Hadley's Hope Map?!?

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Hadley's Hope Map?!?

Post by Steelpoint » 29 Aug 2015, 09:07

Because I've suddenly got too much time on my hands I've decided to spend some of my time randomly making a map of Hadley's Hope, this is all based of /tg/code and is more for my own amusement but I nonetheless think it might be worthwhile in investigating into proposing it as a playable map, especially if we're going to be using rotating maps.

To start off I'm going to base the map on both what I can see during the film Aliens, and from a layout design I found on the internet, overall the map will, in theory, have five z-levels, maybe six if I decided to make a fourth underground 'cave' level as the Aliens main starting point (cave hives).

I'm using the map size limit of 170x170 as is akin to what it appears to be for the current ground map.

Here are the level schematics from the internet
Lvl 1
Lvl 2
SubLvl1
SubLvl2
SubLvl3

I'm using the first main ground level as the first test, using paint to help me in the layout as you can see below
► Show Spoiler
Here is a small overview of what I've got thus far.

Mini-map view:
► Show Spoiler
Southern Entrance View:
► Show Spoiler
Its all really rough and is indicative of around thirty minutes to a hour's worth of work, with most of that being sunk into the south entrance image above.

I'm mainly making this thread to see if anyone's interested in seeing me finish a Hadley's Hope map, I'm sure its the dream of many a Aliens fan an to be able to go to Hadley's Hope, so this may be as good a chance as any.

Thank you.
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Re: Hadley's Hope Map?!?

Post by Felkvir » 29 Aug 2015, 09:17

Why copy a location from the movies, when we literally have unlimited potential for custom/expanded lore?

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Re: Hadley's Hope Map?!?

Post by Steelpoint » 29 Aug 2015, 09:20

It can be easily explained that the design of teraforming colony's have a similar layout when their operation's are still in progress.

As I said this is more a thing I'm going cause why not.
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Re: Hadley's Hope Map?!?

Post by Infernus » 29 Aug 2015, 11:24

If you are interested in making a new map, size of every Z-level must be 255x, 255y, 1z due to byond automatically scaling it to the first z-level map settings. We also use new map file for every Z-level to make it easier to update and maintain.

Second, I'd prefer if you use bay source since paths for same objects will not be as same as in tg source and is much easier to port it to CM too. Avoid using pipes and tg specific objects (such as that glass table and water tank backpack thingie), as they will be deleted in order to make it compatible with CM source.

Third, 5 Z-levels is too much. See if you can cramp sub-level maps into one. I use 2 Z levels for my map.

And finally, good luck! You have my support. :)

It would be best to convert it to bay code and continue before you have to delete half of your map. Simply download the bay code, copy your map inside and open it. It will bring a popup window telling you that some items don't exist, and just delete every line in the right tab to make it compatible. If it opens, the map is successfully ported.

If in any case you wish to abandon the project, you can send it to me so I can convert it to CM source, and luckily someone will continue it.

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Re: Hadley's Hope Map?!?

Post by Steelpoint » 29 Aug 2015, 11:52

I'll do that then. Fortunately Hadly's Hope seems to fit well within the 170x170 map size I made, so plenty of room on the outside for projects.

I'll cram it down to three Z-levels, one surface, one second level and one underground level then.

If I do make the map 255 x 255 I might look at several areas for Xeno hives. Either I could make underground caves in the underground Z-Level that link to the surface or certain structures or caves on the surface.
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 30 Aug 2015, 07:44

Maps going along slowly but steadily, current minimap view below

Image

The port to baycode went ok, I had to redo most of the plating and a lot of the decorations had to go sadly but that can be replaced in no time.

I've effectively finished mapping out the main buildings layout, all to do is the west side and that will be the layout finished. I'll post a dmi when I'm more confident in my design.

Edit: More changes, more mapping and rooms finished.

I like how each building of the base has its own sort of layout and thus its influence on potetional combat, some are close quarters with a lot of small rooms while others are larger spaces.

Image
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 30 Aug 2015, 14:03

Image of what I've got done thus far.
► Show Spoiler
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 30 Aug 2015, 21:53

I've finished the basic layout of the ground floor of the colony.
► Show Spoiler
I'm happy with how its turned out thus far, but its still not close to being finished as it utterly lacks polish and the addition of the two extra z-levels. Also like any good map it would need to be broken in via gameplay, as I said in game there's a reason Boxstation is the standard map for most servers, because its been tested and improved for years.
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Re: Hadley's Hope Map?!?

