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@Unknownity Unknownity commented Oct 22, 2025

About the pull request

Introduces a new map to the Hunting Grounds reserve pool, called the Desert Moon.

It is a multi-z desert themed map, akin to you playing on Kutjevo Refinery while on the surface and Solaris Ridge while underground. The idea of the map is to be an alternative to the claustrophobic jungle moon, now fighting on more open areas with little to no foliage. In addition, the underground section of the map is reserved for xenomorphs, being able to let them roam free weeding as much as they like without needing to do weed clearing later once you're finished. The underground section of the map can still be explored by hunted humans, there are 4 entrances/exits to visit. (excluding the exclusive exit/entrance for predators only via the temple). This map also comes with two seperate escape shutters, one on the surface and one underground. With that in mind, I added another feature by providing the location of the console to the predators if someone is attempting to escape.

One of the main features of this map is also the campsite, it is directly inspired by the same campsite and temple that were previously in the old original jungle moon reserve. The campsite has however recieved improvements this time. It has been fortified with gates that have indestructible shutters whom of which are only able to be interacted with by predators only, solving the issue of people trying to break in and spawncamp. Another improvement was not providing any additional light sources near the campsite exits, preventing people camping the area due to having free light aswell. The campsite is perfect as a safe zone and as an additional training field for Youngbloods (and obviously for RP), with the temple also having its own dueling room. The temple also comes equipped with its own entrance to the underground section of the map, with the only entrance using stairs, being allowed to drag objects with you like crates as you aren't required to climb and the transmission being instant.

The map uses the same ambience as Big Red and Trijent. While having an additional soundscape that will audio que frequent winds, making you truly feel you're on a desert.

Do not merge until #10932 is merged.

Explain why it's good for the game

More hg map variety good, 'nuff said

Testing Photographs and Procedure

Screenshots & Videos

Check mapdiffbot to view the map

Changelog

🆑 Unknownity
add: The Hunting Grounds escape console will now provide its location included in the escape warning attempt.
mapadd: Adds a new hunting grounds reserve map called Desert Moon.
/:cl:

@Unknownity Unknownity requested a review from Nanu308 as a code owner October 22, 2025 21:43
@github-project-automation github-project-automation bot moved this to Awaiting Review in Review Backlog Oct 22, 2025
@cmss13-ci cmss13-ci bot added Mapping did you remember to save in tgm format? Feature Feature coder badge size/XXL Denotes a PR that changes 2000+ lines, ignoring generated files. labels Oct 22, 2025
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I've reviewed the map and I would like to see more detailing done on the lower underground cave z-level. The upper z-level is sufficiently detailed, but the lower level is too spartan.

If you had time, I would also like to see you differentiate the west/east sides of both z-levels. e.g. like picrel:

StrongDMM-2025-10-23 20 25 44

This would make it possible for a player to get a general idea of what part of the map they are on at any given moment.

In addition, try and mix up the tiles you use, the entire lower z-level being a single sprite is jarring.

The level of detailing I'd like to see is equivalent to the Jungle pred map, as a reference you can draw on.


I am not a fan of blocking off this entire area from the hunted, especially when the Yautja already have a giant temple to fall back towards. I am not against passive defenses being pre-set such as traps (or heaven forbid some kind of Yautja plasteel cade but that is beyond the scope of this PR)

StrongDMM-2025-10-23 20 27 07

The detailing inside the Yautja temple itself is also limited. I would like to see additional details to the temple.

I've made two examples in the image below. Bottom left is likely a higher level of detail, akin to the current Hunter Ship.

The middle is what I'd consider bare minimum, some unique floor detailing that looks distinct at a distance (use the floor tiles from the Jungle pred map as a reference).

The right is the current one you've made.

StrongDMM-2025-10-23 20 32 03

I would also like for you to add proper stairs at the z-level transition areas. You can try to hide the stairs from view via changing their layer to 1 or similar, you can try to use rocks to simulate a set of stairs, or you can just keep the stairs visible until someone sprites a proper rock stair.


This area should look more natural. The hidden exit is fine, it being a weird box in such a hard angle looks bad.

StrongDMM-2025-10-23 20 36 05

@github-project-automation github-project-automation bot moved this from Awaiting Review to Changes Requested in Review Backlog Oct 23, 2025
@Steelpoint Steelpoint marked this pull request as draft October 23, 2025 12:52
@Unknownity Unknownity marked this pull request as ready for review October 23, 2025 18:01
@Unknownity Unknownity requested a review from Steelpoint October 23, 2025 18:01
@realforest2001 realforest2001 added this to the New Maps milestone Oct 23, 2025
@Unknownity Unknownity marked this pull request as draft October 23, 2025 23:11
@Unknownity Unknownity marked this pull request as ready for review October 24, 2025 02:35
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3 participants