Search found 81 matches
- Tue Sep 29, 2015 10:32 pm
- Forum: Spriting and Mapping
- Topic: Dreamstation [DREAMS DON'T DIE]
- Replies: 115
- Views: 41185
Re: Dreamstation v02 [NEEDS TESTING]
I have a few things. First of all, it looks nice, good job. I like security in particular, them tiles I guess. But the whole station does feel like a reshufle of box. All the departments are in different places, but they all have the same sort of layout, with the bar being an exception. I don't mean...
- Thu Sep 24, 2015 12:01 am
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
fixed it, I think?Atlanta-Ned wrote:Link looks like it's not pointing to the right thing. I am sad.Celdur wrote: So I worked on it a little bit.
- Mon Sep 21, 2015 2:40 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
I miss you Cledur pls return ;-; Sorry for dissapearing. I was sorta done with space station for a while, you know how it feels. I guess I also stopped mapping because people seem to have lost interest. I still am a bit burned out on playing space station, but I do want to finish this map. So I wor...
- Wed Aug 05, 2015 11:33 pm
- Forum: Coding Feedback
- Topic: Less talk more action on Synthetics, aka FUCK THE AI thread
- Replies: 219
- Views: 49326
Re: Less talk more action on Synthetics, aka FUCK THE AI thr
Getting rid of traitor sec did all of those good things, but I think it also somewhat caused the AI to be as it is now. Since the AI now has no reason to distrust security, its easy to call on sec to do the AI's bidding. Couple that with everyone not wanting the AI to say no to anyone, and all it re...
- Mon Aug 03, 2015 2:43 pm
- Forum: Coding Feedback
- Topic: Less talk more action on Synthetics, aka FUCK THE AI thread
- Replies: 219
- Views: 49326
Re: Less talk more action on Synthetics, aka FUCK THE AI thr
I miss the old AI that was more worried and skeptical of the crew rather than hunting for antags. Well, I don't miss the part where they would argue with the CE for 15 minutes before finally letting him into EVA to get metal sheets. But yknow, everything in moderation. What caused that shift in play...
- Wed Jul 29, 2015 3:20 am
- Forum: Ideas
- Topic: Economy Implementation
- Replies: 22
- Views: 4941
Re: Economy Implementation
What you need is to make incentive for people to want more money. Because that will lead them to charging people for their services. If the chef doesn't leave all his foods out on the counter, people will have to pay for it or break in, at which point he could call security. Right now no one wants t...
- Tue Jul 28, 2015 8:14 pm
- Forum: Spriting and Mapping
- Topic: DiscStation Thread: Out of Rotation for Maintence
- Replies: 162
- Views: 52795
Re: DiscStation Thread
You missed quite a few rooms there. Ironically atmos is one them.
Also the hallways could use a few more.
Also the hallways could use a few more.
- Sat Jul 25, 2015 12:29 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Mining might be getting an overhaul in the coming months with lavaland stuff. Yeah, but regardless of that, there will still probably be a small outpost for mining. And it'd be a shame if it was mining access only. How hardened are the connections? How big of a bomb do you need to have to completel...
- Fri Jul 24, 2015 9:10 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Triple post time. Finished the guts of the station. You can take a look here You can disconnect each segment from distro/filter through pumps in maint. All power and atmos lines enter and exit through the main entrance of a module, which means its very easy to disconnect. Probably will be a high tar...
- Sun Jul 19, 2015 11:56 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Went ahead and got started on the boring autism stuff, pretty happy with the layout right now. Finished placing pretty much all APCs and wired it all up. Added lighting to most areas too, probably needs a bit of tweaking but it didn't look too bad from a test walk around. That means atmos piping sta...
- Sun Jul 19, 2015 12:26 pm
- Forum: Spriting and Mapping
- Topic: PlazaStation development thread - REDESIGN POLL
- Replies: 75
- Views: 19471
Re: PlazaStation development thread - REDESIGN POLL
My advice is not to make maint of maints sake, its not its own department.
It should just be inbetween areas for wire/piping and sneaking purposes only.
That said, design 1 is the most interesting I think.
It should just be inbetween areas for wire/piping and sneaking purposes only.
That said, design 1 is the most interesting I think.
