Director wrote: As the director of the ASB organisation i am happy to welcome the new members of the ASB design and architecture team.
Without any further delay, i invite the head of our Organisation's PR department and mascot to say a few words about what is expected
from our new recruits.
(Awkward moment of silence while the ASB Anti Infiltration Protection Box, nicknamed ASBox makes it's way to the stand slowly)
You are all here today because you are the best at what you do and ASB needs nothing less than that.
Your mission is of great importance here. Many secrets are secure behind the ASB walls and carefully guarded corridors, but this is never good enough.
The WEC agents are hell bent on a mission to annihlate our glorious headquarters, something we cannot allow to happen.
We give you an infinite amount of resources, building space and time and we ask your best structure designs in exchange.
Your mission is to expand the ASB headquarters so that it can become one of the most secure and impenetrable bases the world has ever seen.
Your mission is to give the WEC infiltrators a run for their money.
Your mission is to lead us to victory.
Director wrote: And now, please remain seated while the ASB staff hands you your instruction manuals and a master keycard.
The new members decide to take a look at the instruction manual. It's contents seem to be quite interesting
-Your duty is to create a new thread with the blueprints of a new area.
-Walls should mostly be either perfectly horizontally or perfectly vertically placed. It speeds up development time by keeping the layouts simple.
-Every area's start and finishing points must be elevators and they must be completely safe at all times.
-Computers can control certain doors and cameras. The amount of doors it controls must be less or equal to the amount of cameras.
-You can mark where scripted events should happen.
-Players always start with one C4.
-The player should be able to get through the level with the amount of C4s the level gives.
-Players always start with one Decoy that draws a guard's attention if they get close enough to hear it. You can use it as a neccessary element to procceed
-Every door is keypadded and it's keypad can be hacked by the player unless specified otherwise.
-Safes can either have random or customised passwords. Safes with customised passwords can also be secure.
-In secure safes, if the lock reaches the correct number it doesn't produce a different sound. Players can only open them after they find the password.
-Safes contain keys unless specified otherwise.
-Safe code numbers range from 1 to 31.
-Human enemies and heartbeat sensors loop through their waypoints and are active all time when the map starts.
-Human enemies always face the direction of their movement.
-Inactive enemies will not move unless rendered active by a tripwire laser or a scripted event.
-Notes are pieces of paper the player can pick up, they are the main source of passwords and information. In blueprints *This is a note title*.
-Cameras are static by default. However they can also be set to move along the wall or rotate between two look points.
-When in doubt, take advice from the field manual or ask a question by replying to this thread.
So who are these new members of the architecture department?
You are! Anyone can be!
We recognise the creativity the community has and we would like to allow them to express it.
Submit your own base section blueprints in order to help the ASB eadquarters grow and give every WEC infiltrator more work to do. Torturing WEC infiltrators is always amusing and entertaining.
Here is an exemplary blueprint, user designs are allowed and encouraged to deviate from this style as long as they are comprehensible.
The Instructions section will be updated over the time.
If a certain part of the blueprint breaks some of the rules or happens to be difficult to create , do not worry, we will slightly modify it to make it work.
The architects whose designs are used will receive full credit over their works.
Our goal is to use most of the submitted blueprints in order to keep providing fresh content for the players for a long time after it's release.
Multiplayer maps are also accepted, these must contain no enemies and should not be linear at all. (More details over the multiplayer soon)
Edited by: ProfessorSnake