Pretty much a total facelift for the frostoasis POI, which suffered from being cramped and chock full of hostile mobs that basically required corner cheesing or simply drilling into the goodie room to receive a reward for. That said, I did like the inexplicable nature of several of Sif's hostile creatures working together - is it because of some quirk of their nature, or the SAR's anomalous properties? Keep the SAR weird!
Overall flavor changed to befit an illegal safari lodge that went terribly wrong - the wildlife was clearly being harshly exploited here
Made the map bigger by ~10 units, both tall and wide
Spread out monsters a bit and reduced their numbers, made spiders part of their own faction again but sequestered them off to one side.
Changed entry points to prevent immediate aggro from mobs, as well as create tension even when bottlenecking
Perhaps controversial: removed the bluespace backpack and belt of holding, replaced them with a tactical belt and syndie duffelbag spawn. Having cutting edge research laying around felt weird, especially without any implied reasoning, but I wanted to preserve the spot being a good hit for storage options. Naturally also removed the temp gun, replaced it with a few additional weapon spawns.
Pretty much a total facelift for the frostoasis POI, which suffered from being cramped and chock full of hostile mobs that basically required corner cheesing or simply drilling into the goodie room to receive a reward for. That said, I did like the inexplicable nature of several of Sif's hostile creatures working together - is it because of some quirk of their nature, or the SAR's anomalous properties? Keep the SAR weird!
Before:
After: