New Building Ideas

Moving this away from acidia’s building thread to keep them all in one place. If anyone has any feedback, I’m all ears.

Here is a rough attempt at making a 3x3 baseball field structure:

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Any suggestions are welcome, particularly what to do about the weird corner benches and the tiny outfield, also the dugouts and locker rooms. Maybe one level underground for that stuff. I feel like it might look a little better in a square aspect ratio, but not much I can do about that right now. If it is received well, I will probably add a basketball and football stadium, and perhaps variations on each, like military last stand type scenario at football stadium, or basketball stadium turned refugee center.

Loot would include:
Jerseys, baseball bats, baseballs, energy drinks, soda, candy in the souvenir area
General office/desk loot in the 2 offices
Mops, bleach, ammonia, etc in the 2 janitors closets
Cans/kegs of beer in the concession stand with all fridges and no inside counters
Candy, chips, sodas, pretzels, bottled waters, etc in other concession stands
Cell phone, binoculars, bottled waters in box area
Wrappers, packs of gum, flyers,plastic bottles/bags, and other trash type objects throughout the stands

[tt]

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0,…,|-------------------------FFFFFFFFFFFFFFFFFFFFFFFFFFFF
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012345678901234567890123012345678901234567890123012345678901234567890123

Legend:
-,| - wall
6 - broken console

- counter

1 - column
, - yellow pavement
. - regular pavement
` - white pavement
0 - base
" - window

    • door
      D - desk
      C - chair
      & - toilet
      S - sink
      } - fridge
      { - locker
      R - display rack
      ] - vertical railing
      _ - horizontal railing
      B - bench
      b - bookcase
      F - chain link fence
      [/tt]

And an attempt at making a football stadium, based off of the baseball field:

I shrank the sizes of the concession stands and bathrooms to try and squeeze out the extra sides while still keeping some sort of parking. I’m still considering removing the parking and adding in box seats between the aisles and stands, and making all four corners entrances.

Loot would be roughly the same as the baseball field, but with football themed equipment in the locker rooms, and minus the baseball stuff. Lots of junk food around, sodas, beer, kegs, backpacks, and so on. The storage area in the top left would be full of food with some cleaning supplies, and some clothing in the lockers.

[tt]

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0…,|---------L-------------------------------------------L-----|
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Legend:
-,| - wall
6 - broken console

- counter

1 - column
, - yellow pavement
. - regular pavement
` - white pavement
" - window

    • door
      : - locked (from outside) door
      D - desk
      C - chair
      & - toilet
      S - sink
      } - fridge
      { - locker
      R - display rack
      ] - railing
      B - bench
      b - bookcase
      7 - goal post
    • grass
      [/tt]

Quick mod of the stadium for the military last stand variation:

Corpses with weapons strewn around, maybe 20 zombie soldiers there along with various other types. Lots of corpses and signs of carnage around the missing doors. Trash strewn around, first aid loot in the lower right tent with the tables, maybe some weapons/ammo inside the upper right tent, random supplies in crates. Making the signs of a huge battle is going to be the tricky part, and making the stadium look ransacked, like the display racks and lockers used as barricades, etc. Any input on how to improve is encouraged.

[tt]
012345678901234567890123012345678901234567890123012345678901234567890123
0…,|---------)-------------------------------------------L-----|
1…|R.RR.R.(RRR|ggg|{(({{|&|&|&|&|&&&|&|&|{{{.{|ggg|bbb.|.|.bbb|
2…|R.RR.R.R(.(|…|+|+|+|+|…|+|+|.(…|…+.+…)
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5…,|-±------±-------±--------±±--------±-----------)-----|
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012345678901234567890123012345678901234567890123012345678901234567890123

Legend:
-,| - wall
6 - broken console

- counter

1 - column
, - yellow pavement
. - regular pavement
` - white pavement
" - window

    • door
      L - locked (from outside) door
      D - desk
      C - chair
      & - toilet
      S - sink
      } - fridge
      { - locker
      R - display rack
      ] - railing
      B - bench
      b - bookcase
      7 - goal post
    • grass
      ) - boarded up window/door
      ( - metal wreckage
      ^ - barricade/sandbags
      M - busted military truck wreckage
      X - crate
      $ - barbed wire
      H - canvas tent
      h - canvas tent flap
      ’ - canvas tent floor
      ! - bedroll
      9 - antenna
      T - table
      [/tt]

2x2 City Hall:

Loot would include general office loot, various snacks and sodas/root beers in the vending machines, nothing really useful if it weren’t for what’s down those stairs… the nuclear fallout shelter in the basement (that I haven’t started working on yet).

I’m not entirely set on the layout yet, so this one may be tweaked a few times, but I do like the idea of the horseshoe shape with some sort of centerpiece in the middle. This city is classy dammit.

