Maps!, anyone got requests? |
Maps!, anyone got requests? |
Jul 16 2004, 10:51 PM
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#1
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Unfortunately my laptop is in the shop (damn, I go through those keyboards like they were disposable or something), so I'm lacking my nice shiny copy of Vectorworks, but I've still got AutoCAD hanging around here. Since I've actually been doing CAD professionally these past few weeks, I decided I might as well get some extra practice and give back to the community at the same time. The question is, what maps to make?
Give me a type of building you'd like to see (or a subset, for instance an apartment or something). I'll pester you with questions about it and then try to come up with a map of it. Once my copy of Vectorworks returns, it'll even have furniture, etc (though no security cameras unless someone makes a seccam model for me). One request: nothing too huge right now. I'm not ready yet to launch into the realm of ten-story office buildings, I think, nor am I ready to restart my horribly failed project to map out the Renraku Arcology. But yeah, fire away. ~J |
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Jul 16 2004, 11:38 PM
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#2
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Moving Target Group: Members Posts: 942 Joined: 13-May 04 Member No.: 6,323 |
I'd like to see the following standard buildings:
A cleaning company (the type that might rent out janitors). A repair shop (the type that might send repairmen to a target area). A security office (for a company like Knight Errant). That would be quite useful. JaronK |
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Jul 16 2004, 11:42 PM
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#3
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Gonna have to say no to the first one unless someone can give me any idea whatsoever what a cleaning company building should look like.
I'll give a repair shop a shot. Security should be easiest. ~J |
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Jul 17 2004, 12:39 AM
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#4
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Running Target Group: Members Posts: 1,311 Joined: 26-February 02 From: Calgary, Alberta Member No.: 2,062 |
I've found need for: 1) A ship. Freight ships and similar, most often. 2) A generic factory. Big machinery, dangerous cutting, crushing and packaging things, and maybe an employee lounge with a mini-fridge, in case anyone survives. |
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Jul 17 2004, 12:49 AM
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#5
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Those two are both environments unfamiliar to me, and as such will take time.
Remember, the more information you people can give me, the faster these'll be done. ~J |
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Jul 17 2004, 01:59 AM
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#6
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UMS O.G. Group: Dumpshocked Posts: 444 Joined: 18-May 04 Member No.: 6,335 |
A generic factory (large or small) is just an office suite with a warehouse attached. The floor of the warehouse is just covered with machines of various types and sizes. Large factories will have a overseer windowed office for watching the machinery and workers above the floor if two stories or off to the side if one. The rear of the factory will have loading docks approprite to the size of the product being created along with at least one man-door and one vehicle door.
The larger the factory the more support structure involved. Catwalks help bridge the gap between components or reach the top of machines in case of vehicles production facilities. Somewhere will be a clear area for storing finished product or final hand assembly where packaging and shipping takes place. Really big factories will have their components strung out. Office out front (or real near by) and shipping in the building across an easement but still on the property. Remember to make the lots big enough to handle big rigs and don't forget the bathroom. |
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Jul 17 2004, 02:23 AM
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#7
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King of the Hobos Group: Dumpshocked Posts: 2,117 Joined: 26-February 02 Member No.: 127 |
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Jul 17 2004, 02:30 AM
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#8
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Moving Target Group: Members Posts: 334 Joined: 17-November 03 From: Texas Member No.: 5,828 |
I'd like to see some plans for a training facility, potentially to be used for a LS / KE SWAT unit, or some other sort of paramilitary outfit. The site should be large, and should include:
Living amenities - Some sort of dormitory area or a barracks, possibly both (dorm upstairs for full timers / trainers, barracks downstairs for visitors), showers (probably the line-of-shower-heads-on-a-wall design) and restroom areas, a cafeteria / mess hall, some sort of limited entertainment area with a trid and some pool tables, maybe even a recreation center with exercise machines, weight benches, treadmills and the like, and a lap pool. Training areas - Go wild. Armory. Firing range, indoor and outdoor, with pop up targets, variable ranges, obstacles. Make the outdoor one long, with a 1km + section for counter-sniper training. This should be near a hand grenade and explosives training field, for EOD work and learning how to deploy smoke / flashbangs, complete with bunkers for observation. In another area there should be an urban fighting trainer, with small, empty buildings and a street, just a mock city block or so, where the buildings have windows, doors, and pretty much nothing else. There should be a hand to hand combat training area, with lots of fall mats and mock / real melee weapons in storage. Stun batons that look real, but aren't. :) Just to mess with people. A clinic, pretty decently equipped, to deal with the possibilities of injury, and a large pretty empty area for basic first aid training. Last, but certainly not least, a hanger and helipad for air assault operations. Administrative - The compound should have an office area for the brass, with about a dozen offices and a large waiting area with seats, for intake processing. Infrastructure - road in and out (just one) with a guard shack and one of those annoying wooden arms, with a large parking area, possibly a garage. Entire compound surrounded by a 3-4m fence, electrified and concertia wire equipped. Sides that could conceveably be areas near live fire exercises should have a huge dirtstop, probably 4-6m, outside the fence. All prepared to train groups of up to 100 at a time. Okay, that's all I can think of. It's complicated, but I think it's pretty specific. Geez, now I've convinced myself that I wanna work on it ... |
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Jul 18 2004, 02:36 AM
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#9
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Moving Target Group: Members Posts: 180 Joined: 26-February 02 Member No.: 1,722 |
That real neighborly of you partner. I have a few requests, but I am not sure were to get the resource material from.