- Sun Jul 19, 2015 10:19 am
- Forum: Ideas
- Topic: Map Rotation
- Replies: 88
- Views: 17032
Re: Map Rotation
Right now, I'm not sure if modular station will ever be used by anyone aside from maybe a few test runs at best. That's not discouraging me from stopping anytime soon, but I know it discourages a lot of people from even trying. Maybe map rotation isn't the best way to go about it right now, since th...
- Wed Jul 15, 2015 8:31 pm
- Forum: Coding Feedback
- Topic: Wizard rounds ending on wizard death
- Replies: 40
- Views: 9770
Re: Wizard rounds ending on wizard death
tldq Well said, man. I mean I don't like people calling the shuttle early on tator/gang/rev whatever rounds even when the shift feels like extended, because shit could still be brewing. But when the wizard is dead that's fucking it. There is 0 reason to go on. It is pretty fucking jarring though wh...
- Wed Jul 15, 2015 1:41 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Yeah, I figured that would be more practical too but I kinda want the surgery table to be centered.
- Mon Jul 13, 2015 5:54 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Update picture pretty please Sure thing, Here you go Added some more maint access. Added a few more things to the hallways to make it less empty feeling. (mainly on the starboard side) Fixed a few things I got feedback from. Made a few changes that you probably wont notice. Lemme know if there's an...
- Sun Jul 12, 2015 4:15 am
- Forum: Spriting and Mapping
- Topic: DiscStation Thread: Out of Rotation for Maintence
- Replies: 162
- Views: 52795
Re: DiscStation Thread
The thing that bothers me the most about this station is the huge fucking hallways. Take some time to load up your map and walk around in it, it will feel huge and empty and awful. 3 wide really is wide enough, 4 at best. Other than that you have some neat ideas for some places. But some other place...
- Sun Jul 12, 2015 4:05 am
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Haven't worked on the map in a bit. I've been kinda busy with work lately, and holy fuck has it been hot so I did not have energy to do anything. Now that it's cooling down, I'll get to making some changes and maybe start to wire everything up. Wow, I didn't think I'd see a full map of this any time...
- Tue Jun 30, 2015 4:52 pm
- Forum: Coding Feedback
- Topic: Economy [XHUIS EDITION]
- Replies: 35
- Views: 9889
Re: Economy [XHUIS EDITION]
Most vending machines should be free, like tool storage and the like. Food would probably be fine though. Also, department based budget could be neat. Heads could be in charge of their stations budgets, and some of the more crazy things like virus crates or PAs etc. could cost a lot of money. And th...
- Mon Jun 29, 2015 5:32 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Yeah, it would.
Until it becomes mandatory for nuke ops to teleport into the bridge and imprison everyone in their little corners with an emag.
Until it becomes mandatory for nuke ops to teleport into the bridge and imprison everyone in their little corners with an emag.
- Mon Jun 29, 2015 12:04 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Well, I suppose you're right. It just that areas like atmos/engineering are often deserted. And even in Sci you're just locking down employees at best most of the time. If you lock down a whole department, you also lock down the lobby where people go to loiter and get stuff. I guess even then it wil...
- Sat Jun 27, 2015 10:25 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Adding manual valves to remove a module from the station distro could be a good idea too, and a effective counter to plasma floods. Yeah, I was planning on doing that. I had an idea of adding an SMES to every module as well, to have a sort of one way power flow, but that would probably be too many ...
- Fri Jun 26, 2015 10:40 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
alright, done
- Fri Jun 26, 2015 2:11 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Prehaps wall it off from deep space? It seems like a very juicy target right now. Yeah, its an easy target for nuke ops now. But then again no gravity seems like kryptonite for nuke ops, so maybe it wont be a problem. On the other hand, the AI and comms seem a bit more secure from the usual nuke op...
- Thu Jun 25, 2015 7:36 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Medbay does have sleepers, they're just in the medical rooms instead of being out in the open. No one ever uses those rooms, so I figured I could tuck the sleepers away there and make healing like that a bit more personal. Besides, sleepers are pretty much useless now unless you upgrade them. And ye...
- Wed Jun 24, 2015 11:55 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Oh boy, here it is in full. Now would be the time to look over it and comment on what you think needs to change. Because once that process is over, I will start the wiring/piping phase and then it will be a huge pain to change anything. Here it is. Some minor notes: I put the Gravgen in between atmo...
- Tue Jun 23, 2015 8:03 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
- Sat Jun 20, 2015 9:10 pm
- Forum: Coding
- Topic: Dismemberment & Organs
- Replies: 162
- Views: 41553
Re: Dismemberment & Organs
I can already see people intentionally removing their arm so that they can't get cuffed by sec.
