and make the player go ""oh thats so cool"". It did not work. the issue is that youre so focused on the gameplay you dont notice the door open, and the fact that you arent even LOOKING in the same direction as the doors means youd have to be looking in the middle of fucking no where to notice it. great job past me please get better at making Cool Shit ((i got better at making Cool Shit
the end room turned out nice, i liked how climatic the orb into the door closing behind you turned out. the monitor displays some stuff related to the lore of the map, but i never really explained the lore, and its not intresting enough to tell. the lore was just an afterthought.