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Jun 23, 2010 16:09



( SPHERE HQ LOCATIONS )

|| SPHERE HQ || A (COURTYARD) || B (FIRST FLOOR) || C (SECOND FLOOR) || D (THIRD FLOOR) || E (FOURTH FLOOR)|| SPHERE HQ
Think of the letters as floors, with A and B as the first floor, C as the second floor, and so on. It's a massive structure, spanning to about 0.3 square miles - just a tad bigger than the Vatican City, if you need a reference.

This structure also used to be SPHERE's main headquarters, but ever since the virus and the first batch of arrivals, they've modified it to accommodate people inside. So don't expect anything too cozy (aside from hi-tech gadgetry) - it still is, after all, a research facility.

➟DOWNLOAD: GEN._LOCATIONS_OF_FACILITIES. PGF|| DOWNLOADS


|| NAVIGATION















|| SPHERE HQ || A (COURTYARD) || B (FIRST FLOOR) || C (SECOND FLOOR) || D (THIRD FLOOR) || E (FOURTH FLOOR)|| A (COURTYARD)
This is the structure's own backyard / garden sort of thing. It's equipped with a weather emulator, with seasons included, so it's a perfect mimicry of the weather outside. If it's raining, it'll rain in here too. The scientists have other things to worry about than getting fresh air, so this is the closest they'll get to it.

The trees, flowers, etc., whatever greenery is there are artificially made - holographic images that look and feel real enough. The flowers even have their corresponding scents.

At the southern point is an area solely dedicated to growing experimental plants and normal food. This is probably the only area where real plants are.|| IMAGES
|| SPHERE HQ || A (COURTYARD) || B (FIRST FLOOR) || C (SECOND FLOOR) || D (THIRD FLOOR) || E (FOURTH FLOOR)|| B (FIRST FLOOR)
Basically, it's a building within a dome ceiling (so letters B to E are the floors that make up the actual building, and letter A is just a pseudo-exterior). Everything is automatic, from the opening of doors to the making of food.

|| MAIN FLOOR
Take a look at this (
). Sleek, smooth and what else can you say? Aside from being moderately depressing once one is too used to the white, the main floor is built for practicality. There's plenty of space, the windows overlook into the courtyard, stairs and lifts (
) lead to the other floors-who said you couldn't be functional while being aesthetically pleasing? The elevators also lead to the outside world.

|| STORAGE
Located in a room just slightly off to the side (maybe near the closest facility; cafeteria or library, depending on what floor one is on), one would think that the tiny room doesn't offer much in terms of storage. Imagine a room that's shaped like a cylinder; one enters in from the side. The first and only thing in the room is a door set in middle of the floor. If you've ever been on a submarine, it's shaped like one of those contraptions that must be turned a number of times before it'll open. Why? Once one goes to all the trouble (don't worry, it's oiled) and peers into this(
)? There's your answer.

One's personal belongings (if they can't hold it in their room) is stored in one of those white lockboxes. How to get to it? Jump. Yes. jump. Don't worry! There's an anti-gravity lift at work, keeping you safe from harm. It's a lot like swimming, but you'll get the hang of it...or float around forever. Anyways, there's a few conditions for storing an item:
➟ Firstly, a blood sample withdrawn at some stage (see infirmary)-this acts as the unique ID for each person. Think of it as a fingerprint ID check. No hassles in oops, wrong box (unless you're a clone). Names show up in blue highlight on the first box one chooses as their own. And no, one can't change. That wouldn't be fair to everybody else, would it?

➟ Secondly, a box can only hold a certain amount of items before it becomes full. Think a decent sized wardrobe which you can organize in any way you'd like.

➟ Thirdly, the maximum number of boxes to a person is two.

➟ Lastly, the boxes are exceedingly tough. You don't want to be locked in the room when the door slams shut and complete darkness takes over...why yes, it's very much like a fridge. It's cold too.
People who've disappeared from SPHERE HQ will have their belongings shipped to LOST AND FOUND; waste not, want not.

