cavecrew remap
About The Pull Request
Why It's Good For The Game
Remaps cavecrew. Adds a bit more threat, some salvage, and keeps most of the original ruin loot the same. Mostly removes the metagame entrance that I never liked. Keep in mind i have not set up a single button, holofield, or door, so consider this a WIP.
Gives an old ruin some love while keeping it's essential concept.
Changelog
:cl: add: Added new things /:cl:
cant post screenies straight from vscode
as expected, my linters explode
todo: doors, decals, maybe areas but ehhhhh i cba, decals 2
some balance - top entrance was way too fucking brutal and would have resulted in 200 soloship distress signals. frontiers no longer know how to use protection. bottom entrance is pretty unfair but one of the themes of this ruin is unconventional paths.
i was on the wrong fucking branch pushing my changes.
should be ready for review (smiles)
I'd request that you edit the pull request to put the images in next time. Makes looking at a glance far easier
Map review:
* I think this room could look a lot more "under construction". dirty, some untiled floors, maybe even putting dirt tiles inside aswell. * Not a fan of the table chokepoint here either, or the entrance. I'd widen the entrance and kill the table.
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* Make sure every exterior tile is a jungleplanet variant. You're gonna get major amounts of wind otherwise
* Think clearing out the entrance and making the path to it slightly larger would help. Dont see a reason to keep it covered in brush.
* Place could probably use more fluff to view it as under construction. Would put some materials about, and maybe even a clear path into the cave tunnel surrounded by girders/shovels, instead of just falsewalls leading into it. * Also could use some dirt and grime in general. The place is remarkably clean.
For the concrete tiles, where would I go to subtype the special concrete tiles as jungle planet?
For the concrete tiles, where would I go to subtype the special concrete tiles as jungle planet?
It would be under jungle.dm
forgot this existed. will fix this weekend
could let the frontie civ have the same ability to actually call other simplemobs to help when aggro'd???? should make them yelling GUARDS actually be a threat
could let the frontie civ have the same ability to actually call other simplemobs to help when aggro'd???? should make them yelling GUARDS actually be a threat
seconding, there should be a var just below where the ramzi simplemobs yell GUARDS!! in their code that does this exact thing
so i did that originally and it totally fucks the pacing of the ruin
it basically aggros every enemy downwards which results in some really broken doorshot engagements and fucks up the actual intended threats (the wasps)
it basically aggros every enemy downwards which results in some really broken doorshot engagements and fucks up the actual intended threats (the wasps)
that's really funny but understandable
it basically aggros every enemy downwards which results in some really broken doorshot engagements and fucks up the actual intended threats (the wasps)
that's really funny but understandable
I was testing the ruin with the GUARDS!!!! pull enabled and i ate a face full of SKM because he had dragged every hallway enemy to lovingly caress the armory doors
OHHHHH MAPTIES!!!!!!!!


* Think clearing out the entrance and making the path to it slightly larger would help. Dont see a reason to keep it covered in brush. 