By the way, tunnels ARE going to be included in the map. For those that have seen the movie, I am going to include a tunnel that leads directly into the heart of the base, like the one the Arachnids used to attack the mess tent.
There will be the outpost at one end of the map, then a large canyon that goes from the Outpost, winds around, and ends at a cave entrance leading to a network of tunnels, with a large cavern and the alien base in back.
Throughout the canyon, there will be a few (4-6 at the most) tunnels that open into small caves. These caves will be burrows, for the most part, that an Advanced Basilisk can barely squeeze into (I will make the openings/tunnels about 3 units larger than the basi's size). That way, dretches/basilisks can jump down onto unsuspecting hummies, but rants and goons can't rape anyone. The openings won't be large enough for a basi to evo into a rant, so that will block those that try to outsmart the layout.
In the aforementioned tunnel into the human base, there will be a trigger_class variable that makes the floor drop out PERMANENTLY when an alien moves over it. This makes it where strategy on the aliens' part is required, as a dretch screwing around in the tunnel near the base will drop the floor and let the humans chaingun the tyrants that could have decimated the entire base later on with a surprise attack.
Also, I'm going to look into making a trigger that releases some sort of gas into the cavern/tunnel system that kills any alien structure/alien organism that it comes into contact with. The effect would be like that of a dretch with an alien booster on the map; a human bitten by a poison dretch loses health constantly until they use a MedKit or Medistation. The same effect goes for the aliens; trigger this system, and any alien or structure would be poisoned like that and slowly lose health while inside the caverns. However, to further balance that, the effect only lasts for 15 seconds and cannot be reused in that game session. Like I said, this hasn't been implemented yet and is still in the "Idea" box, not the "Reality" one. If there's a way, I will try to fix something like that up.
And that's the gist of it. Seeing that Winter break starts at exactly 11:50 AM CST tomorrow, the first beta of this map should be out around January or so. The work on Outpost P (working title, suggest something better please) will happen mainly between December 21st and January 2nd (I go back to school on the 3rd). So, any suggestions would be greatly appreciated.
Also, screenshots from Radiant will be uploaded later, nothing has been textured yet; still doing brushwork and layout.
Thank you all for your support!