Toxic caves base upgrade..

ColJack

Where'd That 6th Toe Come From?
I made this map ages ago while messing about with the mapper, it might need a few tweaks ( the odd missing blocker and some way to perma-lock the east doors to the rest of the base.. ) but if any of you want to use it for a mod, please feel free..

it's the Klamath toxic caves ( zip file ), the first 2 levels to find smiley are the same, but the base below is much expanded..
 
no, I can't remember / find where the editor puts the screenshots :)

it's only small, DL it and unzip to the data/MAPS folder.. it will replace the original toxic map but you can then just play it on a new game.. or an existing one if you haven't been to the caves yet..
 
apparently I can after all.. it was being used at one point but we dropped it for some reason...


scr00000.jpg


scr00001.jpg
 
not a finished mod, just the map..

I worked hard on that map and don't want to see it sitting there doing nothing if the MR mod isn't using it and the toxic mod died in the womb so to speak..

if you can do anything with it then have at it..

scripting was never my strong suit but I did manage a few scripts on it to turn the lights on when you fix the generator and such..
 
I still have all the design notes on the Toxic Mod. So, it didn't really "die in the womb"... it's, uh... waiting to be reborn! ;)

I would like to add this map to the MM, though, with just a few modifications (i.e. add rocks to block places off and maybe add a few more critters).
 
it was originally intended to have new stuff in there, a rad suit type armour like in tactics for one..

there were supposed to be gecko's down there who had tunneled their way in from the left side tunnel ( no exit grid installed yet, more caves to build ) and the bot's were all powered down.
you could repair the generator and one of the computers ( with a fuse part found in one of the lockers ) and program them to be on your side against the gecko's..

the right hand end of the base was supposed to have broken doors that you couldn't open to seal it off ( and allowing possible expansion into another part of the facility if we decided.. )

but yeah, it's empty now and the scripts and original proto's removed to prevent problems..
 
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