#[WIP] Company Docks
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[WIP] Company Docks
some more screenshots
-# (OUTDATED):
pretty much still in very early development
Layout doesnt really remind me of docks
just a basic layout for now so testing is easy
filling it with containers similarly to the part of the company building you actually land on, while expanding on the design, will hopefully lead to the typical feeling you get from a dock. ๐
would also be interesting to have animals like eyeless dogs, beehives and sapsuckers on there, cuz the company tried to feed "the monster" live beings, which turned out unsustainable.
transported in using the containers
h
that sounds like a really sick idea
you could use JLL to have enemies spawn from those I think
they wouldnt really need to directly spawn from them, maybe eyeless dogs cuz it looks weird when they dig themselves out of the platform.
still sounds interesting tho
yay, i dont need to make an icon for this one since i already have one that encompasses all Gordion locations

i grabbed myself the company shipping containers + some from a 3d model site, which are open, to better sell the idea, that creatures escaped out of them.
Holy peak
planning one of the fire exits, to be cruiser accessible + reworked the platform so the cruiser has enough driving space (idk should i add some guard rails?)
Keep wide ship in mind too
ill test that rq, but then ill maybe consider a redesign to the ship landing area to make it seem like multiple company ships had parking space (would give enough space for cruiser + wideship)
Usually docks would be for boats...
well its an abandoned place from the company, made for landing with the ship in the game i presume.
no landmasses to transport stuff to it by conventional boats.
it fits
but idk if it will when i try to drive the cruiser to magnet
still works
- when i add the guardrails, it wont be that dangerous
Do we know there arent any landmasses?
shid
for the tunnel, id go with this reference: maybe in another lighting scheme to better fit the environment, but reusing the fan from the facility entrance would fit to be similar as the fans displayed on the image
i rescaled it a little, it works kind of
also made space in the wall for the tunnel
added a border to hide the texture removal:
I'm so excited for this heheh
ty for the free motivation ๐
idk but this looks cool.
i only need to finish the ceiling (fix the textures), and change the lighting and it fits the theme i was going for.
it has working reverb triggers too + fog exclusion zones.
this combination looks fine.
done modelling and texturing (most of) the tunnel
this looks amazing btw, love it
ty
I think you could use the wide lights model that's on the company wall in front of the ship
for like. general lighting in the tunnel
what's the big fan in the middle for btw?
to fit this vibe
also a reason to not have that dense fog inside of the tunnel
i moved it to the ceiling
ahh neato :]
ima try that
btw I would say since you're going with the "no landmasses" angle for this one I would make sure to retexture this debris to be a grayish color or to hage a texture similar to the floor/roof or something, since it comes off as natural mountain/desert rocks rn
but I love this bit right there, it looks real nice
collapsed tunnels are sick
that looks great!
doesnt look as bad as expected, i just have to tweak the lightsource
peak cinema
(ignore the white light in the background)
looks finished to me
goes hard
I do prefer the white light but the orange/yellow makes for some good atmosphere so I don't mind either way
should the fire exit just be a pillar with the fire exit slapped infront of it (fits in how emergency doors are placed on such road tunnels) or a door that leads to a separate room? (maintenance area or something idk)
the fire exit that is meant to be in this road tunnel
will add 2 fire exits to the moon, tho this one will be cruiser accessible
depends on what the tunnel is/was used for
is it just for transportation to the actual main area of Gordion?
well, the wall had to be built somehow, maybe it was repurposed to house the monster of the game.
and maintanence tunnels would make sense
transportation ig
If you're confident in decorating a maintenance room I'd go with that, but I also like the pillar sticking out idea
combining both (maybe), but fire exits in lethal company allow one to image how it connects to the facility, which i like.
so the pillar idea fits in
a fire exit in a maintenance room doesn't make too much sense also
yeah I'd go with that
deserved
had a similar problem on a moon i tried making once, i made the fire exit looking good but, failed in making a good entrance.
im idealess rn
best idea i have is that the main entrance is on a catwalk that you reach after getting through the many containers, which will become more dangerous, as enemies start spawning in.
still pretty empty at the moment
How does the map look like? (Like the whole map from top) I am confused of where is that relative to the docks or the tunnel
holup, ima get some more screenshots
docks
tunnel entrance
upper platform
topdown view
yeah, basically the company building's backside
cool
yeah, containers will be used to fill most of the empty space
maybe an abandoned ship or maybe not, aquatis moon has one
what would go under the underhangs tho?
