This handbook is not here to restrict your buildings. It is here to guide you on how you can build and provide examples of what you can and cannot do and explain why, so that you can once again explore different bases whilst being provided with basic guidelines and examples.
Welcome to the building handbook. In this document you will find all of the key information needed to build legal bases which abide by all of the rules. It will cover the basic defences that you can and can’t use, with reasoning as to why. This means your constructions are not limited to what is contained in this guide but instead are well-informed on how you can build legal bases and have templates to base your constructions on. So long as your builds correspond with the rules that are explained in the contents of this handbook, you should be free to experiment and create your own unique defences (however, if you are not sure if they are allowed or not, always use the F6 function in order for a staff member to come and check the base design).
This section will dive into more detail about the construction rules to help you better understand them and avoid breaking them.
To make life a lot easier, there are some basic guidelines in place. These guidelines must be followed at all times. They are as follows:
We recommend that you read rule 3.6 in addition to this handbook before constructing a base defence. This rule covers the basics of what is and isn’t allowed when creating bases.
If you place props but allow other players to position and freeze them, you are responsible for what they construct. If constructions of theirs are found to be against the rules, it is likely that you will be the one who is punished for it. Always make sure that other players place your props in a way that is permitted within the rules.
Here is a list of the most common props that are allowed to be used in defence building:
You can use as many of these props as you please, so long as they follow the basic guidelines & rules found above. Here is a list of the most common props that are not allowed to be used in defence building:
Keep in mind that placing any of these props in a property may be deemed allowed if they do not contribute to the defence to any degree and if the building is being used for non-profit purposes.
A headglitch is a construction which masks the head and/or shoulders of a defender standing behind it. One-way visibility is a construction that otherwise causes you to become invisible or incredibly difficult to see.
Below are some examples of headglitches and one-way visibility:
Headglitches and one-way visibility come(s) in many shapes and forms; any form of either of the aforementioned is not allowed and will be removed. As well as this, the player that owns the prop(s) will be notified and potentially punished if deemed necessary.
Under no circumstances should a user place anything above a concrete barricade, as shown below. It oftentimes masks part of the shooter's head and makes it difficult to view them completely, constituting a headglitch. There are also other problems associated with doing so, such as the structure becoming unrealistic or directing movement.
In your defence, it is also not permitted to stand in front of props that have been placed to intentionally mask the colour of your playermodel so that you are difficult/impossible to see.
Placed props in a base defence must always be connected to the floor of any given area. This disallows the placement of defence props on surfaces raised vertically above the floor of the property. For example, kitchen counters.
Keep in mind this section of the booklet specifically applies to base defences.
Per rule 3.6 (Construction & Properties), props may not be placed in such a way that a player's movement is elaborately or otherwise significantly directed when travelling through.
The images below are all examples of constructions that direct movement. Movement is directed because players are forced/funnelled into walking a specific way with limited room to move:
To avoid directing player movement, you generally want to ensure that 2 people can fit side by side everywhere inside your base and that there is more than one path to any areas of the base that are in use. This means that if you are not making profitable or beneficial use of an area, two people do not necessarily need to fit side by side in any short path that leads to it.
Below is an example of when the above does/does not apply:
Drugs must be placed in locations that are accessible to players without jumping or crouching, be that through a player made or natural map structure. This includes placing drugs in the back of a vehicle. Drugs may also not be placed within within any public building or in Bazaar / Business shops.
The images below show examples of locations both player-made and in the map where placing drugs is disallowed, this is because a player cannot move or access the planter without having to jump:
Constructed defences, and all constructions for that matter, must demonstrate that they obey the laws of physics to a satisfactory extent and, if applicable, do not harm the structural integrity of the building they are placed within.
To summarise, they must demonstrate a satisfactory degree of realism. Anything you place should be able to support itself in that position in real life. There is plenty of room for creativity so long as these criteria are met. Members of the staff team are on hand to clarify what is and is not deemed as realistic.
A few examples of unrealistic structures would be:
This section will detail all of the available properties that can be purchased, categorised by their location and including a description, statistics and relevant examples of good and bad bases. These examples have been drawn over to highlight relevant details; however, feel free to use the good examples as inspiration for your own base constructions.
