
Last updated | 3 days ago |
Total downloads | 12 |
Total rating | 2 |
Categories | Client Mods Rundown Mods |
Dependency string | cris-CrisGeos-0.0.2 |
Dependants | 0 other packages depend on this package |
README
Cris Geos
Part of the custom tiles & vanilla tile variants that are originally planned in my new level. Most world events have been removed to ensure their availability in a different level. Hopefully these assets can still serve a purpose elsewhere, even though my level has been completely abandoned.
Elevator
{
"Prefab": "Assets/EternalGeos/geo_64x64_elevator_shaft_dig_site.prefab",
"SubComplex": 0,
"Shard": "S1"
}
X shape elevator. Can be extended to four directions. Reroll subseed to randomize surrounding areas connected to it.
Its west plug is always a no-gate plug and connected to an area B.
WE enemy spawn point: "Elevator_SpawnPoint". Spawns flyers from the top.
Has emergency lights in fans.

Elevator in Hub Version
{
"Prefab": "Assets/EternalGeos/geo_64x64_hub_dig_site.prefab",
"SubComplex": 0,
"Shard": "S1"
}
X shape hub.
Refinery Hub
{
"Prefab": "Assets/EternalGeos/geo_64x64_hub_refinery.prefab",
"SubComplex": 0,
"Shard": "S1"
}
3 layers X shape hub. You can somehow set up a concurrent dual scan group, with one scan on the upper level and another on the lower level. Take the following setup as reference:
{
Zone Altitude: 0
Dual Scan Size: 256
Scan Color: Transparent
Scan One Y-axis Position: 258
Scan Two Y-axis Position: -235
}
WE filters:
Enemy spawn point: "Arena_SpawnPoint". Spawns flyers from the bottom of the tile.
Sound source: "SoundSource_Arena". Use it with type 5 event to play any audio above.
Animation: "WE_ARENA_SCANS_INDICATOR_ENABLE". Enable it to reveal dual scan graphics.
An emergency light has been placed below the lower floor.


Storage Hub
{
"Prefab": "Assets/EternalGeos/geo_64x64_hub_storage.prefab",
"SubComplex": 0,
"Shard": "S1"
}
Hub with a lot of off mesh links that allow enemies to jump across floors. Unfortunately the laser turret does nothing here.
WE Sound source: "WE_SoundSource_LaserTurret". Plays audio at the center of the turret.

Refinery Dead End
{
"Prefab": "Assets/EternalGeos/geo_64x64_dead_end_refinery",
"SubComplex": 0,
"Shard": "S1"
}
Simple dead end without enemy spawn point. You can use 1nas's extra wave setting plugin to put spawn points inside.
Light settings: General and Independent.

Storage Dead End
{
"Prefab": "Assets/EternalGeos/geo_64x64_dead_end_storage",
"SubComplex": 0,
"Shard": "S1"
}
Still, use 1nas's plugin to add spawn points.
Light settings: Emergency.

Refinery I
{
"Prefab": "Assets/EternalGeos/geo_64x64_I_refinery",
"SubComplex": 0,
"Shard": "S1"
}
2 rooms. Modified based on geo_64x64_mining_refinery_JG_02. Ideal for multiple T scans.
You may use 1nas's plugin to spawn enemies from the very top or behind the broken fences near the middle floors, where players cannot access.
There's an emergency light above the fan in the smaller area.