idk, the company moon has no use for conventional ships (no landmasses to sail between)
oh then nvm the ship idea, true
tho before i continue building upon the map itself, im testing for mod compatibility rn
outdoor industrial shelves maybe?
while checking lethalmin, i just found out that the ship wansn't part of the navmesh ๐ญ
atleast glad i tried that before finding out later
idk, but having storage areas would seem fit.
near a tunnel to transport resources (the one i made), even better
similar to the ones in artifice
ohhh like small warehouses?
the similar size to artifice storage buildings, cuz the underhangs have enough space below them
ok
Maybe for main entrance you can have a bunch of storage containers piled on top of eachother and stuff with crane props and other industrial equipment like forklifts
agreed
then off to the side you have the industrial doors you have on experimentation and other moons with a sign above it that says "storage"?
and that's main
is it necessary to have these?
I thought the moon layout was smth like this, w the dock being the main playable area, the tunnel being off to the side as a cruiser route and main being a bit closer to the ship
current layout works right now though, no issue w it
maybe on the other underhangar you could have one of the other tunnels but have it be closed off with like a shutter door? or have something else blocking it to indicate it's not an actual path you can take
maybe on the top floor you could have some catwalks with pipe systems all over?
it would be cool if this could have certain containers that are upright like maybe against the wall that contain old birds that break out of them when they power on normally or after the apparatus is pulled
i certainly got an oldbird to spawn thorugh jll ๐ญ
when pulling the apparatus
tho idk how fun it is when i put oldbirds in the spawn list anyways
or they just randomly spawn at night like this, as if they were actually inside of a container before activating
ok, only problem is when relanding on the moon again, the old bird stays
how ๐ญ๐ญ
basic object permanence ๐ญ
he wants to stay
it kind of is funny actually
once he's activated he stays
But when you return it's activated?
yes
Oh hell nah
will find out how to reset this god forsaken script
(hopefully)
tho containers will give you enough cover
and he can fly between the 2 platforms
what happens if i pull app twice
they multiply
its 2 now
There isn't any template with the proper scripts already there?
idk if there is a way to reset the spawn script
tho, if you have an old bird at the start of the day, you can lure him to kill the kiwi
ez money
with no containers its easy to avoid death, + containers will make it easier to avoid detection
how does bro walk on the catwalk ๐ญ
reloading your save fixes the bug for some reason too
nvm, i finally fixed it after messing with the jll components
Can you try to make the map not weight more than 30mb?
its actively 16,4mb
no changes i did over the course of yesterday and today changed that
I guess more containers shouldn't add a lot of weight since they are the same model
even tho before building the assetbundles, it gaslight's me with this ๐ญ
ye
Ok
i compressed them into the basement, guess this is the uncompressed size
๐ญ
it bundles hella fast too
I understand now why when removing eight 100mb moons made my modpack use 5GB of ram less
atm im making sure to have catwalk rails across the main platform, so falling off with the cruiser becomes even less likely
there's enough space to maneuver carefully, but just to make it fool proof ig.
Cool
I like that metal grid where you can see the water in the bottom
That would work cool with the bottom ship window
yeah, this is the ship platform
the other grate next to it is where the dropship lands
(the red dots are for lethalmin onion spawns)
i also tested wideship once, and you still have enough space to park the cruiser to magnet.
compatibility with other mods seems to have no issues atm
should i release the files for the moon already?
would help with getting better feedback
Is the ship's one centered tho?
The metal grid I mean
The thing that lets you see the water
i messed with the scale, now it should be
YIPPIE
should i tho?
Idk but if you do it you really have to say it's not finished
ye
Maybe you could do container grids like this at the bottom
#1391052187555332176 message
And on top this would be a good idea
#1391052187555332176 message
will see later on
Idk, maybe huge pipes
rn, im polishing up the landing platform and slowly work myself up to the top platform
landing site > docks > upper platform
I don't know if closed buildings with ceiling will feel 100% realistic since there is already a concrete ceiling.
idk it's weird (at least for me, doesn't mean it has to be weird for others)
Just suggesting
this be true
Do a 0.0001 chance that the drop ship drops in the water (joke)
cruiser to the seafloor ๐
Got an idea
real!!!
i have a crane model lying around, that i didn't plan on using yet.
idk how i would place it in tho
good inspiration material โ
ill try incorporating these ramps
2 ramps on the pillars
while im at it, im recreating the company wall from scratch, the topology is fucked up ๐ญ
if i were to probuilderise it, it straightup looks like hellspawn
Made the ramps less aggresive and added boxes :)
Im thinking some of the tunnels could have closed/jammed doors, and others could be opened similar to artifice
would be interesting to incorporate openable doors on this one
And if it wasnt obvious the dropship and cruiser can spawn on the tiny pads near the ship
Yeah, basically putting those here
idk this approach still works fine ig, keeps everything close
Is that other map you are making?