The Slums Apartments are a go-to choice for anyone wanting to get into the property market, and for good reason! You are given plenty of space to construct effective defences and harbour all the people's possessions that you might need. With 5 total apartments to buy, you won't struggle to purchase an apartment for yourself.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
5 | 3 | $2420 | 4 - 2 | 4 - 2 |
Examples:
Good:
This layout displays a reasonable defence for the main room with clear routes to the bedroom and bathroom.
This example displays a reasonable defence for the bedroom with a clear direct route to the storage chest and chemical table.
This defence is another good example for the main room with clear routes with consideration for directed movement.
Bad:
The concrete barrier placements cause players to need to travel a distance around the structure before being able to access the other rooms, directing movement in the process. In addition, there are more than 3 spotlights (5) directed to a single general area.
This example shows movement being heavily directed, and due to the placement of the defence, players can't move freely. Furthermore, with the door open, it forces players to move to the right to access the back of the bedroom.
This layout displays two sets of barriers positioned in a way that doesn't allow for two players to fit side by side. In addition, this causes movement to be directed when trying to enter the bathroom.
The Regal Apartments are a great place to set up for the wealthier residents of Paralake. With close proximity to the central Part of the city, you can confide in the Regal Apartments as a safer choice to reap the benefits of having direct access to Paralake's banks and other services. The Regal Apartments are spacious enough and offer a number of spots to peek and defend from. Just be wary that you are allowing undirected movement, especially in the bedroom!
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
5 | 3 | $2750 | 4 - 2 | 6 - 3 |
- | - | Apartment 5: $3850 | - | - |
Examples:
Good:
Entry into the bedroom and bathroom is reasonably unrestricted, and a player has more than enough space to freely walk through.
A player is freely able to move around in this base and access any area with ease, and the spotlight and bookshelf do not cause a headglitch. There is also enough between the barriers for two players to stand side by side.
There is plenty of space to travel around this base; none of the spotlights cause a headglitch, and there are no more than 3 spotlights focused on one area.
Bad:
A player must travel through a restrictive path to gain access to the bedroom, and there are concrete barriers stacked on top of each other. There is also a bookshelf blocking part of the bathroom door.
The placement of this wooden fence, shifted to the right slightly, causes a headglitch shown in the area highlighted red.
When entering the base, the player is forced to move one way as opposed to having free movement.
When looking for a property that will house the biggest organisations, the Office Complex is one of your best choices. This property provides you with a large amount of space to construct your powerful defences and still has plenty of room for all your illicit needs. A tricky property to attack, you and all of your friends will feel more than safe. The Office Complex is situated in the city, meaning all the best services that the city offers are just a short walk down the road. Just be careful of the vent system. You don't know what's lurking in there. Plus side, there are 3 office spaces up for grabs.
Note: The vent system can not be blocked off, and people should not be building in the waiting room, as it is not a part of your property.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
3 | 4 | $17600 | 4 - 2 | 6 - 3 |
Examples:
Good:
This layout is a spacious defence with directing movement being taken into consideration, with two players being able to move side by side in-between the concrete barriers.
This example shows a reasonable defence with a direct route between both rooms.
One of the doors is blocked in this defence, but even with this, there are still two points of entry for players to utilise. In addition, the main structure of the defence is reasonable for the space available.
Another example similar to example 2. The defence allows for free movement for any player entering the room.
Bad:
Movement of players is heavily restricted, with multiple routes not allowing for two players to be standing side by side when moving through the defence. Also, there are props used that aren't allowed, such as the marble busts and the standing sign that is atop the concrete barriers. Furthermore, the door leading to the vent system has been blocked. Additionally, the right side wall has stacked concrete barriers that are not structurally sound, more than 3 spotlights pointing at a general area and a spotlight placed at the top of a small wooden fence.
This example shows movement being directed between the rooms with no space for players to divert from the route.
There are floating wooden fences that give one-way visibility with more than 3 spotlights (5) pointing in that direction, the concrete barriers directing movement heavily and the door leading to the vent system being blocked off again. In addition, there are two small wooden fences restricting player movement when entering the back room.
