Shadowrun Returns

Shadowrun Returns

Content Pack for Transit Maps
26 Comments
neofutur 15 Sep, 2014 @ 2:29pm 
great idea, SR badly needs this !

L0g41n 3 Mar, 2014 @ 7:52pm 
You are awesome! This is about how I was planning to do it, too, which makes me feel better about my plan.

If you're looking for help on a project like this, I'll recommend (as I always do) that you check out the Shadowrun: Identity project. They have some excellent mappers and scripters, who are more than happy to lend a hand.
https://plus.google.com/u/0/communities/117362116055494624562
PrometheusV  [author] 1 Mar, 2014 @ 12:49pm 
Since no one wanted to help me with the locations i kinda cancelled the project.
But ill add a map for Dragonfall later, but this time only the map graphics

So here is the latest updated uncooked
{LINK REMOVED}
L0g41n 21 Feb, 2014 @ 10:24pm 
Any chance you got an updated version, or would be willing to upload an uncooked version to Nexus (or here), for those of us who want to see how you did it? I'm working on Preying for Keeps, and I'd love to include something like this to make travel feel more real between different areas.
ZippyTheWonderMoonrat 11 Dec, 2013 @ 10:24pm 
This is looking good, I'm thinking about using it in my ugc Kill-city Detroit. After my beta gonna to give it this a go. For now in my ugc I just kept it simple and did text-based, but this looks really good.
Demonbreather 11 Nov, 2013 @ 8:50pm 
Checked out the files in the editor. Great work so far. I love the idea that in-game locations can actually be applied to a proper map with this! I've wanted some sort of map function to rely on in this game, and this really seems like the optimal way to implement the spatial feel of the expansive Seattle metroplex while still allowing modders to apply any custom content they like. This could easily become a staple of the UGC community once it's complete.
PrometheusV  [author] 9 Sep, 2013 @ 12:16am 
cant republish atm (there is a workaround but i wait) so i upped the files manually
Dimon 5 Sep, 2013 @ 3:29pm 
I actually already have the one file i need. built it into my project :) Gave you credits in the description. Thank you a lot for this wonderfull map.
PrometheusV  [author] 4 Sep, 2013 @ 10:58pm 
Of course not, just wait a bit till i get the files out (had a small setback :/ stupid bug)
Dimon 4 Sep, 2013 @ 9:32pm 
Would you mind if i use your main Seattle map prop in my project?
BRYBORG 4 Sep, 2013 @ 7:16pm 
Yeah, this something that was so deeply missed from the orignal campaign and workshop tools. Awesome job Prometheus, I will be watching this projact very closely.
PrometheusV  [author] 4 Sep, 2013 @ 3:13pm 
Gosh yeah you are right, i could just remember the MTC name. But now that you mention it: Seattle the Bus City. No problem ill change that later, thx for the lore update
Sichr 4 Sep, 2013 @ 2:20pm 
Otherwise this is awesome idea and work :)
Sichr 4 Sep, 2013 @ 2:17pm 
Public Transit
The Metro Transit Company—majority-owned by the metroplex government—runs
Seattle’s public transit system. Bus routes run throughout the metroplex, with schedules
available from the public Grid. There is no charge to ride the bus in the downtown “free
zone.” Trips outside downtown cost 2¥.
Seattle also has a monorail system, updated and expanded several times in its hundredplus-year history. The monorail loops around the downtown district on elevated tracks, with
stops at Seattle Center, the ACHE, King Street Station, and many other places along the way.
Riding the monorail costs 1¥.
Sichr 4 Sep, 2013 @ 2:17pm 
Keep in mind that there is no Metro in Seattle. Quote from Seattle 2072 sourcebook:
GETTING ARROUND SEATTLE

While downtown Seattle is fairly pedestrian-friendly, outlying areas
are heavily dependent on public transportation and on-road vehicles.
Unlike many UCAS cities, particularly in the northeast, Seattle has no
subway system, although it does have a robust public transportation
network. So once you arrive, here’s how you get around the metroplex

blob 4 Sep, 2013 @ 2:05am 
Sounds awesome. I cant stand the current levels based system! Good luck !
Stymie Jackson 3 Sep, 2013 @ 5:27pm 
This looks really interesting. It can with more 'open world' design Campaigns.
daskindt 3 Sep, 2013 @ 1:07pm 
Interesting idea. Looks promising.
PrometheusV  [author] 2 Sep, 2013 @ 2:57pm 
yep im gonna change the display text (though you cant use a mouse hover over item, that trigger/ actor doesn´t exists)
Non coocked follows tomorrow or so, im adding more icons atm
Latt Ice 2 Sep, 2013 @ 10:35am 
Ok so just had a very brief look and its a skeleton like you said - np there :)

I went to redmond, bars and leisure (or something). First thing is that trying to work out which glass (nice touch with the glasses) takes you where is not very easy. You need floating text. I dont know if there is a direct way to get that with a prop, but .. you can get it with an actor.

So .. if you can design a miniature person and put that beside your glass, then you can have a hover over tooltip that is the name of the loacation - or maybe you can just use an actor with a model that looks like the glass and would also have the tooltip.

If you use actors entirely, I dont see a problem with the player character walking across the map to activate the actor icon. In fact, thats maybe more atmospheric. ;)

I love your basic idea and hope you get the support you need. Rating you just for the cool idea. :D
Latt Ice 2 Sep, 2013 @ 10:18am 
By uncooked I am guessing he means the original editor files before they are 'published'.

I second that request - I'd love to see how you made the maps by looking at the original content in the editor.
Daegann 2 Sep, 2013 @ 9:11am 
If we want to include your props directly in our UGC (so not by setting your content as a dependancy) it seems that we need the file you used before it was encoded and packaged.

http://www.shadowrun.com/forums/discussion/33407/inserting-existing-prop-to-another-content-pack#Item_2
PrometheusV  [author] 2 Sep, 2013 @ 6:25am 
@ Deagann, whatexactly do you mean by uncoocked?
Daegann 2 Sep, 2013 @ 12:56am 
Cool, I'll test that. Is there any uncoocked files available for those props ? (so we can include it in our UGC it without dependancy ?)
Taloswind 1 Sep, 2013 @ 7:56pm 
interesting concept...
Dimon 1 Sep, 2013 @ 6:54pm 
Wow this is super cool :)