Because this post is so huge, I'm only going to do this sentence with a color gradient.
The new SDK features have finally given me the inspiration to do what I've been planning to do since last month:
A Star Trek campaign.
It will be eight maps, split up into two four-map campaigns. (I wouldn't want to torture you with an hour and a half of Versus.) I'm doing floor plans for the first four maps right now, and the first map is about 25% planned. I'm also drawing up lists for replacements of weapons and throwables. Here's the basic outline:
Dead Space, Part I
Boldly going... into Hell.
Map 1: "Command Center"
You start as one of four Starfleet officers on Starbase 242, celebrating a birthday in one of the officers' quarters. An alien vessel docks, carrying a crew exhibiting strange symptoms from an unknown disease. Soon after, the station is rocked by an explosion in the Medical Bay. Red Alert sounds, and officers are told to report to their posts. You make your way down the corridor when the computer starts sounding the biohazard alarm, and the turbolift system is locked down. You must search for supplies in the surrounding rooms, make your way to the nearest Jeffries Tube access hatch, and climb up to the Command Center to get information on what's going on.
Your path takes you through several twists and turns in the corridors, and various labs and lounges. Depending on how well players are doing, the EPS grid will rupture in one of two locations, forcing them to take an alternate path. Either way, main power is disabled, forcing the players navigate in red-hued darkness for the rest of the level.
Map 2: "Power Plant"
You arrive in the Command Center, which is now completely empty. Upon checking the master situation display, it appears that the Starbase's power reactor is offline, rendering communications useless and disabling the station's defenses. Your objectives are to activate emergency power to bring the turbolifts back online, get to the Power Plant, and reactivate the reactor so you can send a distress call. The catch is that the turbolifts will also be dynamic in that they can work, or that they can fail completely and drop you down to the bottom of the turboshaft, forcing you to climb through several Jeffries Tubes and corridors to get up to the Power Plant.
The Power Plant is a huge, open room with several levels of consoles. You must replace the antimatter injectors in the reactor in order to restart it. Opening the access port will trigger a rolling crescendo event that doesn't stop until you've retrieved and inserted all sixteen injectors. Once you finish, make your way up to the top level and head to the safe room in a Jeffries Tube junction.
Map 3: "Dock Control"
Climb up the Jeffries Tubes until you reach the cargo bay. Like the scrapped hedge maze idea for The Parish's "Park," the cargo placement will be in up to three different configurations with each visit. A large container blocks the exit, and you must move it with an industrial tractor beam, which triggers a standard crescendo event.
After this, you progress into the communications room and send a distress call. The U.S.S. Valhalla (a Galaxy-class starship) will respond, asking you to make your way to dock control and open the spacedoors so they can proceed. Hitting the console a second time will trigger a rolling crescendo. Head up to the control room and open the space doors to stop the flow of Infected. The safe room will be a few rooms away.
Map 4: "Valhalla"
This finale will be handled like The Parish's "Table Bridge." Upon exiting the safe room, climb down a Jeffries Tube and head down a few corridors before you come across the docking port access corridor entrance. Once you open it, you must make a run down several hallways and rooms until you reach the Valhalla and escape.
I'll reveal more on part two as I come up with it.
As for item replacement, I can really only think of a few things.
"P220" Pistol > Type-IV Phaser.
"Desert Cobra" Magnum Pistol > Type-VI Phaser.
"Uzi" Submachine Gun > Type-I Phaser Rifle.
"M-16" Assault Rifle > Type-III Phaser Rifle.
Crowbar > Hyperspanner.
Machete > Plasma Torch.
First-Aid Kit > Starfleet Medkit.
Adrenaline Shot > Hypospray.
Pipe Bomb > Photon Grenade.
Gas Can > Plasma Conduit.
Fireworks > EPS Relay.
Propane Tank > Antimatter Injector.
If anyone else would care to contribute some ideas, I'm all for it. Otherwise, I'll just leave out spawns for everything else.