This example has many headglitches that cause one-way visibility, with the structure itself directing player movement heavily. Additionally, the defence contains floating props.
Hungriges is a unique and spacious property situated just next to the car garage, well connected to the immediate area of the Central City. This property is a priceless gem of the city and provides great defensive capabilities for smaller groups to reside within.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 1 | $8250 | 2 - 1 | 4 - 2 |
Examples:
Good:
This example shows a spacious defence in the main area with no directed movement, allowing players to navigate the base with ease.
This example shows plenty of space has been left at the front and back entrances, ensuring that there is no directed movement and the defence itself doesn't cause any headglitches or one-way visibility.
Another example which shows a spacious defence with no directed movement, allowing players to navigate the base with ease and containing no more than 3 spotlights directed to a single area.
Bad:
This example shows movement is heavily directed, causing players to need to take many directional changes to reach the back of the property.
This example shows the front entrance blocked by a wooden fence, which leaves only one entrance open, which is not allowed.
This example shows a long tunnel that players need to travel through to get to the back of the property. There are more than 3 spotlights (6) directed to a single area, with all of the spotlights being placed at an unreasonable height. In addition, highlighted in red, there is a headglitch at the end with one-way visibility occurring due to the floating barrier.
Small but sturdy, The Slums Trailer is a niche little property for a one-man army. It isn't too spacious, and you will need to be careful about how you place your props so as not to direct movement. However, it can certainly work.
Note: Due to the size of the property, defences may not fit two players side by side at times but you must still take into consideration that movement isn't heavily directed.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 2 | $1100 | 2 - 1 | 2 - 1 |
Examples:
Good:
This example leaves enough space for raiders to get to the back room easily. Note that there isn't a small chain-link fence in-front of the concrete barriers as this would restrict movement for any players that are standing in front of the concrete barrier.
This is another example which causes no concern about directed movement or headglitches including a chemical table that can be easily accessed.
Bad:
This example shows movement being heavily directed, with players needing to zigzag through the defence to travel to the back room. In addition, there is a chain-link fence in front of the door that restricts movement even further.
The placement of the chemical table in this example, next to the barriers, means that players would need to jump on the chemical table to access the back of the property.
The Tidal Apartments are a great choice for a medium-sized crew. With 6 available units located in the city centre of the business district, a short walk from Bazaar, you can count on these apartments being amongst the most convenient properties in Paralake.
With the main portion of the Apartment being spacious, with a mid-sized bedroom you can bank on this location to be construction-friendly.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
6 | 3 | $4400 | 4 - 2 | 4 - 2 |
Examples:
Good:
This example shows a spacious defence with movement left undirected with clear routes to freely move around the base.
Another example which shows movement being undirected with a spacious defence, giving an unrestrictive direct route to the bathroom.
Another example showing a different variant of a spacious defence with clear routes to freely move around the base with the chemical table and bedroom easily accessible.
Bad:
This example shows the defence on the left side being too close to the door, causing a funnel, restricting movement and requiring players to run around the defences to reach the hidden chemical tables.
This example shows restricted movement to the chest, and the barriers can't fit two players side by side.
This example shows directed movement with a lot of directional changes needed to reach the back of the room. There are also more than 3 spotlights (5), with 2 of the spotlights being raised to the top of the small wooden fences, which isn't allowed.
Located in the industrial area near the central Business Sector, Southgate Center offers an accessible location for all your needs. The property expands over two floors, with two rooms on each level. With the rooms being spacious and divided, it's guaranteed to be a top tactical choice to quarter your affairs!
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 4 | $24750 | 11 - 8 | 11 - 8 |
Examples:
Good:
This layout allows for free movement from both entry points into the room; the concrete barricades are placed in such a fashion it provides a good amount of space to anyone entering the room. In addition, it allows for a tactical advantage, allowing defence from different angles simultaneously. The spotlight limitations have also been taken into consideration in this layout.
This is another example of how a concrete barricade placed sideways in a narrow hallway could provide effective cover while still allowing for uncomplicated travel to access the hallway rooms.
