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  1. #1
    Guild Member RocketDad's Avatar
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    Map Sci-Fi themed Geormorphs

    Our first Star Morph is the Armory:
    Geomorph%u00252BArmory%u00252Bwith%u00252BKey.jpg

    1. Access Ladder: This alcove connects the Armory to the decks above and below in case the lift is malfunctioning.

    2. Maintenance Alcove: Robots and organics use this area to repair the computer subsystems and lift machinery on this level.

    3. Lift: At ten feet in diameter, the lift can hold up to six fully armed and armored troops if needed. Be careful...

    4. Security Post: There are two in the Armory section to monitor the comings and goings of authorized personnel. Troops checking out or returning equipment must do so in this area. There is an inspection table for returned gear, and a monitor console facing a large armored window.

    5. "Clipping" Room: This is where blaser energy packs and gas reservoirs are refilled and maintained. there are recharge racks, gas pump machinery and a large table for inspecting the charge and pressure on the various power packs. It is not uncommon for low-ranking troopers to work off demerits by inspecting and charging the hundreds of clips in this room at all hours of the day and night.

    6. Heavy Weapons Room: Squad-level weapons, such as repeating lasers and missile launchers, are kept in this armored vault. Also, any grenades or explosives are kept inside.

    7. Security Corridor: The hall between vaults is monitored by infra-red cameras and motion sensors when it is not being patrolled by guards and security bots.

    8. Main Vault: Most personal scale weapons are stored in vaults like this one. In these racks can be found row after row of side arms, carbines and rifles. Add-ons such as scopes, low-light sensors, and gyro-stabilized armor mounts may be stored here as well.

    This map can be used for an armor vault as well: Just make area 5 a fitting/maintenance room, area 6 a powered armor vault, and area 8 the storage racks for personal armor and helmets.
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  2. #2
    Community Leader mearrin69's Avatar
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    Pretty cool.

    Are the labels in a layer you can disable so these could be used for tabletop play? Be awesome to have a set of generic sci-fi tiles like this for any number of games. We do Firefly sometimes (using the Deadlands RPG rules) and these would be awesome for that..but I can see Traveller, Star Wars, or just about any of the sci-fi tabletop battle games.

    Also, what software are you using? Just curious.
    M

  3. #3
    Guild Member RocketDad's Avatar
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    The map was done entirely in GIMP.

    I do indeed have blank versions of the map saved; I'm hoping to either publish them or offer them as rewards on my Patreon.

    Next map will be a barracks; should post Monday!
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  4. #4
    Guild Member RocketDad's Avatar
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    Map Barracks Geomorph

    Geomorph%u00252BBarracks%u00252Bwith%u00252Bkey.jpg
    1. Laundry: This cramped area has washing units and folding table space for the soldiers assigned to the barracks to clean their uniforms. Due to the small size of the area, there is usually uniforms being laundered at all hours.

    2. Communal Bathroom: This is one of two bathrooms located in the barracks for use of the assigned soldiers. Like the Laundry, this rooms is almost always occupied, with the time before duty shifts and inspections being the most congested.

    3. Bay: Rack after rack of sleeping berths fill this area. There is bunk space for a total of ninety-six troopers, with triple-tiered beds arranged in four rows of eight. Even in the dead of night, the space is warm and rich with the sounds - and smells - of almost a hundred soldiers living in close quarters.

    4. Sergeant's Quarters: This is a four - berth compartment for the use of the section leaders of the barrack's troops. The space has single bunks, which is a luxury, and two computer consoles, which are not. The Sergeants who share this room are active at any given moment doing screen-work or other administrative details their officers delegate. The area also has an exclusive latrine, which the Sergeants themselves are responsible for. An especially embarrassing punishment for grunts is having to clean the Sergeant's Head...

    Geomorph%u00252BBarracks%u00252BBonus.jpg
    The racks of bunks can be nested together to create a large open space in the center of the barracks bay. This space is used for training, servicing equipment, and of course, endless rounds of physical training.
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  5. #5
    Guild Member RocketDad's Avatar
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    Map Conference Room and Captain's Cabin

    Geomorph%u00252BConference%u00252Bwith%u00252BKey.jpg

    1. Access Ladder: This alcove connects the Conference Room to the decks above and below in case the lift is malfunctioning.

    2. Maintenance Alcove: Robots and organics use this area to repair the computer subsystems and lift machinery on this level.

    3. Lift: At ten feet in diameter, the lift can hold up to six fully armed and armored troops if needed. Be careful...

    4. Captain's Suite: These rooms are for the ship's Commander. On larger spacecraft, a suite of this size could be used by department heads or the ship's XO. The door opens into a large office/lounge space, and beyond that there is a bedroom and private bath, with a large storage closet.

    5. Conference Room: This area is dominated by a large meeting table with an open center so that holograms can be projected, or it may be used individuals invited to speak. For a Junior Officer or Crewer, being ordered to debriefings - or worse, hearings - in the Conference Room is known as standing in "The Ring of Fire". There are two monitor consoles for stenographers and a small refreshment alcove.

    6. Head: Because there need to be a bathroom, dammit!

    7. Office Bloc: This suite is configured into office space for three officers, most likely the XO and other department heads. Each office features a desk with a dedicated computer console just behind. Two of the offices have refreshment alcoves, and are use by the more senior officers.
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  6. #6
    Guild Member RocketDad's Avatar
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    Map Detention Block

    Geomorph%u00252BDetention%u00252Bwith%u00252BKey.jpg

    1. Security Alcove: This air-lock style corridor is lined with cameras, sensors, and weapons detectors. Any unauthorized personnel are locked inside while reinforcements get into position. If needed, the alcove can be gassed.

    2. Security Monitor: This position is always manned and a roving guard keeps look out on the three corridors that open into this area. The two security consoles are the only way to open the cells beyond.

    3. Guard Room: There is a refreshment alcove, lounge table, and computer console in this area. there are always at least two guards in the area, and the door is transparent to allow an unobstructed view.

    4. Detention Cells: 24 individual cells are divided into three halls, each of which is a half level below the main deck. The upper areas are filled with surveillance equipment, gas jets, noise machines, and other instruments of torture and control.

    5. Crawlspaces: There are a pair of utility crawlspaces in this area that service the plumbing needs of the cells, and leads to a centralized garbage disposal.
    In space...no one can hear you whine...
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