X shape elevator. Can be extended to four directions. Reroll subseed to randomize surrounding areas connected to it.
Its west plug is always a no-gate plug and connected to an area B.
WE enemy spawn point: "Elevator_SpawnPoint" - Spawns flyers from the top.
3 layers X shape hub. You can somehow set up a concurrent dual scan group, with one scan on the upper level and another on the lower level. Take the following setup as reference:
{
Zone Altitude: 0
Dual Scan Size: 256
Scan Color: Transparent
Scan One Y-axis Position: 258
Scan Two Y-axis Position: -235
}
WE filters:
Enemy spawn point: "Arena_SpawnPoint" - Spawns flyers from the bottom of the tile.
Sound source: "SoundSource_Arena" - Use it with type 5 event to play any audio above.
Animation: "WE_ARENA_SCANS_INDICATOR_ENABLE" - Enable it to reveal dual scan graphics.
An emergency light has been placed below the lower floor.
Simple dead end without enemy spawn point. You can use 1nas's extra wave setting plugin to put spawn points inside. geo_storage_dead-end_01_evil
{
"Prefab": "Assets/EternalGeos/Mining/Geos/geo_storage_dead-end_01_evil.prefab",
"SubComplex": 5,
"Shard": "S1"
}
Desert tile in approximate 128x128 shape. Ideal for survival or arena objective.
Enemy spawn points:
"Flyer_Spawn" - Spawn flyers from the top.
"Regular_Spawn" - Spawn enemies from 4 directions.
Sound Source: "WE_SoundSource_DigSite_Top"
Trigger Box: "WE_TriggerBox_DigSite" - It gets triggered when players go down to the middle arena.
Others: "WE_PreSuccessScreen_Fadeout_Enable" - Apply R8E2 final fadeout effect but in reverse way. I'd suggest to enable it when teleport to a outside dimension.