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== PROJECTS FOR BUILDERS == For these projects, we'd like you to take on areas that we've loosely defined. Room names are largely placeholders to indicate our general thoughts on what should go into the room, so you can edit them - as long as you're making them more 'specific'. I.e., if a room's already got a quite specific name, try to work with it rather than change it, but generic names like "Trade Alley" are 100% up to grabs for changing. You may have some rooms with pre-existing comments in the desc - these are meant as a general guide to help you envision what's there. Lean into them, but if the feel just seems wrong you have the freedom to go in a different direction. While the room skeletons are already built out, you may find yourself thinking an area needs another room. It's okay to add on, just make sure you let us know what you added where. === Areas to Describe === ==== District 1 - Staff will likely largely handle D1. ==== ===== ''- The Commerce Hub'' ===== * '''Feel:''' A middle-class mini-mall; a place for fun novelty shopping. Bright and cheerful, but slightly shows its age. * '''Rooms''': 9 rooms. Can expand if you have ideas, but remember a full-sized mall is already in D3. ** Three PC shops, each with a back room, plus: *** The Commerce Hub itself: The big central room, design it as you please. *** Hall of Autokiosks: A combination vending-machine-extravaganza + museum to the first autokiosks, with a few historical ones from alpha ported in as examples. *** The Food Hall: A food court of easy, fast mid-scale eats. ===== ''- City Hall'' ===== * '''Feel''': Wealthy, bureaucratic, classy - not ostentatious, but the quiet seat of power. * '''Rooms''': Currently 24 rooms, on three roughly identical floors of 7-9 rooms each. We'll want room for expansion if need be, especially on the ground floor. ** First floor: General city bureaucracy rooms, including an auditorium for large meetings. ** Second floor: MBC HQ, including the Governor General's offfice. ** Third floor: IOB HQ, with offices, meeting rooms, etc. * The fourth and fifth floors are reserved for the Stellar Chamber project - those will be described separately. ''- ACC Station'' * '''Feel''': Practical, busy, utilitarian but lived-in enough to add some character. * '''Rooms''': 13 rooms on 2 floors in first draft. Rune will want to work with you and potentially change the structure. ** First floor: A public lobby, but the rest is mostly devoted to holding cells, interrogation rooms, etc. Also a parking garage with quick access to the vehicular airlock. ** Second floor: A more ACC-specific lobby/break-room space with private offices and conference rooms. ==== District 2 ==== ===== ''- Pawn Alley'' ===== * '''Feel:''' Grungy, crowded, low-class and a little sinister, but vibrantly alive. * '''Rooms''''':'' 8 rooms, though you can expand it some if you like: ** Two rooms of Pawn Alley itself, a main street and an ending cul de sac; ** A drugstore with a shady backroom; ** A pawn store, a butcher's shop selling a lot of hunted/scavenged meat and animal parts, a laundromat, and a coffee shop. *** We don't know yet what animals we'll have so the butcher's shop will probably need to be left a bit vague. ===== ''- Refinery Row'' ===== * '''Feel:''' Greasy, oily - this is where the city's most industrial works are shuttered away. The reason D2 was made, to contain it. * '''Rooms''': 7 rooms, but please do feel free to expand, especially on the plants: ** Biochemical Plant - currently only one room + a rooftop, but could likely use expansion and definition of WHAT it produces; ** Waste Management Plant - main room, sewage reclamation, + junkyard. Waste management in the Districts is typically very good, but treasures do end up in the junkyard sometimes, and scavenging is big there. *** ICly, sewage is filtered through a lot of different subsystems and what would end up here would be a gigantic tank ** Banerjee's Chop Shop - shop selling machine parts and other things reclaimed from the junkyard. ===== ''- Catwalk System'' ===== * '''Feel''': Makeshift, cobbled-together, dangerous parkour course over old maintenance walkways, rooftops, etc. Allows faster but riskier travel over D2, will have a lot of jumping/climbing when we get that working. * '''Rooms:''' 20 rooms at the moment - may need to wait until most of the areas UNDER the catwalks are described to fill in descs. ==== District 3 ==== ===== ''- Street of Lights'' ===== * '''Feel:''' Bright, colorful, commerce and electronics-oriented - not the classiest place, but plenty of wealth and energy. * '''Rooms''': ~12 rooms - 4 actual "Street of Lights" rooms, and then several attached shops. ** Arcade: A 4-story arcade, where each floor can specialize in different kind of games. Include VR stuff and wild futuristic tech as you wish! ** A vehicle store that will sell cars/bikes - may end up needing expansion beyond its 1 current room ** A tech crafting store - you won't be able to fill in the wares yet, but in general this will sell parts for improving/building electronics. A makerspace will be included. ** An electronics store - probably the place where people buy whatever form of 'pda' we use. ===== ''- Mall'' ===== * '''Feel:''' Blatantly commercial and highly manicured, especially on the upper floors. These should have very distinct feels to the separate spaces to cater to specific clientele. * '''Rooms''': ~21 rooms across three floors. ** Bottom Floor: 3 huge flagship stores. *** Alamilla's Emporium of Possibility - A huge department store type place. *** Market Hub - Another huge general store. *** Supermarket - Gigantic supermarket. Main food selling location for most people. ''VRASKA'S WORKING ON THIS ONE.'' ** 2nd Floor: Has two separate wings, each with three stores off of them, so: *** Off of a Garden Courtyard: This is an area for fun. Toy store, music store, sports store; *** Off of some other courtyard: An area for fashionable shopping. Accessories store, glasses store, makeup store ** 3rd Floor: Similar 2-wing design: *** Off of a Neon Corner: An area for cutting edge stuff. Programming store (sells programs), techno fabric store, and a new agey kinda shop. *** Off of a little Coffee Shop: An area for cozy things. A home decor shop, kitchen equipment shop, houseplant shop ===== ''- Trade Alley (Rename Me Please)'' ===== * '''Feel:''' A little more old-timey, an area that focuses on more 'trade' jobs - i.e., woodworking, mechanics, lapidary, etc. Still plenty of tech and machinery, but less digital. * '''Rooms''': 11-12 (MERLIN hall is already described) ** Arms and Armory - Weapon/armor shop, with a shooting range and a workshop for making armor. ** Votech Hall - A school for vocational technical learning - machining and mechanics, primarily. Has a classroom and a machine shop, but you can expand. ** Craft Corner - West side of Trade Alley, has a woodworking shop (upstairs luthier) and a lapidary shop (upstairs jewelry store, mostly simple stuff ===== ''- Festival Grounds'' ===== * Feel: Just imagine your local fairgrounds, basically. A space for public outdoor events. * Rooms: Only 4 at the moment - a big track field for athletic competitions; an open meadow; an exhibit hall; and a big stage. ==== District 4 ==== ===== ''- University'' ===== * '''Feel:''' Elite, polished, new, full of money. * '''Rooms:''' 13. One central courtyard, with six branches. One branch is just a big atrium for a social space that leads to an auditorium for any events. The other branches are 5 schools. Each school branch is 2 rooms, the various schools having one big 'general room' meant as a study hub with a lot of classrooms and the like existing in the background. ** School of Medicine - One of the wealthier ones, CyGene sponsored of course. ** School of Engineering - Also wealthier. ** School of Agriculture - AHB-sponsored. Not as posh but there's still clear money backing it. ** School of Natural Sciences - Chemistry part is well-supported - the rest less so. ** School of Liberal Arts - The newest yet most makeshift wing - covering a huge number of things not covered in the other schools. Clearly stretching their funding. ===== ''- Hospital'' ===== * '''Feel:''' Busy, clean, still a little bit primitive by Earth standards but with a lot of money behind it. * '''Rooms:''' 11 on Floor 1, which is almost all public. 9 on Floor 2, which is basically CyGene-locked. ** Floor 1: *** The east wing is for inpatients (3 hospital rooms + lobby); *** The west wing is for emergency/treatment (1 OR, 2 treatment rooms, 1 lobby); *** The north wing just leads to a cafeteria and a CyGene-locked supply room. ** Floor 2: *** An upstairs lobby is accessible to anyone but every door beyond it is CyGene-locked. *** East wing is a training space - classroom, medical library, VR practice suite. *** West wing is a lab space - autopsy room, chemistry lab, cold storage. *** Between them is a break room. ===== - ''Pleasure Garden'' ===== * '''Feel:''' Luxurious, indulgent; this is a place to relax in beauty. A lot of rare imported Earth plants, specifically. You can feel free to add any interesting sci-fi touches you want too. * '''Rooms:''' 4 at the moment, though you can expand - ** Entryway botanical garden ** A greenhouse ** A rose garden ** An orchid garden === Crafts to Assist With: === ==== Tailoring ==== - Needs additional recipes beyond shirt and pants to cover a wide arrange of possible wear locations - note items can only be assigned to one wearloc. - Needs additional bolts of fabric. Lean heavily into sci-fi ideas like interesting synthetics, but you can certainly include fabrics woven from Artemis native plants as well. ==== Hydroponics ==== - Needs additional plants defined with their stages and products. Check with Vraska.
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