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Derelict Conestoga [WIP] #254

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@DexterDude DexterDude commented May 5, 2024

PRing this here so maybe I can look at it in the drafts and go "damn i should work on this" instead of forgetting about it. Please don't merge!

re-PRed this because i dont want to fuck with branch stuff. I renamed it and it wasnt syncing properly or something.

This is intended to be a groundmap that soft replaces the Derelict Almayer groundmap as the de-facto derelict shipmap for GMs. I want it to be a much more interesting and less linear location to deploy to rather than the straight shot halls of the Almayer. More claustrophobic in some areas, but not so much that it makes fighting in it a pain. I do want to give it a large variety of areas and am sorta struggling with ideas, so if you have any suggestions that aren't on the list/s below, go ahead and suggest some! I'd love to talk ideas with people.

Deck One

Top deck of the conestoga, containing a lot of the more important locations on the ship such as CIC, lifeboats, maybe intel rooms. Lot of officer spaces basically.

  • Engineering (Upper Floor)
  • Extended Operations Bunks (For long term deployments)
  • Combat Information Center
  • Cargo Units
  • Liason's Office (closet)
  • Fuel Injector System (basically what the almayer has)
  • Electronic Warfare Suite (near the front, lots of computers)
  • Lifeboats
  • Lifepods (9)
  • Emergency Armories
  • Maintenance
  • Engine Room (Upper Floor)
  • CO bunk
  • XO bunk
  • Officer quarters
  • Officers mess
  • SEA's bunk
  • Intel room (?)
  • Emergency Infirmary (2)
  • Human AI Interface (HAI :3)
  • Damage control stations

Deck Two

Bottom deck, mostly cargo areas, medbay, deployment bays and hangars.

  • 1st Platoon Bay
  • 2nd Platoon Bay
  • Hangar/Drop Bay (Fore)
  • Hangar/Drop Bay (Aft)
  • Umbilicals
  • Escape Pods (9)
  • Fuel Injectors
  • Engineering (Lower Floor)
  • Engine Room (Lower Floor)
  • Medical Bay
  • Morgue/Autopsy
  • Science Lab (Small, a part of medbay, very minimalistic.)
  • Fire Control Center (Automated/Manual) (may move this to top deck)
  • Emergency Armories
  • Mess Hall (Big)
  • Senior Sergeant's Mess (probably not a thing irl but navy chiefs have them, may or may not do)
  • Sensor Array
  • Brig
  • Cargo Bays
  • Extended Cryo Storage (fore)
  • Maintenance
  • Damage control lockers
  • Firing range
  • Additional bunks

Maintenance Deck

Still debating on whether or not everything on this deck will connect to one another or if it'll just be separate lower maintenance sections assigned to more important areas. This deck will largely be power substations, corridors, endless cramped hallways of death and destruction. If I connect it all that is.

  • Motor Pool
  • RV Magazine (In Alien, the USCM doesn't use OB shells shot by propellant, rather, they just use what are basically big EEVs packed full of stuff and jettisoned out to the planet.)
  • Extended Muntions Storage (For dropships/gunships)
  • Railgun Center (two OBs next to one another and a few shells for em.)
  • Coolant Override (SD, below engineering maybe? may also put this in engineering instead)
  • Observation Deck (not a thing in alien really i dont think. i want to have nightmare inserts of the different planets below it and an option for none.)
  • Titan 1200 mainframe (may not go here)
  • Titan 600 backup (may not go here, backup for 1200)
  • Human AI Interface (HAI :3)

Passes

I will check everything off on a list under one of these passes, then once everything is done I uncheck it all and check off the pass, then move onto the next one.

  • First Pass (General layout & important structures)
  • Second Pass (Machines, APCs, vents)
  • Third Pass (Decoration objects)
  • Fourth Pass (Another decoration pass, pipes and stuff like that)
  • Fifth Pass (Nightmare inserts)

Variants

I want to have variants (not nightmare inserts) for the ship for three different states of decay. Clean is clean, base variant, nothing wrong with it. Decrepit will have some damage to walls and machines, largely the change will just be visual, abandoned for a while or something. Infested is big xeno infestation, lots of new paths, destroyed stuff, skeletal resin walls and maybe floors if I can get sprites for that, kind of a variant of decrepit.

Reason why these aren't nightmares is because it'll basically effect the entire map and I still want other nightmares to work over top of it.

  • Clean (base variant)
  • Decrepit
  • Infested

DexterDude and others added 16 commits May 20, 2024 01:25
Fixes the evil linters issue and also adds more heavy wiring everywhere because it looks cooler. Also adds a podlock accessible southwest that GMs can use to spawn ERTs.
wire cool fix door cool
fixes poster, changes assembly room (now opens by buttons if you arent platco, idk why its cool i guess), moves megaphone to platco quarters, makes tripoli interior more visible, removes mouse opacity on drop pad so loading is easier
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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3 participants