This is very close too though. Also, I think it looks far more cohesive
i think the ramps would make more sense and make for better gameplay than the catwalk only acess to main
^^
though I think it's cool to make it so only fire exit is cruiser accessible
?
cruiser to second platform ๐
My concept is somewhat wide too, so cruiser would be extra viable to go to the fire exits
so maybe you could have it so there's stuff in front of the ramp or it's too thin for cruiser
I tactically blocked off some of the ramps. Could block off even more tbh
but only problem is the enemies + containers which will turn out challenging for the driver when they want to reach main entrance.
fun gameplay
yee
hmmm true!
having a ramp go up here, gives this side some purpose ๐
also Jacu you should totally have the version you made as a moon LOL, I think both takes are super fun looking and would work as alternatives to eachother
OO 100%
evil!!!
Surprised old birds aren't breaking their AI btw, I heard having any static OB spawn or doing practically anything with them other than having them spawn naturally makes them be unable to fly or do any of their animations
maybe it's an old patcher thing though... but it's happened to most moon makers I know lol
well the jll script spawns him in perfectly each time
when you pull app
only one forced spawn cuz, maybe inactive ones should spawn in naturally too
but one spawning near main entrance is evil
is there a way for jll to set an object a different model, would like a container appearing ripped open when it spawns in.
Is that playable
Like when entering it launch a rocket at you
the containers block's its view
Or is it inactive
when placed a lil further away
Two valid paths to main. One easier to drive but longer, other shorter but needs some talented turning.
but close enough that it becomes threatening
you can walk one path, but its a maze of containers
cruiser to main (long and tedious), but taking it to fire exit in the tunnel is way simpler, then you can also just reach main by walking, which takes less time but limits you to 4 item slots.
you can take the risk with cruiser, or play it safe, equaling less loot
imagine if LLL scene selection wasn't broken and you could have 6 different landing spots on this map
๐
this be true
I think theoretically you could also position the cruiser right below the top platform and drop loot on top of it
no moon really allows that as a strat, that's kind of interesting...
it'd be like a mix of titan and artifice gameplay
the platforms quite long, and driving on the smaller docks part isnt worth it (cuz its way shorter)
hmm I guess
i remade this godforsaken wall
the weird curve at the middle is gone, but i couldn't care less ๐ญ (could readd it later after im done making the design stuff around main entrance.)
oooh
didn't notice it honestly
I think the curve made it look like a dam of sorts, so I think it's better without it (unless that's the look you wanna go for!)
it fucks up the textures when i probuilderised the original wall, now its basically finally just boxes, which are clean
a beaute of a wall
i atleast made sure the textures look the same from the og wall
i could slant the pillars themselves slightly to give the dam appearance, idk why this wasnt done on the og model ๐ญ
thanks zeekerss ๐ญ
๐
What do you mean, it should have been a dam in og?
the curve similar to that was there but applied in a weirdass way
see here:
the main part of the wall is curved, instead of the pillars (or both)
best part of remaking the wall is, that the company desk hole is gone
it was engraved into the company wall mesh
no matter what i do the file size stays at 16,4mb ๐ญ (which is kinda good tho)
ohh ok
that's a pretty good filesize imo!
whoever hippo reacted me watch your fucking back I'm coming for you
by the way, what will you name the moon itself?
I'm kinda curious
you could just name it gordion I think? without fix mods you can't route to the company building by typing gordion so that would work
oops
and gives you the black screen with the smoke
yeah that's a good name
or adding a "-" to the name also bricks lethal company ๐ญ
idk why but i had more issues with the name, than the rest of the moon when testing it
you mean for the number?
I thought the number was a separate field or smth
There is also a map that also is "behind" the company building
I don't know how they did the name thing must maybe you can do something similar
What is this?
An actual interior entrance in the company?
Nobody, I was just giving examples for the name
Since you were having problems with it being Gordon or idk
pretty sure this one's just named sector-0 ingame?
