AREA51: Map pack:


Intro:
Area51 is a designated grade 2 listed complex, which was built in 1908, the main house is set on four levels, which is connected by a protected banister system, this is to prevent damage from airsoft gaming and has been tested to ensure it does:
The main house ground floor is light grade setting at zero as per the visibility menu below:
The f block which connects to the house has access from the ground floor and the second floor, this is circa 1930 and has been modernised over the years, more recently the buildings have suffered massive damage to the infrastructure by thieves and vandals, these areas are now maintained by s.w.a.t. and its security team:
The f block consists of approximately 400 rooms, some inter connecting some dead ends, most have glass windows intact for obscured visibility and clear view to offer a mixed environment for the airsoft players, below is a menu that compliments the playing arena which is coupled with maps to cover every level of area51:

Recognisance asset menu:

Menu:
Visibility
Aesthetics
Terrain
Volume
Assets

Determination:
Visibility is rated in the following manner:
0 =pitch black – you will require illumination:
3 = subdued light with shadows – low illumination required to see basic layouts:
5 = low light with shadows – low illumination required to navigate the shadows:
7 = area is subject to darker rooms which may require an illumination device:
9 = well lit – no need for illumination at all:

Aesthetics are features within the game construct, that can be used as shooting positions,
These positions could be moved or utilised by the enemy or by you:
Yes = has aesthetics:
No = has no aesthetics:

Terrain is the basis of the game arena, such as floor levels which change, this could be ramps or staircases or elevated platforms or banisters:
1.Stairs:
2.Ramp:
3.Slippy floor:
4.Flat:
5.Banister shooting positions:
6.Platform:
7.Gallery elevated position:
8.Corridor

Volume is the size of the game arena within a specific zone, this would break down into sizes determined by the menu:
1.Small rooms with doors
2.Small rooms with open doors
3.Glass panelled small rooms which you can see into
4.Large corridors
5.Large conference rooms
6.Toilet rooms:
7.large staircases:
8.Reception areas:
9.Kitchens:

Assets being items that benefit players:
1.Demist rooms, which contain anti fog solutions and tissues:
2.Demist rooms can also provide a break area for the player without the danger of being shot:
3.Respawn points:
4.Main exit:
5.Toilets: