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Autumn Knights - Blueside Soloist 8x8 SG Base (image heavy!)

Started by Redlynne, Feb 04, 2023, 02:59 PM

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Redlynne

This is the entry for my (so far) soloist Supergroup at the registrar inside City Hall in Atlas Park.



At this time, I have 2699 unspent prestige after fully decorating my SG Base to become what you will see here in this thread.

  • 3,018,499 - 2699 = 3,015,800 prestige spent
So slightly over 3 million prestige cost for what you're about to see.





Here is what the Autumn Knights base looks like from a top view in the Choose Plot editor:



And here's what all of the rooms are actually for:







Just in case anyone would like to know what the final "accounting" of items is, room by room ... well ... it's this ...





Entrance: 1
Energy (Aux): 1 (0) = 1000 energy generation, 655 energy used
Control (Aux): 1 (4) = 200 control generation, 180 control used
Storage: 6+6 salvage, 2+2 enhancement, 1 vault, 1 inspiration
Invention Tables: 1 arcane, 1 tech
Empowerment Stations: 1 Tier 3 arcane, 1 Tier 3 tech
Item of Power Base: 1
Medical: 2
Magicked Telepads: 2 (12 beacons)
Raid Telepad: 1

Decorative: 548+280+139+471+105+130+554+418+811 = 3456 (mix of 100, 500, 1000 and 5000 prestige each items)

And considering that I built my SG Base "in 3D" ... it took a while to get everything sorted and in exactly the right places (go figure, eh?).





Before getting into screenshots of the individual rooms, I just want to say that the still images I've taken for this Virtual Tour really don't do the place full justice (as visitors have already told me repeatedly). Screenshots do not adequately convey the sense of space and ... ambiance ... that you get from being there in person. I've even paid attention to the sight lines and soundscape that enhance the experience of being there in person, able to freely look around and FEEL what it is like to live in this base of mine.

So, without further preamble, let's get started!


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



A lot of people who enter my SG Base for the first time are surprised to discover that you don't enter on the ground. Instead, the actual base "Entrance" is lifted up into the air on an Arcane Floor Seal (which is transparent from below, but visible from above!)

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Wooden ledges and stairs wrap around the walls leading down onto the floor below providing walkable access, with spinning holograms in the corners to help guide lost visitors back towards the entrance/exit to the base. The Entrance Room also has (redundant) bathrooms for anyone who may want to "freshen up" a little after fighting crime.

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The stylistic theme of the room is one of "Night Above/Day Below" where you enter the base into darkness before descending into the relaxing atmosphere of the lower portion of the room. The two "main" hallways leading out of the Entrance Room run through the Arcane Wing and the Tech Wing of the base itself.

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With World Detail dialed up to 200% in the options menu, you can see the loading dock for 18 wheeler trucks to back up to for loading and unloading at the far end of the Tech Wing's long hallway from the Entry Room.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



Moving from the Entrance Room into the Arcane Wing, the first stop is the Arcane Workshop, which is split into three levels.

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On the ground floor, the Invention Table and two Enhancement Tables can be found. In my base, I'm storing all of my Halloween Sets (from running all those Banners during the event) in these two Enhancement Tables (so I can find them easily).

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The stairs provide easy walkable access to the upper two floors. The Personal Storage Vault is also accessible from the ground floor in the main hallway of the Arcane Wing.

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The first floor above ground is home to the T1/T2/T3 Common Arcane Invention Salvage Racks, while the second/higher floor is where the T1/T2/T3 Uncommon+Rare Arcane Invention Salvage Racks and Arcane Empowerment Station are located. This arrangement helps me keep stocks of salvage "organized" by tiers and rarity, so if I need a particular piece of salvage to craft something, I know exactly which storage rack to go to in order to find it.

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And just for shizzle, here is a view into the Arcane Workshop while standing on the "planet ring" that I built into the Infirmary (more about that bit of business later on!).  8)

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



At the end of the Arcane Wing can be found one of my "pride and joy" accomplishments, the Control Room. On the left you can see the stacked Arcane Bookshelves and in the center of the room is the Oracle among the trees (the arcane counterpart to the Mission Computer). Comfortable leather sofas and bookshelves line the walls at ground level. There are also large tables set up, perfect for board games and the assembly of large puzzles during downtime between bouts of crime fighting.

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The stairs up to the mid-level features wooden suspension bridges wrapping around the walls of the room hanging in front of stained glass windows that offer (distorted) views to the outside.

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Rounding the final turn of the mid-level provides a view of the arcane Axis of Control (that "sings" as it spins). The platform it rests upon offers stair access up to the top level (what I like to think of as the "Loft" area).

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At the top of the stairs, the "recreation loft" has theater seating for watching movies on the Big Plasma Screen™ in and amongst the "bendy library" lining the walls.

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In the back corner of the "recreation loft" there is a gaming computer and server racks before venturing out onto another suspension bridge between the two lofts up near the ceiling. The far loft also has another gaming computer set up, although it also tends to be used for "more practical purposes" at times.

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From the middle of the bridge between the two loft areas, a most delightful Treehouse Effect™ has been realized when looking back towards the Entrance Room along the Arcane Wing hallway. The sound of the Oracle down below sounds like wind blowing through the tree foliage that can be seen swaying below.

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On the other side of the last suspension bridge is the "Boardroom Loft" where SG members (once I can induct more) can gather to discuss plans, schedules and other "business" concerns the SG may have. There is even a water fountain on the back wall beside the bridge.

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The balconies wrapped around the outside of the "Boardroom Loft" offer some interesting views of their own when looking back towards the Entrance Room along the Arcane Wing hallway.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



Returning to the Arcane Workshop and turning towards the center of the base, is the Infirmary. Note the "planet" suspended above the arcane Inspiration Storage rack with the arcane Resurrection Circle on top of it all the way up at the ceiling.

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Here are the corresponding views into the Infirmary from the ground and top floor (by the Empowerment Station) of the Tech Workshop.

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Ground floor views showing the stairs leading up to the suspended "planet" and the sitting area under them (which can also be used as crash space when necessary). Beyond the arcane Inspiration Storage rack, you can see the Tree of Wonders that I have installed (with an ACTUAL TREE!).

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The Tree of Wonders (or its tech counterpart, the Auto Doc) is unlocked by earning an SG badge that requires 1,000,000 HP healed while in SG mode. I was able to accomplish this on my Tanker (Redlynne, solo) by use of Aid Other, Aid Self and Hybrid: Rebirth. The Tree of Wonders is an extremely useful item to have inside an SG base, because it is a Vendor that will buy and sell Inspirations for INF ... particularly the ones you don't want to keep or use. Beyond the Tree of Wonders (and through the arcane arches), you can see into the connecting Teleport Chamber and Containment Alcove beyond.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



The Teleport Chamber contains all of the beacons a SG can usefully use on a limited budget of Control generation (in my case, only 200 Control). However, entering from the Infirmary through the arcane arches at the doorway presents a rather impressive sight, with the Magicked Telepads stacked vertically and flanked by "gallery presentations" of their respective Beacons. I just love the way the Telepads project their glowing fields in the darkness.

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Can you identify the Beacons used for the ground floor Telepad just from the chiaroscuro imagery used for them in their arcane versions?

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There is (of course) seating and waiting areas under the stairs and suspension bridges that offer access to the upper level once again.

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While the ground floor Telepad has its Beacons organized for access to low level zones throughout Paragon City, the upper level Telepad has Beacons organized for access to high level zones, making for an easy mnemonic to remember which Telepad to go to for nearest access to a wide variety of destinations. With this particular arrangement, almost all zones (except Cimerora and Praetoria) are within 1-2 zones of the Telepad Beacons, Ouroboros Portal and/or TUNNEL Network, making navigation of Paragon City relatively easy.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



Looking into the Raid Teleport Chamber from the bridges and balconies in the adjoining Teleport Chamber (above), some additional details can be seen which are difficult to discern from up close ... including the suspended deck above the arcane arches!

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The arcane Raid Telepad (which I gather remarkably few people have seen before) is ... enormous ... and intricately beautiful in the darkness.

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Once again, I have stairs leading up to an upper level in this room, but this time the complexity of the walkable space feels more like a "roller coaster" type of pathing than anything else, just because of how it can be circulated (which is extremely difficult to convey in screenshots!). Here are two views of the upper level from opposite corners within the room.

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And that concludes the Arcane Wing of the Autumn Knights SG Base!
On to the Tech Wing!


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



The Tech Workshop is laid out along familiar lines to that of the Arcane Workshop (because it "just works" and it's less confusing that way). I decided that the Tech Wing needed to have a different type of lighting used in it (to differentiate it away from the Arcane Wing), hence the "harder" (bluer white) florescent lighting style in all of the Tech Wing rooms.

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On the ground floor, the Invention Table and two Enhancement Tables can be found. In my base, I'm storing "spare" crafted Enhancements (purples and other sundries) in these Enhancement Tables. You can also see whiteboards, a photocopier, filing cabinets, some A/V and music system racks along with racks of servers and mechanical diagnostic stations scattered around. There is also a desk here for computer programming that may be needed to fine tune inventions to squeeze that last little bit of performance out of them (yes, it has games loaded on it too).

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The stairs provide easy walkable access to the upper two floors.

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The first floor above ground is home to the T1/T2/T3 Common Tech Invention Salvage Racks, while the second/higher floor is where the T1/T2/T3 Uncommon+Rare Tech Invention Salvage Racks and Tech Empowerment Station are located. This arrangement helps me keep stocks of salvage "organized" by tiers and rarity, so if I need a particular piece of salvage to craft something, I know exactly which storage rack to go to in order to find it. I also added some "extra bling" to my Tech Empowerment Station to make it extra special.

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And just for shizzle, here is a view into the Tech Workshop while standing on the "planet ring" that I built into the Infirmary.  8)

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



The Energy Terminal was a real challenge to build, especially since I completely rebuilt it multiple times before settling on the current layout and two level design.

The first thing that can be seen (all the way from the Entry Room) is the loading dock for 18 wheelers to back up to for loading/unloading of their trailers. The roll up doors are 8 ft wide and 10 ft tall ... just like a standard loading dock door. There are even pull levers between them for easy opening/closing of the loading dock doors. Also, rather atypically, the blower fans hanging down from the floor above are blowing air UPWARDS through the floor(!) into the upper level! Scanner and Tools equipment for inspections can be seen on the right where they're stored until needing to wheel them out into the hallway for use on deliveries. An enormous fuel tank hangs down from the ceiling (blocking views into the upper level). The Basic Generator can be (barely) seen on the upper floor on the right. An access ramp leads upwards from the Research Terminal station platforms up to the upper level.

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A view from the loading dock doors looking back up the Tech Wing hallway towards the Entrance Room. The Basic Generator is (just) visible to the left on the upper floor.

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The Research Stations are of course walkable space and have a few interesting details surrounding them. Can you spot all those little details?

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Ramp access to the upper level has plenty of clearance under it for the loading and unloading of 18 wheeler trailers through the loading dock doors, allowing items to be wheeled up to the upper level when necessary.

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At the top of the ramp on the second floor is ... the FLIGHT LINE!  8)
Roll up doors open to the outside of the base as well as the Containment Alcove on the other side of the wall(!) allow this part of the flight line to be sealed off from the outside and deeper into the base. At present, two Longbow Chasers are on ready standby, prepared for launch out of the base!

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A protective "shield" of ablative material has been placed over the end of the Basic Generator nearest to the flight line, to reduce the chances for any collateral damage that might occur in the event of an accident, mishap or pilot error during launches and landings. Hidden within an alcove in that ablative barrier are the levers used to raise and lower the flight line's roll up doors in this room. Launch and landing control can be handled from any of the Research Terminal stations below. Plentiful safety equipment is also featured on the upper and lower floors "just in case" it is ever needed (it hasn't yet, but you never know...).

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne



On the other side of the wall from the Energy Terminal is the Containment Alcove, which is used as a hangar bay for storage and repairs of the other Longbow Chasers that Autumn Knights has been able to acquire as a Supergroup. These are the ground floor views into the hangar bay from the Infirmary and the Raid Teleport Chamber respectively. Note the Longbow Chasers hoisted up on track winches for storage, the three levers used to control the lifting and lowering of those crane winches on the floor, as well as the big lever for opening and closing the roll up door on the upper level that opens to the Energy Terminal flight line through the top level.

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All manner of maintenance and diagnostic equipment, along with fuel tanks and other sundry flight operations materials are crammed into the ground floor spaces around the Research Terminal. Another desk for (more mundane) computer programming and diagnostics work has been placed on the "dais" of the Research Terminal, along with whiteboards on the wall to assist with maintenance issues. At present, a Longbow Chaser is currently being inspected and diagnosed in preparation for installing an upgrade patch to its onboard software suite.

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Continuing up the ramps spiraling around to the upper level, two more Longbow Chasers can be seen taxiing into position and holding for their turn to launch from the flight line in the Energy Terminal room.

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And here are some alternate views from the adjacent rooms showing the ramp system leading around from the ground floor to the upper level that passes through to the flight line in the room on the other side of the wall.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Redlynne

Like I said up front, these screenshots really don't do the FEEL & AMBIANCE of the base that I've built proper justice (being able to look around freely for starters). The screenshots also don't adequately convey the sense of SPACE that I've got going on inside of my base, since every part of it can be walked to (except the Rez Rings on top of the "planet" but they're a "one way entrance" so being able to get UP to them isn't that big of a deal, and they can be jumped up to anyway). I mean, you would think that an 8x8 Base Plot would feel ... small and cramped ... TINY. I know that people who build expansively large plot bases will often times resort to using Superspeed (or other travel powers) to get around inside, simply because the map is so BIG ... but you essentially have the opposite effect inside of my SG Base that I've presented here.

You want to turn off travel powers inside ... but it still feels WAY BIGGER inside than it has any right to be ... and that's thanks to two major factors:

  • Building in 3D increases the "walkable area" within each room
  • Turning off the room lighting (selecting black for high/mid/low) and relying on local lighting sources for all light within the base
I'm sure that people have noticed just looking at the screenshots I've linked that the inside of my base looks DARK ... except where it isn't (and there's light). The effect of that darkness means that the "walls don't matter" as much around the rooms in a psychological sense. You just become ... less aware ... that the walls are there, which then has the knock on effect of making the spaces inside those walls feel bigger/more expansive than they actually are. Combine that with the verticality of 3D construction and an emphasis on "must be walk access to everywhere possible" (except the Rez Rings in the Infirmary, and even those are just a short hop jump) and you wind up with a Walk Topology that is FAR MORE expansive than you would otherwise expect.

My Entry Room effectively has more than 2x2 plot squares worth of walkable space in it, even with a Medium Planter plunked into the center of the room, because of the stairs and ledges leading up to the Entry Portal overhead.

Same deal with the two Workshops. Even though I'm only putting items into what amounts to "half the room" so as to leave the "hallway" clear through them, I've basically got 3 levels (ground, mid, upper) worth of usable area to put interactable stuff into. If I put everything onto the floor, I would basically need a 2x3 room to contain (side by side) what I'm putting into a 1x2 (vertically stacked) floor space.

The most "ridonculous" example of this is the 3D work I did in the Control Room, which is only a 2x2 room but which effectively has 5x2 "worth" of walkable area to it, making the room size "feel gigantic" compared to the confines of the walls (which I actually hid from view pretty convincingly, if I do say so myself).

Both Teleport Chambers have "extra 3D walkable space" in them, making them feel larger (to experience) than they actually are (and the Raid Teleport Chamber even has a beyond absurd FOUR DISTINCT LEVELS within it!).

The Energy Terminal and Containment Alcove "hangar bay" even feature ROOM CONTINUITY not only linking them to each other ... but also to the OUTSIDE WORLD beyond the confines of the 8x8 Base Plot(!) ... making them feel even larger than they actually are as well. Heck, even the "redundant" Bathrooms in the Entry Room look like they convincingly extend BEYOND THE WALLS into additional space beyond the room itself!



And yes ... I'm exorbitantly proud of what I was able to achieve in such a small base plot, which requires NO RENT, yet which is fully capable of launching Cathedral of Pain Trials (given sufficient interest participation by other Players) ... which I would like to start doing at some point (when I can figure out a good time slot for it).

One of the things that I like most about my base and how I've constructed it is that it feels like a ... HOME to return to ... rather than a storage locker to stash stuff in until I need it.

It has "cathedral like open spaces" in it, along with trees and greenery (in every room except the Energy Terminal and Containment Alcove "hangar bay").
The lighting within it is either warm and inviting (Arcane areas) or it is clean and efficient (Tech areas), illuminating what you want to see (and none of what you don't).
Different rooms have different "moods" to them, making them all individuals with their own "character and charm" to them ... rather than being cookie cutters that just endlessly repeat into monotony.



But most of all, I love being able to SHARE what I've discovered and learned building my SG Base with anyone else who cares to come and visit, have a look around (and gawp at some of the stuff I've been able to accomplish!). Being able to inspire others to make their own SG Base more than just the sum of its items like I've been able to do is some of the highest praise I can receive for my efforts.

KNOWLEDGE SHARED IS KNOWLEDGE MULTIPLIED.

So if anyone would like to come and visit my base (guided with Q&A or unguided, your choice), send me a tell when I'm online (@Redlynne) and I'll see what I can do to arrange a tour so people can see for themselves both what is possible, but also how Base Building can be a Labor of Love ... not just "toiling for naught" (seemingly) when no one really appreciates what you've been able to do with the tools at your disposal.

Sometimes you simply need to SEE something done to be inspired by it ... and want to learn the secrets of how it was done, so you can do something just as awesome too.  8)


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.