v 0.7 finallydownload co_parkan v 0.7
I was making this map for two years (not without interrupts). I wanted to create a map with a spaceship and wanted it to look "realistic", with compact layout and logical communications. (So the vents only go through places with people, computers are connected by wires, etc.) And filled it with triggers to see what can be done with hl1 engine. It's almost finished, it's my first map and I'm proud.
The map is inspired by (and named after) an old and now forgotten but cool game: "Parkan: the imperial cronicles". (Parkan 2 is sooo much worse). I tried to make the T-walkway look like a standard corridor from the game, and the pictograms resemble the ones from the game ("engines" being the only exception, I had to draw it myself).
Over the years khaara won quite a few battles and learned a lot. While dissolving PGs left behind by retreating marines they understood some of their tecknology. They can now use it to "throw" rocks covered with bacteria directly at their rival's ships. They chose the trial target to be Parkan, which is a small auxiliary vessel with no strategic value whatsoever.
At the same time TSA developed a new dropship "Acarina" which was designed to aid entering crafts and facilities that have no good places for a command console. It has a sealed head module that is used as a starting point for the operation and can be detached from Acarina to avoid losing the whole dropship in case Khara win.
At 01:13 Parkan's internal time the crew slept in the quarters and the watch was in the main computer&radio room. Then suddenly the phase field scanner registered a wild fluctuation and BOOM! The biggest rock hit the cargo bay and smashed a water tank. The next one made a hole from cargo to the reactor room and disabled its primary controller. Then the last one destroyed the engine control terminal on the bridge and damaged the reactor control terminal. After the captain read the damage report the crew left via an escape pod at once. The bacteria made themselves at home and sealed the hull breaches because a hive can't grow without oxygen.
We recieved a distress signal from Parkan. It is nearing its destination. The space station won't be hit and Parkan will burn in the planet's atmosphere most likely killing all the bacteria. Most likely... But we cannot risk dealing with a full gas giant of Khaara. We have 15 minutes to destroy the hive and let our tow-ship stop Parkan. Scientist need to verify reports on some strange signal sent by the ship's radar and check the phase scanner log. Energy for the lights will be supported from Acarina but many other systems are damaged and powerless. This is a usual situations for us, Frontiersmen, so let's move out!
!!!! if you want to have some complementary fun, try finding out what does what yourself before reading !!!!
The outer door of the emergency airlock is opened by a button in MS that also activates the connector.
The inner one is opened by the emergency terminal in the quarters.
Breaking the power cable under WC turns off the lights (only if reactor is still disabled).
Breaking 3 metal bars behind the main reactor door opens the door.
Welding the reactor control terminal on the bridge (the near right one) opens both the main reactor door and the door from reactor to engines.
Welding the reactor controller under the reactor activates it.
Pressing a button on the upper controller does the same (it will not be accesible without a JP/teammate in the final version).
When the reactor starts working it:
-activates the fan in the vent.
-enables the radars on the roof (no gameplay use)
-enables the steering controls on the bridge (the central console)
-enables the life support computer on the bridge (the near left one)
-is needed to activete the security terminal (the far right one)
-supports the lights even with no energy from the dropship.
The life support computer can be used to close and open ventilation doors.
If the reactor is on AND the breach from cargo to reactor is welded then the security terminal will work and using it will:
-close all doors and vents leading to cargo
-open 2 protected buttons by the main cargo door
using the console again will close the buttons and open the doors back.
Using both protected buttons opens the main cargo door and instantly kills the hive.
= Good gameplay was not my primary goal, so I think the map ended up marine-friendly. If anyone knows how to fix it I will be glad to hear(read) it.
= I still don't like lighting in some areas.
= The map was built from inside-out, starting with the T-walkway so it is hard to edit and somewhat clumsy (Never will I do the same mistake).
= The map has a lot of triggers, I'm not sure they all work well and restart with new game as appropriate. Tell me about any bugs you encounter please!
View from readyroom
View from Ms