I think it's literally Sector 0
there IS also more than one, pretty sure there's 3 diff gordion maps
When you type it in it says 71 gordion - sector 0, I think
yeh
backside of the company/dock area
Is it on the Company? or a different moon name?
its on gordion
same moon
Gordion
- Company
- Docks
- Hadal
- Sector-0
- Tenebrous
real
eclipsed looks nice for some reason
its brighter than usual, which is a good upside.
this fucking bird that i hate.
the ramp's are not too steep, the cruiser can drive up them
they go completely flat at some height, so it connects to the upper platform
idk what hell will get loose, when i put it to near artifice spawn and scrap chances.
the file size shrank!!!
this can't be real ๐ญ
including a beehive
Nooo
man what the fuck ๐ญ
LMAO
well yours will be the 5th now!
well from how its phrased its a completely different planet
with the numbers n such
still built like a giant wall ๐ญ
sounds about right yea
wesley doesn't like to touch maingame stuff
esp in terms of lore n shit
oh my Lord
RAM final boss
in gameplay area terms
main and fire are placed close to the ship
has a totally different vibe
I would still add your map to my modpack
I'll probably add it over wesley's just for visual consistency heheh
๐ฅ
true!!
would something like a crane fit onto the platform?
cuz i have this 3d model at hand
idk how i'd place it tho
I don't like Wesley moons that much, some maps I was literally walking 4 minutes to the main entrance and then when I knew indoor monsters spawned outdoors I completely removed it from my modpack
maybe so containers could be moved from platform to platform.
That's cool
maybe one crane that is still suspending a container, would be an interesting set piece
yoooo, the model comes in pieces, i could move around the top part.
I think it would!
im too lazy to add "ropes" around the container, the vanilla ones have those, but they dissapear once i split their combined mesh (the one in the image is a custom asset)
with the fog and rest, it actually seems fitting
Looks realistic enough, from below it will look cool
i just had another bsod mid sentence ๐ญ ๐ญ ๐ญ
tho i should have saved it just now
i hope
Hell nah ๐ญ
use the magnet model or smth lol
fire idea bro
thank you vro ๐
the comically large magnet
Will it be visible?
Like normally you are looking at it from below
vro ๐ค
yeah, the crane isn't that high, should be
AND YES I SAVED
i only seem to find the shipmagnet material + texture in my project, idk if its part of the entire ship model.
comically large magnet
this is absolutely perfect LMAO
im not giving this crane any collision, except its stem and platform at the bottom (the container gets 1 boxcollider)
slapping on a mesh collider would be a funny mess
that sounds about right
mesh colliders do be weird
i cant change anything about the materials on the crane for some reason
gotta pray it wont bump up the file size into heaven ๐ญ
๐ญ (this usually takes at max 20 seconds)
oh no...
you sure?
are you unable to separate them and compress them?
pain
it completely greys them out
maybe because i only imported the model, bundled in with the textures
i didnt have readable textures on when importing ๐ญ
now i need to reimport the crane again
ohhh,,, that sucks
took me ages but i got my hands on the textures
time to compress the ever living hell out of them
it keeps on bundling the textures with the crane, even tho i replaced them with copies
this was hell on earth
i had to CHECK every single submesh, to sever all ties to those shaders which, magically increase the file size
and found one single mesh leeching off multiple mb's for just existing. ๐ญ
after extensive work on giving each submesh a different material, it finally went back to 16,5mb.
My moving platform idea makes a bit more sense
it would be a cool idea for the crane to have a chance to drop the container every time u walk under it like experimentations shutter door
Does he rebirth chat?
Is your map published somewhere or it's just a idea?
BEHOLD, OPENABLE DOORS
should there be a lever on both sides? (so trapping eachother isnt an option)
or should it only be on the inside (so you need to go through the facility first)
Idk if going inside of the facility, finding the fire exit and walking to the door would be a lot of time
another good idea would be a control station (near main or so), where you can enable the override for the door (basically just the lever to open them)
so you don't have to go through the entire facility
That would be cool
NICEEE
Needs to be taller
MIGHTIER
mostly done, im making a control room to the side, that's where the fire exit door lever will go.
