Zero Strykers Temporal Vault


Bunny

 

Posted

Supergroup: Zero Strykers
Server: Union
Editor: @TsumijuZero


First off, apologies for the HUGE post, but after several conversations and tours of the base given to a few friends it was suggested I post a tour of the work I've been doing to the base I've put together with just myself and a few alts.

The base itself is themed as an underground facility, in a Timespace where the surface is a barren wasteland. All rooms will be multipurpose functional and decorative, with function coming first, in line with the theme of conserving both space and rescources. I intend to continue to add to the base, ideally making a fully underground complex, however at the moment the slight mismatch of styles seemingly adds to the impression of the base overall.



  • The slight Japanese theme hopefully shows through in the decoration of the base, especially the communal hub room and Tsumiju Zero's personal node upstairs, which is sparse and minimalistic, a futher similar node is downstairs which I intend to award to players making significant contributions to the Supergroup.


The base was also geared toward running Cathedral of Pain trials, whereby equipment and facilities immediately required by players are at the front, whereas unnessecary and decorative areas are further into the complex.

I have spent quite some time making sure that the base has as few "glitchy" textures as possible, with two unavoidable omissions on a staircase and support pillars for the workshop door. However these have been hidden as well as I can manage and hopefully don't detract from the overall effect of the base.


  • Overall 12x16 plot, more than enough for the design both current and what I have in mind.


  • The entryway the the Temporal Vault. Given the equipment used in the Vault to sustain the Zero Strykers during temporal interventions, the decision was taken to collapse the tunnel to the surface, instead relying on dimensional access to the rest of the facility.
    Design note: The room is simply designed for entry / exit and I wanted to really go for the underground look and feel, without adding unnessecary details for the sake of it.


  • The entryway connects to a section of natural cave, for the purposes of safety, the ceiling has been reinforced with girders to retain integrity and part of the base's exterior walls extend throughout the rock face.
    Design note: The underground look continues here and was placed to make you note the difference between the exterior of the base and the actual doorway into the inner structure.


  • The actual exterior of the base features reinforced doors that can be closed in the event of a breach to the surface. The pillars to each side of the door are heavily armored and also provide reinforcement to the ceiling.
    Design note: Tech storage items and pillars were merged to create a distinctive theme as well as a definitive barrier between the underground area and the more technical interior.


  • Inside the base, those granted access come straight into the central hub of the base, which also acts as a briefing area for Cathedral of Pain raids. You can clearly see the balcony where raid leaders can organise and give direction, as well as the main floor that acts as both a dojo and communal area.
    Design note: The floor area consists of raised floor tiles, with a shelving based edge. Lamps had natural flames sunk into them to give the distinctive natural light look and burning embers while the wooden panels to the side are chair items slid under the platform to give the distinctive pattern. This room was re-designed entirely following feedback from a Cathedral of Pain run that suggested the briefing area was "too cosy".


  • Turning left from the entry there is access to the Raid Teleporter and Mission Computer beyond it.
    Design note: This room was kept small in size to encourage Cathedral of Pain raiders to just head in and load the trial rather than loitering, additionally the Mission Computer is immediately availiable to avoid having to seperately find the Control Room for those unfamiliar with the base layout.


  • Turning right from the entry there is access to simple medical Reclimators, the rear wall of the medical bay is reinforced, given its proximity to the base's exterior perimiter.
    Design note: This room was kept simple in design to be functional. The auto doc was lowered from the ceiling and slid into a tech storage container to continue the base's style.


  • Next to the medical room is access to the base's workshop and storage. The workbench is located outside the lower room for ease of use.
    Design note: The workbench was placed outside the lower room in order for Cathedral of Pain raiders and visitors to use without having to access deeper into the facility.


  • Inside the lower workshop room are sterile empowerment facilities. This room will be added to when sufficient rescources are availiable for underground tunneling to be completed.
    Design note: The walls are cabinets floated off the side of a Cubicle, with cabinet trim, designed to give a sterile, but Japanese theme to the room.


  • Staircase up to the workshop storage area.
    Design note: The staircase was created to create easy access up to the second floor and storage area. The main challenge here was levelling the floor against the top of the stairs and then creating the second floor around the corner. The corner was placed so that the floor tiles used could be slid into the wall to allow for the stairs without breaking the pattern.


  • Reaching the top of the stairs you immediately note the storage equipment.
    Design note: The room has been kept intentionally sparse up here to give the imperssion of "loft" style storage.