1.) Maps of Sewer, maintenance, and utility tunnels. 2.) Seattle Dock Yards, Warehouses, and Cargo containers matches with metahuman comparisons. Cheers QM |
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Jul 18 2004, 06:32 AM
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#10
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Running Target Group: Members Posts: 1,311 Joined: 26-February 02 From: Calgary, Alberta Member No.: 2,062 |
Oh, and by the by, thanks. |
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Jul 18 2004, 09:52 PM
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#11
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Moving Target Group: Members Posts: 334 Joined: 17-November 03 From: Texas Member No.: 5,828 |
Do you think I scared Kagetenshi away?
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Jul 18 2004, 09:57 PM
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#12
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
No, AutoCAD scared me away. :dead:
I'm doing what I can, but you may have to wait until I get my copy of Vectorworks back. Damn CAD programs originally designed for mechanical engineering... ~J |
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Jul 18 2004, 10:02 PM
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#13
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Neophyte Runner Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
Hmmm... Hey Kagetenshi, how about a large high rise building with offices and hotel space and also in the bottom levels shops and restaurants? yeah, kinda like say oh... the building we're about to run on in the Fade into Nothing thread over on the Welcome to the Shadows forum.... Nothing big.... :D
Actually, what would be interesting to do is also something like a mall including all the maintenance hallways and utility areas. |
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Jul 20 2004, 12:36 AM
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#14
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I've got about half of a one-floor security building (that some bigwig must work in). I'll post it when I can. Ignore the little cluster of floating security cameras (my templates) and the fact that the hallways are probably much too wide.
~J |
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Jul 20 2004, 01:41 AM
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#15
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Ok, here's a bad picture of it because AutoCAD is a bitch. I'll try to come up with a better one, but for now you can see most of it here (edit: you can't anymore).
~J |
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Jul 20 2004, 02:03 AM
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#16
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Here it is!
Red is walls, magenta is electronics, green is doors, blue is furniture. The round wall-thing in the main foyer is a fountain, the round electronic thing in the head honcho's office is some sort of holoconferencing device, the little rectangular things are security cameras, and the things down in the SE corner are holding cells. The blank areas are yet to be completed. ~J |
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Jul 20 2004, 02:11 AM
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#17
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Moving Target Group: Members Posts: 334 Joined: 17-November 03 From: Texas Member No.: 5,828 |
I like what you have. :)
Will that stay hosted in the same place, or is that one temporary? This post has been edited by Luke Hardison: Jul 20 2004, 02:11 AM |
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Jul 20 2004, 02:16 AM
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#18
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Well, the lack of a decent page to put it on is temporary. The domain itself is mine, and I've got a while yet on my hosting contract (which I'm probably going to renew anyway), so it'll stay hosted there.
Edit: the green things are obviously doors. The solid green rectangle divided in the middle is a door that slides into the walls on either side, the solid door leading into the cell block slides into the ceiling (so that in the case of a power outage it will fall, sealing off those within. Don't you just hate people with no respect for human life?). Most of the little magenta rectangles right next to doors are keypads, cardreaders, or other access control devices. ~J |
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