I'm guessing a straightjacket would still work?
I'm guessing a straightjacket would still work?
- Sat Jun 20, 2015 9:00 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Just want to let people know that I'm still working on this.
Nothing really to show yet though, had to redo a lot of places to sort of reorient it with the station, and trying to make everything fit.
I should have just done an H from the start though, honestly. Looks a lot better.
Nothing really to show yet though, had to redo a lot of places to sort of reorient it with the station, and trying to make everything fit.
I should have just done an H from the start though, honestly. Looks a lot better.
- Thu Jun 18, 2015 4:36 pm
- Forum: Coding Feedback
- Topic: Traitor objectives, and how to fix them
- Replies: 18
- Views: 4375
Re: Traitor objectives, and how to fix them
Well, personally I think an antags objectives are secondary to their main hidden objective of "making the round interesting", so antags should know that they aren't just limited to doing their objective and then pretending to not exist. That said though, objectives should motivate antags t...
- Tue Jun 16, 2015 6:29 pm
- Forum: Ideas
- Topic: Minor Suggestions
- Replies: 3766
- Views: 931762
Re: Minor Suggestions
Make it so lit matches give a very faint light, and then run out after a short time. Same with lighters but they stay lit for a longer time.
Also, make it so you can light cigarettes with the igniter attached to a flamethrower, just cause its badass.
Also, make it so you can light cigarettes with the igniter attached to a flamethrower, just cause its badass.
- Sun Jun 14, 2015 2:17 pm
- Forum: Coding
- Topic: Dismemberment & Organs
- Replies: 162
- Views: 41553
Re: Dismemberment & Organs
Random limb cutting in combat should be pretty hard to do, and probably shouldn't work on the head. Aside from Esword, only fireaxe and maybe surgical saw come to mind. I like the idea of Esword cauterizing the wound. And as for stun and chop, you could either have it be anything up from glass, but ...
- Sat Jun 13, 2015 4:04 pm
- Forum: Coding Feedback
- Topic: AI Feedback: Constructive Edition
- Replies: 224
- Views: 50788
Re: AI Feedback: Constructive Edition
I don't see the problem with camera alarms after the fact. I mean we talked a lot about how the AI shouldn't be hunting down antags but instead just focus on the victims of harm. Once the cameras go back and the AI gets an alarm, he can go and check the damage. Being able to constantly reset the cam...
- Sat Jun 13, 2015 3:53 pm
- Forum: Coding Feedback
- Topic: "Removing people from the round."
- Replies: 56
- Views: 13343
Re: "Removing people from the round."
You could have a resource system elsewhere.
You could just have a machine in genetics that grows genetic material to use, something that needs some player maintenance/other resources.
You could just have a machine in genetics that grows genetic material to use, something that needs some player maintenance/other resources.
- Sat Jun 13, 2015 3:40 pm
- Forum: Coding
- Topic: Dismemberment & Organs
- Replies: 162
- Views: 41553
Re: Dismemberment & Organs
Limb removal should seriously fuck you in the ass and make getting around and doing stuff a lot harder, but don't make it too much of a hassle to deal with once you crawl your ass to medbay. The last thing you want it medbay's wild ride, because it completely disrupts the round when all the importan...
- Thu Jun 11, 2015 4:06 pm
- Forum: Coding Feedback
- Topic: "Removing people from the round."
- Replies: 56
- Views: 13343
Re: "Removing people from the round."
I think the biggest part of what makes jobs so boring is that we've all done it a billion times. There is not much variety in how a shift goes for most jobs, you always start out the same and do mostly the same stuff, unless someone is doing something silly and you join in, but that doesn't happen t...
- Wed Jun 10, 2015 4:47 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 34834
Re: XHUIS' SUMMER THAW EVENT
That's the second time you left me out.
I am deeply offended.
I am deeply offended.
- Tue Jun 09, 2015 6:55 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 34834
Re: XHUIS' SUMMER THAW EVENT
I always felt like open pipes should just leak out what's in them if they're exposed, but I dunno how big of an effect that would have on things.
Maybe an item that would stop a pipe from leaking would make that not a terrible disaster.
Anyway, this is getting off topic.
Re-rolling mask idea again.
Maybe an item that would stop a pipe from leaking would make that not a terrible disaster.
Anyway, this is getting off topic.
Re-rolling mask idea again.
- Mon Jun 08, 2015 5:13 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 34834
Re: XHUIS' SUMMER THAW EVENT
why wasn't I on there?
either way, re-rolling the mask idea.
either way, re-rolling the mask idea.
- Mon Jun 08, 2015 4:42 am
- Forum: Coding Feedback
- Topic: "Removing people from the round."
- Replies: 56
- Views: 13343
Re: "Removing people from the round."
Respawn creatures should never be more interesting than human/lizards. Drones are a pretty good start, you can only really build shit and steal hats, its a fun way to kill time but you wouldn't want it over being alive. Golems are sort of on the edge, but they are not easy to come by so I'd say its ...
- Sun Jun 07, 2015 4:18 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 34834
Re: XHUIS' SUMMER THAW EVENT
A facemask. It will look like whatever your ID is, agent card included (if it's a non existent person it'll just be a random face.) It won't change your voice however, but you're not limited to gas mask using jobs when picking a disguise. Also, do agent ID cards fool sec huds when you enter a recogn...
- Sun Jun 07, 2015 3:21 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Whoops, that's what I get for using uguu when pomf is down.
Here it foreverish
should I really start appealing to nazis?
Here it foreverish
Someone else actually suggested I'd do an iron cross.DemonFiren wrote:Cross shape is only acceptable if you do a swastika.
should I really start appealing to nazis?
- Sat Jun 06, 2015 12:04 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
The thought of that has come to mind before, but like allura said it wouldn't really be a good idea. As it is right now you already have a few options to sort of semi lock down a department, seeing as how hard of a time people have unbolting escape when some cunt locks it all down. Of course you'd n...
- Fri Jun 05, 2015 8:45 pm
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 34834
Re: XHUIS' SUMMER THAW EVENT
Robotics or AI sat would make the most sense.Xhuis wrote:Where do you want the drone dispenser to go? It's ready to put down but I need a place for it.Falamazeer wrote:OoooOoOoh!
Though I wonder, does emaging it do anything?
- Fri Jun 05, 2015 8:32 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Here it is. A lot of places are obviously work in progress, mainly the hall and other stuff I haven't shown off yet. But you can see how I'm running out of options with the hall, and the horizontal only hallway brings a lot of problems with it. The hall doesn't have to be a square necessarily, I ju...
- Fri Jun 05, 2015 2:47 pm
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
So the station is finally at a point where I could test it out a bit and wander around. And it turns out that taking everything away from the main hall makes the main hall very boring to go through, who knew. So I started adding a few things to it to make it more appealing, which was pretty successf...
- Fri Jun 05, 2015 2:31 pm
- Forum: Coding Feedback
- Topic: Asteroid Station Trial
- Replies: 40
- Views: 9237
Re: Asteroid Station Trial
why not just do a map rotation? put on asteroid at peak hours for a few hours and then put it back on box. people can't really complain about muh box that way because it'll be there most of the day.
- Fri Jun 05, 2015 2:49 am
- Forum: Coding
- Topic: XHUIS' SUMMER THAW EVENT (ended)
- Replies: 146
- Views: 34834
Re: XHUIS' SUMMER THAW EVENT
A traitor device that "scrambles" cameras in a fairly large radius. (large enough so that the AI can't instantly tell where the center of that zone is. Alternatively and somewhat related; make it so the ling AI invisibility ability actually makes them 100% invisible to the AI(and perhaps a...
- Fri Jun 05, 2015 2:40 am
- Forum: Ideas
- Topic: We wanna hear your sweet MAGICAL voices!
- Replies: 41
- Views: 10919
Re: We wanna hear your sweet MAGICAL voices!
That's pretty damn good aside from background bird and ai nath sounding a bit too passive.Tunder wrote:http://cancer killing /tg/.com/i/s0RKx2DXkbuL
- Fri Jun 05, 2015 2:39 am
- Forum: Ideas
- Topic: Sepia Slime
- Replies: 36
- Views: 9132
Re: Sepia Slime
Would it stop people from taking damage from bleeding/choking etc.?
- Tue Jun 02, 2015 3:26 am
- Forum: Spriting and Mapping
- Topic: Modular Station
- Replies: 89
- Views: 24277
Re: Modular Station
Oh yeah, you're probably right.
I'll be sure to change that.
I'll be sure to change that.