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LV-624 Revamp - Welcome to the Jungle

Open Kyogon opened this issue 3 months ago • 16 comments

About the pull request

Pack your machetes and light your flames, you're going to the jungle. This is a total revamp to the theme of LV-624, serving to both modernize and expand upon it in a realistic and immersive way. The existing colony has been kept almost entirely the same, with remakes of existing domes such as nexus, hydro, medical, ect. all serving to keep the soul of the map alive, while also replacing some domes and adding new ones.

Overall, the goal is to modernize the map in both gameplay sense, and theme. My idea for how I expanded things began with the lore reasons. What would a backwater colony like this realistically have, and why?

The list of edits is quite massive, but Ill go over some of the biggest ones so far:

Colony: Domes have received major facelifts, with some being re-shaped to either be more (or less in some cases) dome shaped. Interiors all got re-done, with very few exceptions. New foliage was added in the jungle areas, as well as new roads. You have notice the asphalt and go "Hey, that wouldn't work for a jungle.." and you're correct, in the long-term! I don't have the turf assets yet, but I intend on making those paved roads look MUCH more worn-down, with the idea being that WY tries to keep the main supply line as smooth as possible despite nature's attempts. Loot spawns have also been rebalanced to be much less condensed, but with some extra goodies around. With the removal of research dome, intel got scattered around the rest of the map. Nexus now has a possible comms spawn location. Each side of the map will always have at least ONE comms relay, and engi is no longer a guaranteed comms spawn. Most public doors are also now set to be just that - public. Xenos can open them just as easily now. Corpo-dome got completely changed into Customs dome. No more reinforced walls and endless door lines. Secure dome got squished south into the border, and is more akin to a bunker than a random dome with 2 layers of reinforced walls and no-burrower flags. Both LZs now have an APC, and turret spawns got moved around to avoid situations where one side of the LZ is completely uncovered (which has led to burrower stealth-hijacks before) Lots of other changes to the rest of the domes.

Beach/Jungle

The jungle received a LOT more foliage and grass. And I mean a lot. It is now a dense jungle in most spots. The map was also expanded ever so slightly to the south to make the southern jungle less claustrophobic.

"Where are the barren" you may be asking? They're gone. It's a jungle planet now, not a beach planet. This serves to provide more cover to xenos (and marines in some sense) to encourage more area skirmishing and less choke-holding. (More on the cave chokes deeper in) Grass is now weedable. Xenos rejoice. However, I did have a PR made semi-recently by another coder that made it so you cannot set resin traps under vines, of which there is a copious amount of. Inflatables now has a building instead of just being a house of bubbles. T-Fort is gone, but some memory of it remains with a small holdout at the lab entrance. The small building in east barrens has been made into a proper one. Containers is also mostly gone, but some remains. What used to be south central caves is now a large lab complex, named Phi Labs. Not on the scale of Hybrisa, but bigger than anything this colony has had before.

Caves:

Now, this is a doozy. Caves have received some pretty massive changes. To begin with, southwest caves no longer exists. It has been combined with what was southwest barrens to make the new northwestern jungle. Some new key buildings have been added to the caves, including the deeper parts of the Phi labs, a new KMCC mining facility to the west, and a larger temple to the east. The caves themselves have received facelifts and distinct themes for each side. West caves is more dry, and has mining activity everywhere. East caves is more lush and overgrown, and has foliage and moss growing just about everywhere. Central caves is more wet and muddy.

The lake cavern has received a complete overhaul as well. Instead of being an empty chamber with a lake, it now has a ring of extremely dense foliage around the beachline. However, the skies above are open for the entire cavern, for those extremely daring paradrop ops. The cabin has been touched up as well, having more tools for self-reliability, and a handful of shotguns of different types.

And finally, cave chokes. Most if not all cave chokes have been widened, or have had flank routes spawn relatively close that can be opened. Almost every single choke in the caves has been nerfed like this to dis-incentivize cave choke holding gameplay loops.

River: The river is /mostly/ untouched, except for the ends, which now connect to the edge of the map to make it a true river. It is also green and muddy now. Also, there is no roundstart fog, so the entire map is always open. There is however a new weather event called Fog Rain that spawns sight-blocking fog clouds all over the river. These do not block movement or projectiles.

Multi-z?: Nope. With the exception of a sky-level being added for the VTOL, LV-624 remains single-z.