Post by Derpislav » 30 Aug 2015, 22:12

A quick question - guessing by the fact I don't see any airlocks, the planet has atmosphere?
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 30 Aug 2015, 22:26

There are airlocks...

But yes the planet has a atmosphere.

E: The airlocks are dark grey so you might miss them.
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 30 Aug 2015, 23:05

Assuming a absolute best case scenario in that I finish the map what will happen is that I will have mapped out three z-levels of the colony and then I put up the DMI to let any developer use it as they wish.

I'm not sold on where the Aliens should start, while putting them in a cave network on the underground z-level would work I just want to avoid the cliche of cave combat as we get enough of that on Lv-624.
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 31 Aug 2015, 04:42

Tripple post.

I've started on the layout for the upper level, I'll have to see if I can get a grass sprite thats more shaded to represent that your on a higher level, as well as a roof sprite.

I've also decided to only use sub-level 1 as the sole underground level, the other two sub-levels don't add much while SL1 has the most underground content.
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Re: Hadley's Hope Map?!?

Post by Complete Garbage » 31 Aug 2015, 08:57

This is amazing looking so far, great work! I really hope to see alternate maps implemented.
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 31 Aug 2015, 11:02

Thank you.

Here's the progress I've made thus far on the second floor, well the parts that look good anyway.
► Show Spoiler
Featured is the command centre (located above the south lock) and the linked casino. The Command Centre is where our protagonists held out during Aliens.
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 31 Aug 2015, 11:50

As suggested in game I was asked if I could look into making a physical ventilation system that people can crawl into to move around.

The idea is that these would be resprited stairs that are hidden behind walls, crawling down one takes you to another z-level that consits of a very cramped vent system. Think 1x1 hallways.

I don't know how the idea would work or if it has merit, but I promised to post his idea for future reference.
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Re: Hadley's Hope Map?!?

Post by Feweh » 31 Aug 2015, 14:46

Things are a bit too symmetrical, as in.. too maybe square/rectangular rooms. Also too many rooms/hallways that would be a shitfest with more than 2 people.

Good work otherwise though.

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Re: Hadley's Hope Map?!?

Post by TopHatPenguin » 27 Sep 2015, 10:47

Steel is this still being worked on and if so do you have a progress update? :)
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Re: Hadley's Hope Map?!?

Post by MrGabol100 » 27 Sep 2015, 11:24

Great work, keep it up, I believe in ya.

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Re: Hadley's Hope Map?!?

Post by Steelpoint » 28 Sep 2015, 09:26

I've been slaking due to real life constraints, but I do hope to continue the mapping and finish it soon(tm).
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Re: Hadley's Hope Map?!?

Post by Sebro » 05 Oct 2015, 18:18

This map is actually really nice! Maybe it'll be added to a rotation?
:(

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Re: Hadley's Hope Map?!?

Post by apophis775 » 06 Oct 2015, 16:15

Maybe, the issue is that, if he's not using our kit, the items won't be compatible.

Plus, the way we work, is that each Z-level is it's own map-file.

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Re: Hadley's Hope Map?!?

Post by TopHatPenguin » 15 Jun 2016, 06:23

Just out of curiosity and that I've seen you floating around on the forums, has anything been added to this map since the last update you made to it, Steel?


Edit: Also the fact that I really like the map so far has lead me to ask once again if progress has been made :)
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Re: Hadley's Hope Map?!?

Post by Steelpoint » 15 Jun 2016, 06:25

Oh, I kinda had to shelve this since a lot of real life stuff got in the way.

E: Don't expect any updates to this. I'm working slowly on a stock SS13 map now but I doubt I'll ever finish this.
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Re: Hadley's Hope Map?!?

Post by TopHatPenguin » 15 Jun 2016, 06:39

Steelpoint wrote:Oh, I kinda had to shelve this since a lot of real life stuff got in the way.

E: Don't expect any updates to this. I'm working slowly on a stock SS13 map now but I doubt I'll ever finish this.
Ah well, still a good map, have fun with the stock map :)
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