ns_thea has finally reached a stage where it is fully playable, and all sections of the map are in place. As a celebration, I have done the comprehensive tour of thea for visual feedback.Backstory:
The residents of the Religious Frontier Settlement landed on Southampton rock, on the small grass-covered planet Thea, fleeing the accused oppresion of the Trans-Gov towards their beliefs. Soon they discovered a deep seam of precious minerals. Their mining operations would have given them prosperity and a new start, were it not for the unexpected contents of a regular food delivery.
Anyway, on with the pictures!
The Readyroom. Its outside! Shock horror. This seems to be the
area of the map which everyone remembers, and I happen to like
it myself too.
Reception (Marine Start). This area still need a bit of work,
it gets a bit horrible to FPS when a base has been built.
Another shot of the MS, from the opposite angle.
The cavern. Upon landing, and starting at reception, the settlers
or the Planet Thea found rich resources in the walls. This area was
the first that was mined for its rich deposits, and is now a
reinforced path leading away from reception to the processing side
of the map.
The 2nd cavern.
The sewer hive (mapped by Insane). I am planning to add masked
infestation overlays to this hive, its a little bit marine-easy
at the moment.
Fulcher Extract Pipes. Down the sides is a big pool of water,
which is very skulk friendly, as is the ceiling. Marines have
the nice logn hallway to feel safe, but theyre not.
An ugly landslide.
Coolant Transfer, leading to Backup Generator hive.
The Refinery - In the centre of the map, it is one of the three
choke points which also include the Generator, and Cargo, containing
three nodes between them. Its much harder to control than a double
A look from refinery up to the path to Cargo.
Backup Generator hive. The generator windows are on the left of this
picture, just out of shot, unfortunately. Theres some nice steam coming
out of the broken pipe.
Primary Generator. Those blue streaks are animated, they run up the
generators. This shot was taken from standing on one of them.
Primary Generators again. As this was a very good relocation position,
2 vents now exit this room at the top (you can see one, the other is
hidden by the ceiling architecture. This brings the total number of
entrances to this room to 5, which should deter frequent relocations.
Cargo RC1. With 300% extra crates!
Waiting room. I have some chairs models courtesy of Roadmaster to
put on the walls here. This area is just outside the marine base,
and leads to Cargo and the Shuttle bay. Note the indented ceiling,
for those sneaky skulks.
Shuttle bay. The first landing area of the settlers, this is for small
shuttle landings. They have a larger pad outside for bigger cargo craft.
Processing Cores. I am going to put a vent in the ceiling, and smarten
up the walls a bit. This is the room between generator and Comm's array
Comms array hive, looking down from one of the walkways which lead
into the room. The resnode is in a small area caused by the U-turn
that joins both walkways.
Communications Array hive part deux. With an ns_eclipse style screen,