The spacious placement of the concrete barricades allows for good and unrestricted paths into all the areas of the room.
This example displays that two players would be able to fit side by side throughout the defence without having to worry about being restricted in their movement. Any player entering the room would have free passage to the small side room and the back room.
Bad:
The defence layout displayed in this example does not allow for free movement to access the storage chest or the rear area of the room. Two players would not be able to fit side by side while travelling a path. In addition to the heavily directed movement within the layout, more than three spotlights (5) are facing towards one area of the room.
This example displays that a player's movement would be restricted, and two players would not be able to fit side by side in the defence. Additionally, the movement of players would be highly restricted towards the doors leading into the main room at the end of the hallway.
The concrete barricades have been raised, creating a headglitch where only the very top of a player's player model would be visible. In addition to this, a player's movement would be very directed when travelling towards the rear of the room.
The concrete barricades are placed in such a fashion it directs the movement of anyone entering the room. Players travelling towards the rear room would have to zig-zag through the defence in order to gain access to the back room. Additionally, more than three spotlights are facing one general direction.
A very popular choice for larger groups looking to find an appropriate property, Glass Co is a fantastic building to occupy. With plenty of space for all of your goods, lots of angles to secure and masses of potential for stout defences, you will not go wrong confiding in Glass Co. Just be sure to leave two entrances to the area you are inhabiting unobstructed.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 1 | $13200 | 11 - 5 | 11 - 4 |
Examples:
Good:
This defence is a very uncomplicated layout, which allows for free movement within the base in all directions. In addition, this layout allows players to effectively defend their property from two directions without having to worry about the defence directing movement.
This example shows that the movement of any players is unrestricted, and the main portions of the base are easily accessible from all three entrance points to the room.
This layout is a bit unconventional; however, the example displays how a concrete barricade placed sideways would allow for a good defence without having their movement restricted upon travelling through the narrow hallway.
Bad:
In this example the movement of a player is restricted in certain places, not allowing for free movement. In addition, the placement of the concrete barricades effectively directs movement by the two entrance points, forcing players to take a long path around the defence to navigate throughout the room.
More than three spotlights have been placed towards one general area of the property. In addition to this, movement is restricted towards the storage chest, not allowing two players to fit side by side. Some of the bookshelves have been placed too close to each other, not allowing for the full upper body to be viewable through the opening between the shelves.
This defence takes up too much space in the narrow room; two players would not be able to fit side by side when travelling through the narrow hallway.
Industrial 3 is a warehouse in the industrial area of the Business Sector, which provides a spacious environment for a medium to large group of people. With its open space, it provides a variety of ways for you to construct a great defensive layout. Not to mention it's a short walk away from Lelito's Pub for your after-hours endeavours.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 1 | $8250 | 5 - 4 | 5 - 4 |
Examples:
Good:
All areas of the base are easily accessible from both entry points into the property. Additionally, the placement of the wooden fences and concrete barricades allows for free movement in the base. Spotlight limitations have also been taken into account, where only 3 spotlights are facing in one general area of the base at a time.
The concrete barricades have been pushed back towards the door, allowing for free and unrestricted movement towards both of the entrance points to the main portion of the base. Additionally, no more than three spotlights are facing this area of the base simultaneously.
This is another good example of how a player entering from both entry points would be able to move freely throughout the entire property, without having to worry about their movement being restricted. The concrete barricades are spaciously placed throughout the property.
Bad:
In this example the back door has been blocked off, disrupting 1 out of the 2 required entries to the property. A concrete barricade has also been placed towards the back room, forcing players to move around the structure to access the back room, thus directing movement. The defence is also heavily directing movement towards the front end of the defence, forcing players to travel a long distance to enter the main areas of the property. Additionally, more than three spotlights are facing one general area of the property.
The concrete barricades have been pushed up towards the door in such a fashion it's restricting player movement. Additionally, more than three spotlights are facing the door (4).
This layout contains multiple head glitches. The concrete barricades have been raised unrealistically; the placements of the bookshelves and the spotlight on the left also create more one-way visibility in favour of the defenders. Additionally, this layout contains more than three spotlights facing one general area of the base (4).
