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Quarry; BRM5 Ronograd Openworld Map

Architectural environment art: PandaWithNoName
Terrain and foliage: Florentius https://www.artstation.com/florentius19
Prop contributions from: ViroWo, MB_Sniper
Level design and assembly: gravitydefier
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Play here - https://www.roblox.com/games/2916899287/Blackhawk-Rescue-Mission-5
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Sharing a valley with another enemy compound, Sochraina, Quarry has only one viable entrance if its twin is still occupied. Snipers man the towers and pulley structures, heavy machine guns cover the entrance, riflemen patrol the sides of the rim, and enemies spawn all around the location when the alarm trips. Completing the location involves clearing the surface of overwatch and patrols, eliminating AI enemies within the compound core / refinery section, before CQC fighting through the wet mine tunnels.

The new Quarry was built with several objectives in mind, but the primary was the major increase in scale and verticality. New AI capabilities coming with GEN4 meant that the engagement ranges we could design for were now much higher; Large, sprawling locations like Quarry are often where the new AI mechanics and behaviors shine most. Unfortunately that kind of scale has a price- Roblox terrain has a very aggressive LOD and even in Studio you can't see the proper shape of the quarry walls from the other side of the hole.

Quarry from its main approach with Sochraina City in the background

Quarry from its main approach with Sochraina City in the background

Orthographic render of completed location

Orthographic render of completed location

Starting with a basic outline using Archimedes plugin, trying to get a basic shape for the rim of the quarry and use more of the available landmass than the previous generation below

Starting with a basic outline using Archimedes plugin, trying to get a basic shape for the rim of the quarry and use more of the available landmass than the previous generation below

Blockout and excavation completed for the rough shape of the hole.

Blockout and excavation completed for the rough shape of the hole.

First buildings and structures- originally I wanted a crane as a scale asset.

First buildings and structures- originally I wanted a crane as a scale asset.

Adding a new compound core in the form of a refinery accomodates new enemy retreating behaviors and the new destructible objective focus.

Adding a new compound core in the form of a refinery accomodates new enemy retreating behaviors and the new destructible objective focus.

3 entrances to the underground, at the bottom of both trenches and at the top w/ the refinery compound.

3 entrances to the underground, at the bottom of both trenches and at the top w/ the refinery compound.

Florentius' beautiful new trees with MB_Sniper's excellent elevator pulley model

Florentius' beautiful new trees with MB_Sniper's excellent elevator pulley model

Compound core

Compound core

Filling the underground section with the wooden support pillars makes it feel even more claustrophobic than the previous gen's wider, more industrialized mineshafts.

Filling the underground section with the wooden support pillars makes it feel even more claustrophobic than the previous gen's wider, more industrialized mineshafts.

Scuffed demonstration of key power positions
Yellow: Mortar, radius
Red: Sniper or MG units and their sightlines

Scuffed demonstration of key power positions
Yellow: Mortar, radius
Red: Sniper or MG units and their sightlines