Archived from the original dev blog and left as it was written, so it reflects the game as it stood in 2008.
My name is Kilian Henkel, mostly known under the nickname 'xTc' and I'll try to introduce myself with this devblog entry as Liam did. Don't expect funny jokes or comments like he did, I'm a German, definitely NOT funny and fully concentrated on the stuff I am writing right now.
Let me think... I was brought onto the team about 3 months ago as a full-time Level Designer and directly assigned to Snarkpit. Don't remember? C'mon... you know this map... with those snarks coming out of the pipe (for some reason), traps n stuff.
So I spent my time with creating the layout, adding textures and putting in props. Since Snarkpit hadn't a real theme with those blurry, reddish walls I had the option to come up with an entirely new style. The only thing I was bound to was the structure. That's what the headline says. So what to do, if you have thousands of possibilities to how the map could look like later on?
At the beginning I must say, I really had no idea what to comply with so I built towards a target, and I didn't even know what it was. After a few days it was about time to figure out a plausible theme to continue work without making unnecessary decisions. And in fact, I made up one!
After a big "opening" of the map I think it's quite hard to recognize this level in some cases. Snarkpit isn't done yet, but due to the beginning of March I'll pause work here and start with Office Complex, my new chapter under the development of Johnathan 'Cpl.1nsane' Welsh.
But how much actually is snarkpit done? See for yourself. 😉

Recognize this area? If not, have a look at the picture below. You'll realize the raw structure like the walkway on the right or the healthcharger. That's exactly what the headline says.

So what does P.I.T. actually stand for? I'll leave you to figure that one out. 😉
Greetings
Kilian 'xTc' Henkel