Why yes, there's no limit or restriction as to what you can put in the boxes, so long as they adhere to the storage limitation. A chicken might just happily live in there for the time being (the boxes are smart to some degree and can care for a living creature; given that the scientists bring back all sorts of things from their travels). The outside of the box changes to reflect the occupant's status; clear and complete with one of those helpful holographic Tamagotchi meters.

|| INFIRMARYOne day, you'll might find yourself traveling along this hallway(
), before turning into a wider and curved one-try any one of the doors. What waits behind them? A number of rooms (
) that serve to cater to SPHERE HQ'S growing list of patients, both critical and non-critical. It's all pretty self explanatory, yes? Some of the critical care patients are in quarantine or are isolated from the outside world (pun not intended) in their own rooms. And with good reason too.

|| OBSERVATORY
This room (
) was once an observatory for the stars and a means to keep track of the worlds they'd visited. Now however, it's been left to gather dust, since their priorities have changed course. Given the recent onset of visitors from other worlds, some have laid claim to the room for trade with the exchange of items for what's been brought back from their scavenging trips. Of course, some might be able to manipulate the monitors for their own use, but in the public eye, that's not a wise thing to do; especially if you're looking to keep a low profile. This place doubles as the LOST AND FOUND, so if somebody's lost something, it'll turn up here.

|| CAFETERIA
The lovely cafeteria (
) produces a range of food. Unfortunately, it's all automatic, so don't expect anything to taste that good. It's the future, yes, but the food here's been tailored to give maximum nutrients and vitamins and anything else that human body needs to live in one sitting-like rations. If one can cook however, they're more than free to try at one of the kitchens. This (
) is one of the movable dinettes don't go getting caught up on the inside. Just in case though, it's hollow.

|| ROOMS
By default, every room comes with a beedroom area (
), a private bathroom (
), and a small living room (
) type of space. Furnishing is minimal at best - think minimalistic interior design, not quite uncomfortable, but definitely lacking the certain warmth that makes a space homey. The floor plan (
) is rather small, at best.

➟DOWNLOAD: GEN._LOCATIONS_OF_ROOMS. PGF➟ The light-shaded (patterned/dotted/grid . . . ded) areas are now called Sector A, where accommodations are currently found. There are 98 available rooms on each floor.

➟ The dark-shaded (heavy-lined) areas represent where the cafeteria and library are found. A is room 1A-100, the cafeteria. B is room 2A-100, the library. C isn't shaded, but it's where all your real plants can be found. Everything else in the courtyard can be considered to be part of the holographic simulation.

➟ The room closest to the cafeteria is obviously 1A-101, and the rooms start from there, heading anti-clockwise. Meanwhile, the library is closest to room 2A-101, and the rooms go in a clockwise pattern.

➟ There are elevators near the following rooms: 101, 131, 161, & 191.

➟ The infirmary on first floor can be found a few ways away from the cafeteria, while the infirmary on the second floor is next to the library.

➟ Regarding the rooms themselves, customizations are allowed. What's given here is just the basic outline, but you're free to have your character change the room around / find a room that has something extra to it (a kitchen / office room / etc). Furniture can also be replaced, if you manage to find a way to drag it up here.

➟ Do you see the glass window behind the man in this picture (
)? Think of it as something like this (
), another simulated program that you can set into whatever scenery you want to wake up to. The simulated windows of the EVEN-NUMBERED ROOMS also act as real windows, looking out at the courtyard. As for the ODD-NUMBERED ROOMS, their windows will be blank until they decide on what they want to see (it could be their mom's backyard, if you really want it to be, etc).

➟ GO HERE FOR ROOM ASSIGNMENTS FOR BOTH FLOORS.
|| INDEX
MAIN FLOOR:



STORAGE:


INFIRMARY:



OBSERVATORY:


CAFETERIA:



ROOMS:






|| SPHERE HQ || A (COURTYARD) || B (FIRST FLOOR) || C (SECOND FLOOR) || D (THIRD FLOOR) || E (FOURTH FLOOR)|| C (SECOND FLOOR)
➟ It's almost exactly like the first floor in terms of living arrangements, sans the observatory and storage, but instead of the cafeteria as a landmark, there's the library instead. Don't forget that there's other rooms, but they're for the scientists who're still alive and wish to keep out of the way.

|| LIBRARY
Books went out of season ages ago, so most of what you'll find here are stations (
) where you could hook up your NEXUS device and download the books you need. Since the scientists are capable of time travel, they pretty much have every book imaginable - with the books meant for teaching you how to destroy the world filed away under restricted access. The seats are surprisingly comfy, despite their plastic appearance.|| INDEX
ROOMS:







