I already have some idea of how exactly I want to set up the north end of Map A, or at least what I want to have in it.
pd_c1a2a is actually split into two parts- the service area with the crates and the turret and the little electrical room up above with the windows is physically separated from the rest of the complex and connected through hidden trigger_teleports in the maintenance hallways:
This is because, when I wanted to connect the windowed electrical room to the ‘package receiving’ room near the south end of the map, I realized that doing so directly/physically would result in a hallway that was 1) stupidly long, seeing as it crosses pretty much the entire distance of the level, and 2) directly in collision with the elevated ceiling area in the ‘trapdoor’ corridor. So instead I cheated.
Doing so, however, also opened up significantly more space to build out the north end of the level since the stairwell and turret room are no longer in the way… provided that I remain conscious of the level’s two-part nature and don’t try to connect areas on one side to areas on the other without the aid of a trigger_teleport. (This also means that if the level somehow grows massively large I can split it into two and simply turn the trigger_teleports into trigger_changelevels). For convenience’s sake, I’ll call the majority of the map “Section 1” and the area with the turret warehouse and the stairwell “Section 2”.
I am pretty sure that these three doors will lead into a sort of parking area for employee vehicles and also some direct unloading of freight. I don’t think it’s the only
one in Office Complex (in fact I think there are two, the other one on the unseen top level in addition to the freight-only dropoff area in c1a2c; the road running through the bottom of the revolver room in fact belongs to the lower canals at that stage) so it doesn’t need to be super-large. I’m pretty sure the entirety of it will be physically located in Section 2.
These doors obviously lead to bathrooms. The filling out of those bathrooms is somewhat complicated by the presence of the office right behind the women’s, but I could make one or both of them in a sort of ‘L’ shape around
that office if I need the extra space.
I doubt I will, though, because this is not a particularly large section of the facility and it doesn’t have a lot of major personnel amenities that would merit a significantly larger bathroom allotment. Really, the administration staff should consider themselves lucky they even have
two on every floor- in the building where I work the bathrooms alternate
mens’-women’s-men’s-women’s on every level except for the entrance.
This door with the exit sign will lead, I think, to the lion’s share of the new offices in Map A. This area is large and fairly unconstrained so I am not certain exactly how it will look other than that I’d like for there to be an (inaccessible (for the time being…)) stairwell connecting to the lower canals at the end of it, possibly a second reception desk of some kind, the door to the second elevator, and some kind of maintenance door connecting to the fan room you access via duct in the original post-disaster level.
You all thought I’d forgotten
about the fan room, didn’t you?
Finally, this door will connect the trafficked office area to the stairwell, since I always thought it was damned odd that the only ways through there by default were down a freight elevator or through a door marked ‘maintenance personnel only’.
The big decision I am currently facing is how to connect the stairwell door, the parking lot, and the new large office area together. I’d prefer to have the stairwell, the parking garage, and the elevator open up into a sort of mini-lobby or an entrance corridor like the one near the level start, but this is somewhat complicated by the issue of height.
You will recall from previous posts that (with a few exceptions such as bridges) I am not a fan of areas where the route through them during normal operations involves a stairway going up immediately followed by one going back down or vice versa. However, the parking garage is at a higher level than the stairway door and the office areas on either side of it. To make matters more complicated, the floor of the parking garage (i.e. the same level as the ledge the elevator in the turret room goes to) is just a bit lower than the ceiling height of the office sections, so I can’t actually put a lobby or anything else directly underneath it.
One option would be to put the lobby in Section 1, ‘faking’ that it is underneath the parking area, and then have two trigger_teleports leading from it to the area immediately under the stairwell, and to the parking area proper. The problem with that is that the trigger_teleports need some very twisty level geometry in their immediate proximity in order to limit the area the player can see (since everything in the player’s view must be duplicated on each side of the teleport to disguise its presence, and there are things like NPCs that have to be excluded from that area because they don’t take kindly to doubling up) and this kind of geometry would make the ‘lobby’ a lot less lobbylike.
Another option would be to have only one trigger_teleport and to have a section of the ‘lobby’ be in Section 2, positioned so that it is out of direct collision with the parking garage and with a single trigger_teleport leading to the section “under” the garage. The problem is, this doesn’t give me a lot of space to work in the necessary teleport geometry either.
I am currently leaning towards the second option, but still don’t really know what I want this back area to look like… and am reluctant to commit to an idea for that geometry because I worry it will make it hard to work with the parking garage interface.