[tt]
012345678901234567890123012345678901234567890123
0************************************************
1************************************************
2ssssssssssssssssssssssssssssssssssssssssssss
3s-------“”–“”–“”–“”—“”“”-“”“”—“”“”–s
4s|RRRR|…|…C.C.C.C…|b…b|s
5s|R…+…C.C.C.C.C…|…TTTTTTT…|…DC…"s
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8s|----|…------------…-±--------±----±|s
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1s|----|.|#.+&|…|&+.#|.|^.D6"s
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2,…,…,…,…,…,…,…,
3,…,…,…,…,…,…,…,
012345678901234567890123012345678901234567890123

Legend:
-,| - walls
" - windows

    • doors
    • grass
      . - pavement/floor
      , - yellow pavement
      o - statue (or fountain)

- counter

} - locker
{ - fridge
S - sink
s - shrub
C - chair
D - desk
T - table
6 - console
b - bookcase
^ - potted plant

  • down stair
    V - vending machine
    R - display rack
    & - toilet

[/tt]

The fallout shelter in the basement:

[spoiler]

The dorms could probably be done better here. Nobody really has any personal storage or space, but its a fallout shelter right? Drastic measures and all that.

[tt]
012345678901234567890123012345678901234567890123
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012345678901234567890123012345678901234567890123

Legend:
-,| - walls
% - solid rock
. - floor

    • metal door
      T - table
      C - chair
      } - fridge
      O - oven
      { - locker
      R - display rack
      B - bed
      & - toilet
      S - sink

- counter

g - floor grate (drain)
b - bookcase
D - desk
$ - laundry machine
M - broken machinery
~ - water
6 - console
] - railing
< - up stairs
; - canvas door (shower curtain)

Notes:
Top left: processing - no notable loot
top middle: common area/dining room - mostly trash loot
top right: kitchen + pantry - non perishable food loot, bottled water, etc
left upper middle: machinery room (water pump & storage, diesel generators) with attached fuel and battery storage rooms, spare part storage on racks - metal, tools, gasoline containers, storage batteries, batteries
upper middle and right upper middle: bathrooms, showers, and library - no notable loot, except books in library
left lower middle: general storage, armory, brig - jumpsuits, utility vests, tool belts, some tools, water purifier tablets, handguns (maybe shotgun) in armory
lower middle and right lower middle: dormitories - general bedroom loot, some clothing, personal effects, etc
lower right: command center - basic electronics loot (flashlights, radios, etc)
lower middle: laundry room - no notable loot
lower right: pharmacy, infirmary, and medical storage - medical loot[/tt][/spoiler]

These are damn sweet - I especially like the “military last stand variant” - I think these sort of “survivor-modified” alterations show a lot of promise moving forward.

Also, I changed your code tags to teletype tags so I could actually SEE the maps - code tags don’t really work properly in spoilers.

Loving it. Someone get this man a pull request!

Fire Station:

Map with color:
http://i.imgur.com/jVpObsX.png

Bind info:
http://pastebin.com/aBpwDZip

The binds are slightly different from the map with color because I didn’t feel like taking another screenshot, but the code version adds a backdoor and a couple gas pumps to the garage, and some shrubs outside. Not entirely sure if the binds work yet, but hopefully I will get cata to compile soon so that I can get a little more familiar with the map gen code and how it handles multi tile buildings and start testing.

New Lab Sections:

Slime Lab with Leak:

http://i.imgur.com/FXf34zD.png

This is a variation on a slime lab area I made and forgot to screenshot. Imagine that area as this one, but without all the slime on the floor.

Enter the tile from the west, east, or south. Uses the armory style airlock entrance, possibly left unlocked. Glassware and general lab loot on the counters at the left side of the antechamber, hazmat suits and similar loot in the lockers on the right. Another airlock entrance to the slime research areas with observation tanks on the middle and right side, and yet another airlock on the left leading to the hands on research area where mutagen synthesis and research was taking place. Left area would contain mutagen and/or purifier. Enemies would include blobs and zombie scientists, possible turrets inside the area with leaks. Consoles would operate the doors they are near, the consoles in the slime observation would activate some sort of purging mechanism inside the slime containment room, maybe filling the entire room with raging fire.