Credits: The list of credits is /large/, so if I left anyone out, please correct me so I can add them. Dyslisill (Clutz): A huge amount of interior + detailing work (Hydro, Medical, Nexus, General Dorms, Mining) Steelpoint: Interior detailing on Customs dome, Labs, Corpo apartments, and all of the new Secure Bunker Zenith: A ton of advice and aid in development, as well as the new Temple turf Cuberound: A massive amount of custom code and bugfixing assistance. They created the new fog weather event as well. Avery: Lots of turfs vital to the earlier stages of development KIN (Jestersballad): For a lot of turf and turf edits, namely with the river and road border turfs Thwomper: A ton of help with early organization as well as being my liaison to management for any requests I had. Also for helping me set up the sky level for the VTOL Nemesis: The high-resolution map screenshot Drawsstuff: Some flora sprites (as well as new lizard sprite being added soon) A ton of others: For general feedback and suggestions that helped shape the direction of this revamp

Explain why it's good for the game

LV-624, while being a classic for many, has really shown it's age lately. Not only thematically, but gameplay-wise as well. The core loop revolves around both sides holding the cave chokes until either marines or xenos are worn down or they nuke. Almost every single round on this map that marines start strongly on ends in this way, and there is little either side can do to push through the chokes without massive risk.

The grass being unweedable, and barrens being an open and 'barren' field means that xenos really do not have anywhere EXCEPT caves to hold. With grass now being weedable, and the open ground being massive reduced, as well as cave chokes being nerfed heavily, my goal is that it will lead to a gameloop consisting of area-skirmishing and jungle battles. Clearing the jungles will not just be a tedious side-chore with no benefit. The xenos may /actually/ use that cover, so having a squad full of flamers to burn them out (and level the jungle) is viable.

Theme-wise, LV-624 is as old as they come. Compared to more recent maps, the age shows heavily.

Testing Photographs and Procedure

LV-624_updated

Changelog

:cl: Kyogon (+Dyslisill, Steelpoint, Zenith, Cuberound, Avery, KIN, Drawsstuff, Thwomper) mapadd: Completely revamped LV-624, modernizing it newer textures as well as remaking a large portion of the map, included many colony buildings, the colony jungle, replacing barrens with a new northern jungle, and massively updating the cave systems. /:cl:

Kyogon avatar Aug 26 '25 05:08 Kyogon

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Aug 26 '25 09:08 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Aug 26 '25 09:08 cm13-github

I will do some reviewing of the map later. I noticed this missed tile on my first pass.

Off the top of my head I'd suggest researching how to integrate the older nightmare inserts in to this current map, I suspect outright deleting all of them is going to be discouraged.

Changelog may also need expansion and crediting to people who have contributed to the map/sprites/code.

StrongDMM-2025-08-27 00 52 30

Steelpoint avatar Aug 26 '25 16:08 Steelpoint

You can add people to the changelog credit; I've written an example of the ones you have listed in the OP. Just remove the (EXAMPLE) or add it in manually yourself as desired.

(EXAMPLE) # Changelog (EXAMPLE) :cl: Kyogon, Dyslisill, Steelpoint, Zenith, Cuberound, Avery, KIN, Thwomper, Nemesis, Drawsstuff

In terms of the content of the changelog I suspect you'll be asked to expand with more specificity on what you've changed with the map at least in terms of major changes. Concepts such as the removal of the hard fog, new weedable grass, sky-layer for VTOL, etc, etc. You could use the Hybrisa changelog as an example.


Otherwise, I hope to do some reviewing of the map (from a non-maintainer perspective) in the coming days to assist the power's that be.

Steelpoint avatar Aug 27 '25 08:08 Steelpoint

I've posted a first pass review on the 624 remake discord thread.

Steelpoint avatar Aug 28 '25 15:08 Steelpoint

Doing the first batch of bugfixes and tweaks now.

Kyogon avatar Aug 30 '25 00:08 Kyogon

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Sep 22 '25 14:09 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Sep 23 '25 07:09 cm13-github

You likely intend to repath /obj/structure/fence/overgrown : /obj/structure/fence/dark/overgrown else the fences now have sudden color changes randomly: example

Drulikar avatar Sep 23 '25 07:09 Drulikar

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Sep 26 '25 03:09 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Sep 26 '25 04:09 cm13-github

Test merge deployment history:

Test Merge Deployed @ 10/12/2025 13:27:29 +00:00:
Server Instance

CM13 Live

Revision

Origin: e9da34aa156b3bf4235ce9b8dc3e152b53a210a9 Pull Request: 750d40ef87b4b7097c50e39ef2e065fcc69332ab Server: cc99a597d7a6fe397917e2ffb32bbf029481836a

Test Merge Removed @ 10/12/2025 15:28:36 +00:00:
Server Instance

CM13 Live

cm13-github avatar Oct 12 '25 13:10 cm13-github

It's disgusting, my favorite map has turned into another squalor like Sorokyne Strata.

FelineMistress avatar Oct 12 '25 15:10 FelineMistress

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Oct 15 '25 02:10 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Nov 18 '25 16:11 cm13-github

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Nov 21 '25 08:11 cm13-github