  • Above the lower workshop doorway is additional storage.
    Design note: The wall and floor space has been maximised as much as possible to give sensible access to storage items.


  • Directly opposite the entrance and underneath the balcony are the main teleporter batteries for the Temporal Vault. They are organised to offset other Temporal access via the Ouroboros Citadel and are assembled for quick access in case of rapid response to temporal combat.
    Design note: A second floor was added with desks and the teleporters connected with Supergroup platforms and tech storage items to theme and light the area under the second floor. Ceilings were kept low to retain the underground theme.


  • Teleporters continued with small residential habitat in the distance at the end.
    Design note: The floor was lowered in the middle to continue the underground feel as well as to place the Teleport Beaconds at eye level for easy use.


  • Vacant residential node for future members or storage.
    Design note: A 2 story residential node was created above and below the second floor from shelves. The glass is sided by raised floor lamps that gives a distinct visual appeal. This room is to be used for future Supergroup activities. Internally there are cabinets to "theme" the room somewhat in keeping with the Japanese hints around the rest of the base.


  • Heading to the left at the end of the Teleporter bay is upper floor access.
    Design note: The same use of shelves was employed here to create an enclosed light source for the corridoor. This will be added to as additional rescources become availiable.


  • Starway to upper floor.
    Design note: Floor Lamps used for safety rail and more detailed view of how the floor was made.


  • Lower level access to base exterior (rear) again to be added to, but left open at the moment for access to the cave area beyond it.
    Design note: Continued use of shelves and same glass system.


  • The "Temporal Observer" system, a quantum computer connected to an artificial Pillar of Ice and Flame. Used to "Observe" Supergroup members in other Timespaces to maintain their existance and make temporal predictions.
    Design note: Use the same theme as the Medical Room, with details added to give the impression of a larger unit behind the panels. The Pillar of Ice and Flame is functional and the Dimensional Anchor is used to represent quantum calculations in an "Arcane" style.


  • View from the base corridoor out into the rear cave system.
    Design note: Similar design to entry underground area.


  • View from the rear cave back into the base, noting the upper viewpoint area.
    Design note: Extended use of shelves to make exterior surfaces.


  • At the top of the stairs is a small corridoor along towards the viewpoint looking into the rear cave system.
    Design note: Partition walls - not required to be floor-ceiling touching as it merely divides the corridoor from the viewpoint area.


  • View into the viewpoint room (undecorated at this time)
    Design note: Unfinished room, plotted out as required but with details to be added later.


  • Closer view of the viewpoint windows.
    Design note: Closer view of the glass and light combination for reference.


  • Heading the other way from the viewpoint on the second floor is the upper residential node.
    Design note: Additional upper floor space reserved for an upcoming design feature and room access.


  • Above the Teleporter Room is the feature walkway to the balcony area.
    Design note: Additional upper floor space reserved for an upcoming design feature, however at the moment it has been decorated to give a striking visual impression.


  • Closer view of the balcony announcement platform.
    Design note: Lighting was important here to make the platform and balcony viewable and distinct when viewed from below.


  • View from the balcony down into the central area and across into the underground entrance.
    Design note: The central platform was put together to give a large, but multi-purpose area for use in events and raids.

I hope that this tour has been of interest to both Unionites and base builders alike. I am hoping to add members, prestige and new facilities to the base as time passes, and am quite happy to let people tour the facilities time permitting.

I thank everyone that has kept on to this point for reading and look forward to your comments.

@Tsumijuzero



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

Someone's been busy since I was last in there, it's looking amazing hun, much kudos to you!



((Metafanzine Published by @Chaos Bunny))
Unionverse Page | Virtueverse Page

 

Posted

Indeed I have, and since the screenies there have been even more changes to the base, piccies forthcoming soon!!!



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide

 

Posted

I've been in the base and seen it change over time and the pictures don't do it justice. Best base I've seen.


 

Posted

this is amazing. i've definitely picked up some pointers here. i'm about to start on my first SG base this week and now i'm feeling mighty inspired!


 

Posted

have been doing several updates of recent, will be posting some new pictures soon!



In-game and now on Twitter @Tsumiju Zero "The Nightmare of Dra'Gon"
"The flow of battle can only be influenced, not by realtime tactics, but by strategy."
Proud resident of the Union EU Server.
B.A.F. Trial Guide