Lab Maintenance Area

http://i.imgur.com/EJqBVR3.png

Enter from the south. Requires a maintenance ID to get through reader (not implemented yet). On the left after getting through the doors is the locked door to the generator room with a busted access control, on the right is the open door to the pump area with busted controls. If you keep going straight down the hall, there is a workshop on the right with various electrical and mechanical parts and tools, elec/mech/fab books in the bookshelf, and a steel compacter. In the pump room area, there are racks containing jumpsuits, hard hats, pipes, wrenches, etc. Through the chain link fence and gate, there are the sewage pipes and pumps themselves. After navigating the maze of pipes, you find a door to a storage area for the generator room. Inside are lockers with jumpsuits and hard hats, etc. In the smaller room are empty jerry cans and jugs. The generator room is divided with the generator behind a chain link fence and display racks containing parts outside the fence. Monsters in this area would probably be a shocker zombie or two, and maybe some regular zombies.

My idea for this area is that it would be a part of a bigger piece to introduce some depth and mission orientation to labs other than “find all the cbm containers/mutagen/finale and get the hell out as fast as possible”. Basically, in order to access some sort of sweet loot storage, you would have to first open it up from the command center, but the controls to the door for the command center are out of power, so you need to find the generator and juice it up, but in order to do that, you have to find the maintenance ID card to enter. Maybe one of the zombies you killed earlier in the lab was carrying one, or maybe its in one of those boring janitors closets that you were pissed wasn’t full of CBMs.

I’m not entirely sure if these interactions are totally possible with the current framework, and some terrains/furniture would have to be added in to support it, but I think it would go a long way to keeping these areas interesting and giving more of a point to the higher level activities.

They look very cool vache

Also, what is that mapmaker software? Did the mod manager got merged without I knowing?

With the current framework no, particularly with the locked door type stuff. Although frankly if you just gave the key item needed (maintenence ID in your example) some spawn locations I’d be totally fine with having unsolvable puzzles sometimes. After all, there’s always C4.

Dynamate. As appreciative of C4 as I am, it’s got this horrible tendency to have a blast radius larger than I can run away in time.

The mapmaker is something I’ve been working on, but I’m not quite ready to release it yet. If you’d like to play with it and try it out, PM me and I can give you a download link.

Would it be possible to have the game lump all contiguous lab sections into a single entity, and then have that manage connections between the doors?

Like when creating the lab entrance, also create a lab object, and assign the lab object id to the entrance, then assign any lab tiles connecting to the entrance tile the same lab id, then game decides this lab is of the “maintenance area->loot” variant so it knows it has to make 1 command center tile and 1 maintenance area tile, then magic happens and the maintenance area generator is connected to the command center door.

It sounds like it could be possible to do with the current system, but very ugly. It could be adapted to different building types too if we wanted large military complexes or office centers too. Applying it to office buildings could have the effect of helping to create named corporations around too, and leading to stuff like the computer terminals inside having internally consistent memos and loot.

Yea, some meta-object isn’t a bad idea, cities have one, but it’s just a kind of ad-hoc lump of data, making it explicit and used for all special terrain groupings (towns, labs, malls, schools, military complexes, mines, and caves all come to mind) is a good idea.
And yea, you could probably cobble something together in mapgen to handle that kind of stuff too, but it currently has no good way for the various components to talk to each other.

Don’t have any technical or functionality related comments but I have to say, as a simple end-user of this game, that I’m LOVING these designs. Very obviously labors of love on your part, and when/if implemented will add a lot of exciting variety to the buildings.

Kudos!

This thread is so full of awesome :smiley:

Buildings look great, and I’m excited by that map editor. Modding tools yay! The easier it is to contribute the more awesome stuff we’ll get.

Got bored, here’s a Motel, takes up a 2 by2 map-space if I did things right… Should also rotate nicely.

…Whoops, forgot the doors on the two in the upper right, oh well you get the idea XD Ideally it’d be a two story building but that’s not possible (to my knowledge) right now

Got even more bored later, put together a Research Center and a National Guard Depot

Ideally, the Research Center could lead to a lab below a city?

Yes/No on the Military Cargo Truck? Also, ideally the crates would have military loot and require an ID to get in. Lockers in the garage would have garage loot and maybe some military-style vehicle stuff? (Mounted weapons? Armored Plating?) Display Cases in the chain-link fence area would (again, ideally) have guns/gun style loot (Ammo, mods, etc) Computer with orders to containing rioting citizens, how to deal with the infected, etc?

Gonna keep throwing together buildings and hope that it at least sparks ideas in others XD

Nice designs!

The motel needs a swimming pool that can either be full of toxic waste or empty. Maybe could lead to the addition of skateboards to the game.

Also, finding themed female zombies with leather skirts and bundles of cash would be a nice spawn. :slight_smile:

Motel rooms in the upper-right seem to missing doors. Easy enough to fix. Looks great.

(As for the themed-zed idea: Zeds aren’t gender-marked, IIRC, and…this doesn’t seem worth adding that, to put it charitably.)

Motel needs an office.

All the buildings here look awesome, nice job everyone!