Monday, January 20, 2014

Zombie Apocalypse Facility Map

I discovered a pretty nice tutorial by Alex Hogrefe using both Sketchup and Photoshop. Since I have been using these two together to make geomorphs, I was pretty excited to try it out.

I looked around at office floor plans with the idea that I would build a Sketchup model from a jpeg, but decided to just make a facility of my own.

 My thoughts were that it would be some sort of secure facility with some lab offices, a loading dock, some warehouse space, and a freight elevator leading down to something sinister.

I left the interior empty and un-partitioned as much as possible so that the map could be adapted to the needs of the game master. Aside from the entrance, elevator, and receiving dock, the following are just my suggestions for the room contents.

(1) ENTRANCE
Reinforced Entry doors with impact glass panels. Walls are reinforced as well. Doors that lead to interior recede into walls on either side

(2) SECURITY CHECKPOINT/ CLEARANCE
Initial checkpoint once entry has been gained through exterior doors. Security officer sits behind bulletproof glass and can lower a metal barrier on the inside of the glass.

(6) SECURITY OFFICE A
Room serves as an armory and provides access to a hidden corridor that runs behind rooms 3-5. There is a concealed door in the wall of room 3 that allows security personnel to emerge behind anyone trying to force entry into more secure areas of the facility.

(7) SECURITY OFFICE B
Camera monitoring hub and main security office. Location allows quick access to receiving dock.

(13) UTILITY
Water, electrical, and generators

(14) SECURITY CHECKPOINT
Secure room controls access to rooms 15 and 16 ( I imagine these rooms full of metal shelving and racks used for storage, but they could easily be make-shift barracks).

(17) ELEVATOR ROOM
Room houses the freight elevator, which naturally leads to whatever the players are after.

(18/19) RECEIVING DOCK
Ramp leads to single bay for receiving supplies/ survivors/ captured undead, etc.

No comments:

Post a Comment