What's this? Trinity makes progress with a build?
NO WAY!!!
Actually, yes. I decided I'd worry about the eventing and AI work later, and simply toss a few placeholders around as I set out room placement and so on. I've already decided I'd probably force the player's path a bit in the trenchdigging portion, with a huge hive section and various digging areas on a (somewhat) linear path of digging lines that lead to the various caves. It'll be more open when players reach the 'town'.
Included picture: These placeholder skeletons (OR ARE THEY?!?) are currently hanging around in the Mite Room, which is just outside the main base to help supplement the player's loudouts. I'll scatter a few major caves around as we continue, but the general ghist is: Find a cave opening, kill the guardians, and capture the cap point from Admin team to victoreh. This will unlock the options to use the bugs related to that cave system, as well as a fast-travel node in the main Hive will open to that cave. I'm tempted to include a few other 'random' caves that have other AI too, with rewards such as extra points (to give the players incentive to find them, as those unlock bug strains) or some of the 'admin onlys' like Dready or the Tremors, naturally with high point costs once found.
EDIT: Interesting development, not sure why but can't seem to get the bots to notice a changed playertype when in minigame... least they didn't notice a guard bug biting their ankles. Army, Lordi, have you had similar issues with your own derping around with the AI? :S