Being the largest property available on the market, the Foundry holds limitless potential and tactical advantages when constructing your defences within. It contains a huge main area for your crew to operate in, with tunnels under the main area giving navigational ease for you and your "visitors". The derelict building has been abandoned for some time, so the building itself isn't in the best shape. But hey, it's very close to the casino.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 2 | $33000 | 19 - 8 | 19 - 8 |
Examples:
Good:
This base defence highlights the importance of having a spacious defence. The wooden fences allow players within the defence to seek more cover but also provide an effective way to hide any product openly within their defences. Players are able to move freely at all points throughout the defence. A player would also be able to freely travel around in the defence without worrying about their movement being either directed or restricted.
As you can see in the first example, the back door and the inner platform have been blocked off. This is allowed, provided the two doors on the first level are left unblocked and there is no drug production taking place on the platform.
Although the narrow tunnels can make it hard to place an ordinary defence within them, there is still enough room to set up defences to some extent. The example displayed in the picture allows for players to move freely while still being able to seek some cover.
Players entering from the 'furnace room' would be able to move freely through the defence upon entry; there are also clear routes they could take leading into the tunnel, to the storage chest and to the main area of the property. Although not viewable in the picture, the ladder to the right of the entry has also been left unrestricted.
This example displays that little to no defences have been placed in the narrow hallway, rendering it unproblematic. The sideway-placed concrete barricades also allow for some cover for players tactically placed, defending the 'furnace room' entrance.
Bad:
This base defence is heavily directing any player entering from the 'furnace room' and the back door forcing them to take the long route around the defence. Any player entering from the main door left entrance has also had their entry point heavily restricted. Additionally, the base defence contains multiple head glitches alongside the wooden fences and the left main door entrance, also there are far too many spotlights have been placed towards two separate areas of the defence.
As further detailed in Example 2 for the good base defences, one is allowed to block off the second floor and one of the two other entry points in either the 'furnace room' or the back door entrance, provided no drugs have been placed in this area and the two doors leading into the base have been left completely unobstructed. Additionally, the base defence placed in this portion of the base contains too narrow a path, restricting player movement and there are headglitches with the use of the wooden fences placed alongside the stairs.
This example shows that two players would not be allowed to fit side by side while travelling through the defence. Additionally, the placement of the spotlights creates a headglitch provided one is defending from the concrete barricade towards the end of the tunnel.
Players entering through the door would have their directed movement with limited options on paths to travel, and more than 3 spotlights are directed towards the door (4). Access to the storage chest has been restricted. Additionally, the ladder has been blocked off. This ladder must be left unobstructed, as the entrance towards the main room from the first floor and second floor counts as one.
The cauldron has been marked off here; this is because although you can access the cauldron, nothing is permitted to be built on top of it. Additionally, the wooden fences have been placed too close together, allowing for one-way visibility.
Spacious and beautiful, you can't go wrong with the Large Suburban Houses. At a short distance from populous areas and offering plenty of room for defences, the Large Suburban Houses can prove to be very effective properties to set up in.
The Large Suburban Houses feature a number of entrances. One entrance that you should not be blocking off is the balcony door; in doing so, you are blocking off 1 out of the 2 viable entrances to a main area and are thus breaking the rules.
The main area of a property is defined as the area within the property where a significant portion of occupants reside and the main functions of the property are carried out. This includes the area where the storage chest is located and any area that is being used by a lot of people.
Both floors of this property are considered main areas and must have 2 entrances. This means that no more than 1 entrance to the ground floor may be blocked at any given time.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
3 | 5 | $9900 | 6 - 4 | 6 - 3 |
Examples:
Good:
Parts of the entry point to the room have been blocked off; however, it still allows for two players to fit side by side on entry. The concrete barricade placement allows for a spacious and effective defence where any players entering the room are free to move in any direction upon entering.
This example displays that all the routes between the rooms are unobstructed, where movement within the room has been taken into good consideration. Additionally, the concrete barricade to the left in the picture allows for free movement by the two entrances simultaneously.
The placement of the concrete barricades allows for easy access to both rooms, with no concerns for directed or restricted movement.
