DegenerateTriangles-BCJAqueduct icon

BCJAqueduct

Is it a bunker or a sewer?

Last updated a year ago
Total downloads 4168
Total rating 2 
Categories Maps
Dependency string DegenerateTriangles-BCJAqueduct-1.0.3
Dependants 0 other packages depend on this package

This mod requires the following mods to function

nrgill28-Atlas-1.0.0 icon
nrgill28-Atlas

The next generation of mapping tools for H3VR

Preferred version: 1.0.0

README

Take and Hold

Bunker Complex Juliet: Aqueduct

Baked lighting!? Why not glowstick, Or a flashlight.... Or night vision.

Description

  • Maze Like
  • Very dark sewer/bunker atmosphere.
  • Only light is what you can hold/attach. Or throw/shoot...
  • 5 hold/supply.

Built with the "PMCpete" and "PMC_pete_content" mods in mind. "Brighter_flashlights" is indeed recommended but these additional mods are completely optional.

Notes:

No clue what I'm doing. But slowly figuring things out and improving where i can.

  • Bad texture?

  • Glitchy lighting?

  • not enough details?

  • not enough cover?

Yes. free of charge. Cover is very logistically expensive so instead you can find a pack of dings a flipzo and a utility-light at the large hold point next to a "Filter".
There are courtesy Glowsticks and tac-lights at supply points. Thats all the illumination that's left in stock we can afford to leave in the interior.
  • Find Tokens. Bust boxes, sell un-used or ineffective arms to the supply panels or decrypt system nodes.
  • we don't really have any of their proprietary supply tokens you'll have to tough it out until you can equip yourself from the complex's automated stores with whatever previous expeditions left you with and you can recover.
  • the data from system nodes is the goal we don't need the tokens just make sure you get that data out in one piece. There are extra Asparagas, Cheddar cheese, jalapeƱos and chili rations for any quality made gear you bring back or at least functional gear you leave for the next expedition.
Thank you and you're welcome.

Software:

  • Materialize by bounding box software, it makes it look like I know how texturing works. and its somehow free.

Unity Assets:

  • Mesh Combiner by Critsoft, with this everything (except detail objects) is one big ol mesh. because why not and its free.
  • Prototyping Pack (Free) by DigitalKonstrukt, too lazy to make my own primitives tbh and these are fantastic. and of course, free.

Changes:

  • 1.0.0 Public release.

  • 1.0.1 Description/readme/effects changes.

  • 1.0.2 Updated the right readme this time....

  • Tac-light spawned at Hold 2 is now a utility light.

  • Decluttered project folder.

  • 1.0.3 Significant visual changes.

  • Added Occlusion culling and reflection probes.

  • Added very simple minimap to supply points. the green dots are Hold system nodes.

  • Added some generic details and particle effects for ambience.

  • Various degree of changes to materials colors and effects.

  • Walls no longer make water sounds when an object collides. lol.

IN the likely/unlikey event i drag and drop too carelessly. The Mod author "Andrew_FTW" has a google forum for bug reporting.

Some level lore, I guess.

  • aided by chatgpt to broaden vocabulary and help make it sound stale and official.

Complex Juliet is part of a network of bunker systems located in various hostile regions of the [Redacted] zone. It is believed that these complexes were commissioned by an unidentified, financially affluent client that seems to have vanished sometime after the construction completed assuming its complete.

Structural analysis of the complex exterior reveals that the design of Complex Juliet is consistent with that of other bunkers in the region. It is unknown if the client is involved in their construction. The Aqueduct complex itself is capable of storing large quantities of fuel and water and or gray water storage. Thats all the structural systems we have been able to find through decryption expeditions thus far, so we assigned the codename "Aqueduct" that and the interior is lightly flooded and equipped with cutting edge air and fluid filtration and no lighting indicating some link to these possible purposes.

It should be noted that the technological features of the complex are advanced most are well hidden and to be honest the dogs at the lab have only made progress understanding the ventilation system. They inform us its critical we Don't breathe the dust directly. And prolonged contact to exposed casing is ill advised. Further materials analysis and general discoveries suggest the systems are able to withstand immense pressure and complete submersion indefinetly, incredibly resistant to kinetic based force application and corrosive compounds. The materials used in the construction of the complex, including the plumbing, are apparently very resistant to our entire stockpile at the outpost. Attempts to limit access to the complex have been fruitless fortunately our outpost possibly has the only lockable entry and exit point. All other known entry/exit points are locked or stuck open/closed and cannot be budged or locked and unlocked.

The Exact purpose of Aqueduct and its connection to the network and region as a whole is currently unknown. Again, it is uncertain if the complex is intended for the storage and distribution of supplies, such as water and fuel, or for sewage and waste treatment. It is worth iterating once more that the design of the complex appears to be over-engineered for these potential proposed functions. Avoid interaction with electrical panels or what the lab dogs call filters. They seem harmless enough, but we don't know what exactly they do are connected to or are for. There is evidence of damage as is we would much prefer that they remain preserved until we know more.

It is your duty to investigate Aqueduct with the interest of further access to the complex or elaboration of the rest of the bunker network and the purpose each complex has in the network and respective region. You won't be alone. You and the outpost are here to discourage scavengers and other opportunists that have discovered parts of the network in this region. Scouts see various groups enter and exit through the emergency escapes topside you will most certainly end up with unwelcomed guests frequently on the interior. We need the scouts for recon at most they can update your radar data, but this may or may not be permissible considering the subterranean nature.