overdue for a haircut

seen from Tunisia
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overdue for a haircut
another year, another terrible comics day, another weird little photo edit/bash thing, this time featuring andi and much less effort because i had work :p
all photos used are CC0, as always 1 2 3 4 5 6 7 8 9 10 11 12 13
*grits teeth* it'll look good when it's done it'll look good when it's done it'll look g
warmup adder
breaking news: adder can say fuck now
gamedev update:
spent a billion years figuring out how i wanted the grass to look before remembering this isn't part of the area im working on. oh well. still looks neat.
adder over time ft his parents and parent's friend
gamedevposting: my biggest issue with the map design is balancing the practicality/"realism" aspect with the fact that i have a crystal clear mental image of the layout, especially with the interior of the base. and like yeah, yeah, it technically doesn't matter that much, but i have a personal interest in practical engineering and design, and there's going to be just enough interaction with it as a core mechanic of the game that i need it to at lease scan as plausible.
currently working with the 3nd floor basement/sleeping quarters area layout, which is two identical wings off the main ladder/lift shaft. each wing has a set of bedrooms, a communal bathroom, and a storage room. my notes and mental image have adder's room be the first on the left in the west wing of rooms, with the bathroom directly next to him. there are two bedrooms on the left side further down, and 3 more on the right side, followed by a large storage space.
the issue im running into is the utilities connection- the current plan has the main supply along the lift shaft (electricity and hvac from the surface down, water up from the well set underneath the building) with each floor having its own maintenance access to have multiple safety cutoffs (multiple air/water filters, circuit breakers, etc). each wing can also be fully sealed off from the rest of the base in an emergency.
that means there should be a separate utilities access room (or multiple rooms?) in each wing that my mental map doesn't include and i don't know where to put. it makes sense to have at least the well pump access be both close to the main shaft to minimize the amount of pipe that can fail, and directly next to the bathroom, which is the only room on this floor that needs it. a case could also be made for having the pump be directly next to the shaft, and the bathroom more centrally located with the bedrooms w/ the pipe threaded below the hall floor, but both options mean shuffling the room placement to be something other than main lift -> adder's room -> bathroom, and i don't WANNA shuffle the room placement, already having the setting down pat is half the reason i wanted to use this story specifically, WHINE COMPLAIN WHINE WHINE WHINE WHINEEEEEE-