LIBRARY:

|| SPHERE HQ || A (COURTYARD) || B (FIRST FLOOR) || C (SECOND FLOOR) || D (THIRD FLOOR) || E (FOURTH FLOOR)|| D (THIRD FLOOR)

|| WEST CENTRAL
The floor you will all find yourselves in when you first arrive. You'll be given your NEXUS device almost immediately, and if you're lucky, you'll be briefed by one of the people who've been here for a while now. This place (
) is the transport hub of SPHERE HQ. World hopping and time travel wise, that is, so don't expect any actual vehicles. Spanning across almost the entire floor, the station draws people from across worlds to here via the use of BEACONS. Aside from housing the devices under lock and key, there's not much else here aside. This is also the place to go to mod your BEACON and gain points of entry to other worlds...but you'll hear about that later.

|| SIMULATION ROOMS
The scientists haven't had time to play around since well, you know. So it's practically empty and free for use...once you bring back those crystals, of course. To save power, the room has been kept locked down. It's currently OPEN. Boasting state of the art technology hidden behind its empty interior, the room hosts a variety of settings; grab a headset and-just kidding. This is the future. There is no headset. Just wander over to the glowing control panel (think a soft green) on one of the walls (
), make yourself comfortable and away you go. Other than that, feel free to kick back and relax and count away the seconds until your impending doom.

Sometimes, the room glitches or if it's already in use, the setting will have taken over the entire room. Everything is perfect to a fault-scents, sights and sounds are all artificially crafted and tailored to one's own senses...so don't get too carried away. If you do happen to lose the game, the room will revert back to normal; any damage you'll have taken is all in your head.

Currently, there are only a limited number of 'scenes' the room is capable of producing. Dylan can write a program for anything, but you'd have to ask bully him first. Here are the available options for now:



|| INDEX
WEST CENTRAL:


SIMULATION ROOM


|| SPHERE HQ || A (COURTYARD) || B (FIRST FLOOR) || C (SECOND FLOOR) || D (THIRD FLOOR) || E (FOURTH FLOOR)|| E (FOURTH FLOOR)

|| LABS
RESTRICTED ACCESS! Unless of course, you're one of the scientists. One for plants (
), one for storage (
)-screw that, the lab is the heart of this research facility; no amount of words could provide a proper explanation for how the labs really look and function. If one's been around long enough, they'll know that there's three main scientists who're willing to open up to the outsiders-Dylan, Robert and Gabriel. The rest are all in quarantine, busy or refuse to speak to foreigners (or all of the above). Or hanging around with their foreigner buddies. It should be noted that the labs are almost completely in dark hues of blacks to dark blue in stark contrast to the white of the other floors.
➟DYLAN: Basically? His is a really, really big mechanic's workshop (
). Given his preference for machines over flesh, blood and bone, the place has the know-all on tech and gadgets (eg. BEACONS, NEXUS, simulation room) that are found in the research facility. It's also home to some of the sentries that hustle people away from the labs.

➟ROBERT: (
) Didn't think he was a baseball fan, did you? Just kidding. That's a remnant of when there was life in the city. Being one of the more intuitive and business minded scientists, Robert spends most of his time overlooking the management of SPHERE HQ since the former head died; something like a boss. Hence, he's not around often.

➟GABRIEL: His (
) office is more cluttered than the other two, but in terms of messiness, he couldn't really beat Dylan hands down. Being the one who's more incapacitated than the other two (his sickness is more advanced)-his office is in need of a good clean, but as the one who's the foremost leading mind in how the virus works? It's fine as it is. Maybe he remembers exactly where everything is.

|| RESTORATION
You want to gounder the knife? Fine by the scientists. These rooms (
,
)are usually stocked with medical equipment built to bring someone back from the brink of death: literally. And whether one likes it or not, they'll have to pay the price of giving up one of their bodily senses and no amount of tinkering inside someone's head is going to bring said sense back. It's sad to say that this room isn't built for comfort but leans towards surgery, in comparison to the first and second floor infirmaries. It's wise to never have to pay a visit to this section, but hey, sometimes it's unavoidable. Better hope that whatever sense is going, it'd better not be one you use a lot. You'll wake up in the ICU of the infirmary once they're done with you.

|| STASIS
Located deeper inside the facility than one would think, all the secrecy is partly due to preserve this.|| INDEX
LABS:






RESTORATION:



STASIS:



|| DISCLAIMER
THIS IS ONLY MEANT TO BE A VISUAL REPRESENTATION, NOT AN EXACT REPLICA. So feel free to muck around with getting away with sliding in extra things and whatnot. Each visual aid belongs to their respective owners; we're not using it for profit and whatnot; just to cater to the demand of being 'visual' because of playerbase demand. :| Credit goes to people on flickr, the people behind DEUS EX: HUMAN EVOLUTION and any other guys who we linked.

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