The spacious placement of the concrete barricades allows for an open passage to every room in the hallway; additionally, the concrete barricade towards the left has been placed in such a fashion it does not direct movement by any of the back rooms.
Bad:
Upon entering the room, two players would not be able to fit side by side due to the narrow passage created between the garage door opening. Additionally, a player's movement is directed to take the long route to access the hallway door; the defence also contains floating spotlights on top of the bookshelves.
This layout heavily directs movement from all entry points to the room. In addition, the placement of the concrete barricades does not allow for two players to fit side by side in the defence.
The placement of the wooden barricade towards the stairwell restricts a player's ability to move freely in the defence; additionally, two players would not be able to fit side by side by the wooden barricade or the concrete barricades up front in the defence. The movement of players is also considered directed due to the narrow passage between the concrete barricades.
The balcony door has been blocked off; this removes one of the two required entry points to the second floor. The balcony door must be left unobstructed at all times. There are also unrealistically stacked concrete barricades by the stairwell railing. Player movement has been restricted by the concrete barricades, not allowing for two players to fit side by side when accessing the bedroom and bathroom doors.
The Small Suburban Houses are a run-of-the-mill, reliable properties. They have close proximity to the metro station and highway whilst being in a relatively quiet area. With a detached garage, they are plenty spacious and can facilitate all of your needs.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
4 | 4 | $5500 | 5 - 2 | 5 - 2 |
Examples:
Good:
This very uncomplicated base layout allows for players to enter the property through the main door with good capabilities of moving around within the layout freely. Note that the Hallway barricade allows for free movement, even around the narrow hallway.
The small concrete barricades allow for an effective defence in the small kitchen and hallway areas. No more than three spotlights are directed towards a general area, and movement is left unobstructed.
The placement and spacing of the concrete barricades allow for easy access into the room and free passage towards the storage chest.
Bad:
This example shows that players accessing from the back door would have to jump in order to travel a path. The concrete barricades on the left are placed in such a fashion that a player would have limited accessibility to the living room. Additionally, there are more than 3 spotlights pointed towards one general area (4).
The barricades have been pushed up towards the door in such a fashion that any players entering the property are forced to move in one narrow direction. Additionally, the back door has been blocked off. This means that this property only has 1 out of 2 viable entrances to the property.
The placement of the barricades in this room does not allow for two players to move side by side freely. Movement is also restricted and directed by the storage chest. Additionally, there are more than 3 spotlights pointed towards one general area (4).
A unique property to own, the Church offers a spacious environment for you to utilise. With the Church's pews and altar gutted from the building, there are more possibilities to let your building creativity flow. The church bell has recently been serviced, giving you the opportunity to call people for worship or even a call for aid.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 2 | $4400 | 4 - 3 | 4 - 3 |
Examples:
Good:
This example shows a reasonable defence, with movement being unrestrictive and no more than 3 spotlights directed to a single general area.
Concrete barriers are placed in a fashion that there is a clear route from the back entrance to the main room.
Another good example of a defensive layout for the main room with movement being unrestrictive.
Bad:
Movement here is heavily directed, and the use of the smaller metal detector with the concrete barrier has caused a gap that two players standing side by side would be able to move through.
This example displays movement being heavily restricted when trying to gain access to the back room from the main room, forcing players to move through a tunnel before having proper access to the room itself.
Props are stacked, causing an elevated defence. The fencing and the concrete barriers to the side are placed in a fashion that causes one-way visibility.
On the outskirts of the city lies the Comms Outpost. A remote destination to hide your "business operations". A moderately sized location, this building offers you a decent amount of space and a lockable storeroom to hide your valuables in! Perfect for doomsday preppers to keep tabs on top-secret information or for you to be nosy on your distant neighbours.
Note: We advise against building defences in the storeroom, as the space is very small and would direct movement too much. However, feel free to place shelves there for your "products".
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 3 | $4400 | 3 - 2 | 4 - 2 |
Examples:
Good:
This example shows clear routes for moving around the base, leaving movement undirected, with easy access to the storeroom at the back. A reasonable defence.
This example shows a small barrier defence being used so occupants have some cover from an attack while keeping movement undirected.
Another example of the main room with barriers being spaced out, taking direct movement into account, with clear routes to the storeroom from both entrances.
Bad:
This example shows movement being heavily directed, making players need to move around the long defence to reach the storeroom.
Another angle of the previous example highlighting the directed movement of the main room but also showing the directed movement of the side entry point, with this not being able to fit two players side by side.
This example shows the side door being blocked, leaving only one entry point for players to enter through.
The beautiful, detached Wood Cabins are a trademark feature of the forest area. They rest in areas devoid of all society, be that positive or negative, and serve as an effective place to make use of when hiding, carrying out business, producing or even just living. Make sure to block off all of those windows and stay frosty. You never know what's out there in the forest!
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
3 | 3 | $4400 | 4 - 2 | 4 - 2 |
Examples:
Good:
This example is a reasonable defence with consideration for directed movement, as barricades are spaced out, giving unrestrictive entry points to the back room and toilet.
This example is a reasonable defence for the back room, with movement going undirected and there being enough space between the chemical table and barriers to fit two players side by side.
Again, this example is a reasonable defence with consideration for direct movement, making sure that two players fit side by side between the barriers and the covered chemical table.
Bad:
This example blocks the back door, which means there is only one entry point to the property. There isn't enough space to fit two players side by side at the front of the defence, and there are more than 3 spotlights (4) being used in the defence.
This example shows directed movement in the back room, forcing players to need to go around the long defence to reach the storage box and chemical table.
Another example of directed movement but in the main room this time. It has a long tunnel from the back door, forcing players to run around the entire defence to access the other rooms of the property.
Heaps of land, no neighbours, a large barn house: that's what you're looking at when considering purchasing the Farm. You can be sure that you'll have enough space for all the "farm animals" and "produce" that you may want to harbour or pursue within this property. Furthermore, it comes with its own outhouse!
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
1 | 2 | $11000 | 12 - 4 | 12 - 4 |
Examples:
Good:
This example shows a spaced-out base with plenty of room to access all areas with no concerning constructions such as headglitches.
This is another example that shows a perfectly open base with more than enough room to navigate and no concerning constructions.
This example shows an uncluttered base layout, where players are allowed to move freely into all the areas of the room; additionally, two players can fit side by side in this defence towards the rear end of the property.
Bad:
This example shows heavily directed movement and more than 3 spotlights (4) directed towards one area.
This example shows movement being heavily directed at the stairs; the first being concrete barriers allowing limited movement, the second being entirely blocked off, which blocks 1/2 of the entrances that must be unobstructed.
The placement of the concrete barricades disrupts a player's ability to move freely in the defence; additionally, two players would not be able to fit side by side with this concrete placement. The wooden fence also directs movement to a large portion of the property.
The Hicktown Trailer Homes are small detached caravans that are perfect for a small operation in each. Their proximity to the lake also makes them a go-to property for fishermen.
Attributes:
Available | Rooms | Price (10% sales tax) | Workbench (Slots - Max) | Chemical Table (Slots - Max) |
---|---|---|---|---|
3 | 2 | $1100 | 2 - 1 | 3 - 1 |
Examples:
Good:
This example leaves enough space for raiders to get to the back room easily and features no concerns with regards to spotlights (2) or headglitches.
This is another example which causes no concern about directed movement or headglitches including a chemical table that can be easily accessed.
Bad:
This example shows movement being heavily directed in the form of a long tunnel which players are forced to move through to get to the back room. It also shows more than 3 spotlights (4) directed towards one area.
The placement of the workbench in this example, next to the barriers, means that two players cannot fit side by side through the path.
Many thanks to all of the following for their contributions to the current version of the construction handbook:
Additional thanks to all of the following for their contributions to previous versions of the construction handbook on which this version has been expanded:
Version: 21
Created On: April 5, 2021, 11:12 a.m.
Created By: Tyla Jai
Authors: Tyla Jai, flugs, Efan, curak, SamSN, Collier, Oddy, A1L, JuanBonita, peeps, Aquaa, Scoot
Views: 19k