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The Wrecked Factory Ruin #2943

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@Gristlebee Gristlebee commented Apr 28, 2024

About The Pull Request

The map (updated) (again) (now with buttons)

image

image

factory buttons

This PR adds a new Lavaland ruin themed around Ramzi pirates raiding a Nanotrasen factory. Also adds indestructible titanium walls, and lavaland atmos subtype tiles for plating, rusted plating, concrete, white and dark tiles for use in the ruin.

Increases the max safe temperature for the space syndicate simple mobs from 350 to 400. Turns out lavaland atmos can spawn hot enough they just start dying.

The wall locker mapping helper caught some extra lockers on the Aegis, so I guess that's in here too.

Why It's Good For The Game

New ruins are good and hopefully this is a good ruin

Changelog

🆑
add: Wrecked Factory ruin
add: Indestructible titanium walls
add: Lavaland atmos subtypes for plating, rusted plating, concrete, white and dark turfs
balance: Syndicate Space Simple Mobs have their max temp increased
tweak: Wall_lockers updatepaths on the Aegis
code: Adds ruin to map_catalogue,txt, lavaland.dm and adds it to lavaland.dm areas
/:cl:

@Gristlebee Gristlebee requested a review from a team as a code owner April 28, 2024 07:49
@github-actions github-actions bot added Map Change Tile placing is hard. Thank you for your service. Code change Watch something violently break. labels Apr 28, 2024
This reverts commit 85f097e.
@goober3 goober3 dismissed their stale review May 11, 2024 01:22

oh, right. this PR exists.

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hi. we tested this in-game. didn't run into any issues. good job.
though, i have a few suggestions.

can you just. remove the melee troops entirely. one of them almost solo'd an entire inteq crew. shrimply too unbalanced.
also, add a stethoscope somewhere for the office safe, if you haven't already.
i'm not so sure about having an NT boss mob in a ruin that's primarily occupied by ramzi clique members (pending actual mob sprites). maybe replace that guy with one of the elite mobs, and give them a little extra health.

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can you just. remove the melee troops entirely. one of them almost solo'd an entire inteq crew. shrimply too unbalanced.

Inteq krill issue, Ill get rid of them.

also, add a stethoscope somewhere for the office safe, if you haven't already.

There's one in the medical crate in the warehouse

i'm not so sure about having an NT boss mob in a ruin that's primarily occupied by ramzi clique members (pending actual mob sprites). maybe replace that guy with one of the elite mobs, and give them a little extra health.

I meant to flavor it as the factory manager barricading themself in the office, and being so paranoid they're firing at anyone who enters, with the implications of the war medals and purple heart in their bedroom along with the drugs in their washroom hinting toward why they might be attacking players on sight. I'd prefer to keep the manager as a story telling element, but if they need to go, they can go.

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hmm, new issue. With the Syndicate Stormtrooper inside the office as the boss, their bullets can break the windows even with smash environment off if they aggro onto a mob outside. Would it be alright if I gave them the lavaland mob faction? I could also just extend the map a bit and add some more mountainside too so they cant see the mobs.

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Requested changes have been added. Decided to go with the mountainside anyways so I wouldnt have to worry about any aggro issues with the boss mob. Screenshots have been updated.

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hi, just one last minor request before we hit merge. it seems that the enemies outside are getting killed by weather. if you could find a way to subvert that or move them into a covered area that'd be cool.

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I've made the factory a covered area, so they should stop dying now

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The whole ruin could use more signs of a fight, as well as more NT corpses to reflect the supposed staff amount. Scatter spent casings around, empty mags, blood trails and footsteps to create the effect of the aftermath of a fight. Break some of the lights and scatter some of the items around in the warehouse and dorms to better sell the effect.

Other maptainers might disagree, but I think you should edit the names and descriptions of the syndicate enemies to reflect the fact that this is a Ramzi Clique attack. Got a lot of people asking why the mobs were syndicate. Hopefully the sprites will get an update to reflect that sooner rather than later.
If you want a suggestion for more mob variety, I'd suggest experimenting with Vicerators as they're a good low-health enemy to scatter about.

This area could use some more conveyors and machines, possibly an expansion in order to show the fact that it's a factory. It isn't very apparent what the purpose of this place was.
image

Add some blood, corpses and casings out here to give the effect of a fight that happened.
image

This place is almost pristine. Add some dust and trash lying around, maybe scatter some of the things on the tables. Try to give it the feeling that it's been lived in and recently disturbed by a fight. Maybe add some overturned tables as barricades in front of the door.
image

Same as the last one. Add some dust, trash, corpses, blood, spent medipens, maybe some improvised weaponry by the workers. The lockdown shutters also need more buttons in the rooms here to prevent people from getting trapped. Not 100% sure on the presence of the Manager as it wouldn't particularly make sense for him to open fire on the people clearing out the Ramzi in the place.
image

@Zevotech Zevotech dismissed goober3’s stale review May 23, 2024 01:48

Outdated: Areas fixed.

@FalloutFalcon FalloutFalcon added the Ruin Ruin successfully tested. label May 24, 2024
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Factory has been expanded, added some extra blood and corpses, sprinkled some empty mags and bullets along with some extra signs of battle. Popped in some viscerators and regular knife guys for enemy variety. Descs have been adjusted to show that they're ramzi.

Screenshots have been updated

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wait goddamit, I forgot the buttons

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5 participants