progress on the control room
(will how some form of support below it later on)
(mostly) one sided glass
ohh this looks nice
looks a bit weird when you shine a light on it, cuz you only see blue
kind of looks out of place, maybe needs more decoration
- the missing supports
should it be like 4 pillars on each corner, or a support that completely goes to the ground (no players below it)
yeah
or add more of them to make it blend in a little better maybe, unsure
i think completely going to the ground makes it look more important
true
maybe you can make a ladder that goes down and connects the tunnel trough a hallway (idk if this is too much)
needs some uv fixing and it could look even better
this shit is hella tiny from the inside, i think that's impossible
maybe it's the paintjob on the outside making it look too out of place, since everything on gordion has brutalism written all over it
are you sure a ladder that goes down like in the company building doesn't fit?
the part where it connects to the tunnel
||๐ญ||
oh XD true
(the uv's still scuffed, but it looks better now)
it kind of makes it fit in more in my opinion
idk, maybe it takes some time until i grow acustomed to it's appearance.
made this a lil bit more consistent
i like the onesided window effect, cuz the light doesnt really get through
up close
finally added some lights to the top area
Idk if it looks weird to everything being concrete and that specific part bricks
it's a good effect imo
not entirely sure about the brown bricks, but Ig I have to see how it looks ingame
making it the brick bigger make it seem more detail rich
changing the glass tint actually helps even more
Cool
it fixed many off putting factors
looks mostly fine now
any props i could fit into it?
zeekerss, why is this in the files ๐ญ
it's the butler's teeth lol
You can only see the top row in-game
Still not sure about the brick color choice but it works fine enough
this is looking super sick. may even go thru the effort of editing my encompassing Gordion icon to feacher Docks. it'll likely just be a few different pixels, but point remains
the second this gets released yoink
idk when ill pick this up again for the time being, kinda lacking ideas
any ideas on how a second fire exit could look like (maybe also where its placed)
I could see some side buildings like the control room
id first try to spread some containers around the map, and slowly work myself to adding side buildings + 2nd fire exit
maybe an industrial storage building on the sides on the upper platform to stop players from walking away, and also serving as fire exit location
idk looks weird, but this is blackout with sciencebirdtweaks
it looks hella weird if you only use blackout
and nothing else to make it look better
i got blackout working perfectly, all lights go off when you pull app, (only with sciencebirdtweaks)
Cool
should i add ai nodes to the bridge to ship
so old birds are more likely to land there after flying
makes it a lil less safe
but the main platform still stays safe enough
(on where the ship lands)
as if you have them on the bridge they could still follow you to ship when spotted
ye
def
The single red pikmin in the ground XD
i hope im able to pick up steam on this again
planning on a side building that you can enter for the second fire exit
its pretty much unfinished, but will act as a storage building
giving you some space to hide from threats like old birds or such
cuz you need to crawl into the broken doors which only allow players in
pog
oooh fancy
its not much, but i finally added in the second fire exit to the building im working on.
Iโm still extremely excited for this
this shit still works on v73, just moved to the new unity version
gave it a new support, instead of being directly connected to the ground it hangs from the wall now.
also used some props to fill the inside and the lever for fire exit is "hidden" under the new table.
||(it looks so bright/weird cuz it has no post processing on)||
i am also thinking about ambient lighting around the water and im trying to experiment with that atm.
current daylight cycles in action (normal, stormy, eclipsed)
yee most moons do, nice that you're still chugging along w this one :]
some headcanon lore to find. ||(this took a shit ton of time to make for something such simple, had to fuck around with material settings until it displayed correctly)||
oooo that's fucking awesome
it will come with a collectible story log alongside it ๐ฅ
who let bro escape the unity editor ๐ญ (totally not me)
nicee
the underhang that leads to the tunnel, now has industrial lights alongside it, including traffic cones, blocking the way ||(the cruiser can destroy the cones and the lights btw).||
and i made the tunnel less long, so manually walking to the fire exit inside, opposed to driving to there should be atleast more viable now, to walk there.
you couldn't see the end from the fire exit in the old version btw, here is the current/new distance from the tunnel entrance.
im planning on moving the room, featuring the lever for fire exits openable door higher up on the wall, making it accessable using catwalks that are not directly on the main staircase like before, but from the other side and with the use of ladders.
should feel more like an observation control room now
||(oh and also a second prop one for decoration, that you can't reach cuz the way to it got broken for added environmental decay designing)||
another idea might be putting them on the pillars, left and right of the image (but idk if that would fit as much)
nvm actually looks kind of fire.
added windows to the second fire exit
yeah, from time to time, when i do changes
new picture
the effort is astounding
real
god i love this one
