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About the pull request
This PR removes the five original tunnels on Sorokyne (shown below*) and replaces them with 8 new tunnels with better placement with a focus on the center and right side of the map.
Explain why it's good for the game
I really like Sorokyne and I think it's a cool map, but whenever I play Xenomorph I just hate the base tunnels on the map; two of them are right next to comms arrays and get nuked nearly instantly, one is out in plain view in a very high-traffic area with no cover and the remaining two are in mediocre spots at best. The "useful" tunnels are well known by this point.
Sorokyne's central map area (the outpost*) cannot have tunnels created anywhere inside of it by a Burrower unlike most other maps which allow at least some degree of indoor tunnel creation, blocking off a good chunk of the map from having any real, useful tunnels.
I have added four maintenance hatch type tunnels to the Engineering, Aerodome, Administration and Personal Storage areas. Three of the remaining four have been distributed near the Research Station, east of Carp Lake and in the far south caves to better provide access to the cave areas.
The eight and final tunnel is in the Cryo-Thermal Springs area between the LZs to give a movement option to the left side of the map while not being within eyesight range of the comms array areas to prevent Xenomorphs just tunneling straight to the array at 01:00 should it not be destroyed already.
I believe the addition of these tunnels will help make movement around the map more dynamic for Xenomorphs and provide them better flanking and movement options while helping to remedy the lack of a Burrower on the map to create tunnels.
Testing Photographs and Procedure
(The lines are just visual aids to make finding the tunnel spots easier, they are not indicative of other functions*)
The old tunnels:
The new tunnels:
Changelog
🆑
add: Added eight new tunnels to Sorokyne
del: Removed the original five tunnels on Sorokyne
/:cl: