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Tyrargo Rift - Various Alterations#12140

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Steelpoint wants to merge 34 commits intocmss13-devs:masterfrom
Steelpoint:Tyrargo_Exp
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Tyrargo Rift - Various Alterations#12140
Steelpoint wants to merge 34 commits intocmss13-devs:masterfrom
Steelpoint:Tyrargo_Exp

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@Steelpoint Steelpoint commented Apr 21, 2026

About the pull request

This PR makes several changes to Tyrargo Rift.

  • Most of the city underground has been removed, only a few flank routes have been retained that offer little defensive utility to anyone caught in them.
  • The landing zones have been either resized or altered to make them smaller.
  • The river leading to the city can no longer see barricades built in it.
  • Wooden boards will now be covered by weeds.
  • Fixed a few minor issues such as letting weeds or structures be placed in tiles that hide them.

This PR removes most of the multiz features from Tyrargo rift, with the exception of areas that are for aesthetic purposes or provide alternative means of flanking/moving but with minimal/no ability to engage in cross-z combat.

Explain why it's good for the game

  • The underground is mostly unused, however its expansive depth makes it a nightmare for Marines to push in to when Xenomorphs are losing. I believe trimming it down to only permit a few flank routes for the surface, and with said flank routes offering little defensive depth, will be a improvement to game flow.
  • Feedback on the LZs is that they are very large and require a lot of materials to secure. I designed the LZs with the FOB rework in mind, ergo this was not a problem, but with that project on hiatus the issue resurfaced. Resizing the LZs should address this concern
  • The river leading to the city is a nasty survivor hold, they can hide under the bridge and be unassailable. Making the river not be able to be built on is not only logical (making a barriacde in a river is a bit odd) but it resolves this oppressive surv hold.
  • Wooden boards hiding resin structures like weed nodes or resin traps is very annoying to deal with, this resolves the issue. Same as my allowing a few random tiles to hide resin structures.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
maptweak: On Tyrargo Rift, most of the city underground has been removed or closed off. A few bypass routes remain to permit flanking actions.
maptweak: The landing zones on Tyrargo Rift have been resized and/or slightly altered to make them less overly large.
maptweak: The river running into the city can no longer have barricades built on it.
maptweak: Wooden boards will now be hidden by xenomorph resin.
maptweak: Fixed a few minor oversights allow resin structures to be built on tiles that will hide the structure from view.
/:cl:

@Steelpoint Steelpoint requested a review from Nanu308 as a code owner April 21, 2026 05:50
@github-project-automation github-project-automation Bot moved this to Awaiting Review in Review Backlog Apr 21, 2026
@cmss13-ci cmss13-ci Bot added Mapping did you remember to save in tgm format? size/XXL Denotes a PR that changes 2000+ lines, ignoring generated files. labels Apr 21, 2026
Steelpoint added 6 commits April 21, 2026 13:53
de6f3ea: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
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@Hates-The-Felinids
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I think it would be good if you kept the underground areas like sewers, it adds more strategy besides just "ob city entrance ,abcd charge!!" and make it so you can make hive cores down there (from what i heard theres a lot of places that you cant make it in underground), the flood button is also a cool mechanic and actually gives xenos a reason to defend it.

Steelpoint added 14 commits April 25, 2026 02:04
de6f3ea: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
de6f3ea: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
@Steelpoint Steelpoint changed the title Tyrargo Rift - Removes (Most) Multiz Features (!Experimental!) Tyrargo Rift - Trim City Underground & Landing Zone Resize Apr 28, 2026
Steelpoint added 3 commits April 28, 2026 15:59
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
Steelpoint added 2 commits April 29, 2026 17:07
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
@Steelpoint Steelpoint changed the title Tyrargo Rift - Trim City Underground & Landing Zone Resize Tyrargo Rift - Various Alterations Apr 29, 2026
Steelpoint added 6 commits April 29, 2026 17:26
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
4e80c69: maps/map_files/Tyrargo_Rift/Tyrargo_Rift.dmm

Automatically commited by: tools\mapmerge2\fixup.py
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