-
-
Notifications
You must be signed in to change notification settings - Fork 682
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Cardinal Station (old Bunched station) #12030
base: master
Are you sure you want to change the base?
Conversation
i'm making these commits way too often
I pretty much brute forced this, because i don't have an idea how to edit the decal code to allow for nudging them
…have them be automatically loaded on mapload
last one for the night
The deed has been done. Cardinal Station it is |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
My thoughts on some of the code
@@ -56,6 +56,11 @@ map echostation | |||
votable | |||
endmap | |||
|
|||
map bunchedstation | |||
minplayers 20 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
minplayers 20 | |
minplayers 40 |
Bump this to at least the same amount of players required for Fland. This is a huge station and it is unrealistic to think that this map will play well with 20 people. I don't think it will play well with 30 either but 20 is just straight wrong. If the map gets voted with 25 people, 5 leave, 20 come into the round, 2 people go mining and 2 exploring you end up with 16 people in a station that should be for +40 people on station
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
again, as bacon said, it's not just the footprint of the map that matters. We'll have to see how it actually plays in game. If it does feel too empty then i'm fine with increasing it
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yeah, both matter, that's why this map can feel amazing but if I'm alone wandering in hallways 6 tiles wide by myself and I see some assistant from time to time the map will fail as a lowpop map. Echo can get away with this because everything is cramped together, Delta puts 40 people minimun, same with Fland. Box can get away with being a big map for lowpop since the majority of the action happens on the same hallway (this map has those points of interest/actions either in smaller size or more separated between them so it wont get the same Box effect). 20 pop is a bad pop to put on a map this big and I think the grand majority of mappers would agree and suggest, at minimun, 25-30.
Onto the map itself. Map reviewThis engi tools room looks a lot like the one in DeltaStation. That one is not avaiable to everyone. Is this one public? It certainly gives engi-only access vibes but there's an assistant spawn on it Too cramped Shock those windows if they aren't already please, this is just an outpost that can easily have no one inside and it just screams free chemistry stuff The doble airlock needs some resprite, it looks too out of touch with the rest of the artstyle to use it this much on a map Put windows here or see-through doors. Cryo pods should never be hidden anywhere and easily accessible for everyone without having to open tons of doors to find them. Ideally, they wouldn't even have their own dedicated room in the prison imo Is this the security medbay outpost? A second bar/stripclub is a nice touch but having plasma tables unguarded means people can just go there and get free plasma roundstart Decor-wise doesn't make much sense to have this part open to go through, why would it be a tree in the way of the space dedicated to transit? I'd do a full circle of raillings around Double doors look pretty bad, either put a window or make a new blue double airlock for command. I do think this is a pretty station with tons of good ideas and well executed, but what I really fear is how insanely big is for a server that hits 60 pop a couple times a year |
|
ComparisonDifferent shading, doble one looks definitely older and worse. A resprite should be easy enough
I think it looks pretty odd visually tbh
You should not do design choices around people breaking the rules, that's what admins are for. You should always have the option to leave the game easily located
Wouldn't a command double door look better? ;)) Also, your changelog is wrong. it should have your name on it, like this 🆑 BarteG44 |
the changelog doesn't need that... it gets credited automatically to the author. |
a lot of creative and good mapping here, |
i'm working on a feature to make the SM ejection a bit less of a "get out of jail free card" but it requires me to learn TGUI so it's gonna be a while |
Hey, do you have a discord? I would like to talk with you about something |
@barteg_ |
About The Pull Request
Card Station is a station based around 4 central corridors running in cardinal directions. Despite being about as large as Fland station in footprint, it's departments are placed and laid out is such a way as to ensure player interaction.
Design principles:
-High traffic areas such as security, bridge, and medbay are all located at the ends of the corridors, forcing traffic to go trough the service-oriented center.
-Most rooms directly connected to the corridors also have plentiful windows facing them with optional shutters or curtains. This is done to allow anyone from the corridor to see and talk directly to people who may be busy in their workplace, who would usually be tucked away somewhere far from sight. The shutters are there to permit some privacy to the people working, while their prevalence will make it less likely for anyone to suspect them of shady business if they do choose to close their department off. It's not suspicious if everyone's doing it.
-Greenery is present in most places. Just like in real life, having some plants around makes the whole space more pleasant to look at.
-More gimmick areas such as an actual Theater, Barbershop, decently sized office and a maintenance night club
-to allow for more or less discrete travel between parts of maintenance, there are 6 rooms linked in pairs with dispsal pipes
Why It's Good For The Game
Box, Meta, and delta are pretty much just different flavors of the same thing, people hate kilo for some reason and people hate corg for good reason. That leaves 3 maps that at least I personally would consider good, 2 of which are exclusive to diametrically different player counts. We could really use something more unique.
Testing Photographs and Procedure
Screenshots&Videos
Changelog
🆑
add: Added Card Station and all of it's shuttles
add: Added big potted plants
add: Added sub divided big engines for shuttles
fix: fixed decals not working on circuit and grass floor tiles
/:cl: