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Re: Dreamstation v02 [NEEDS TESTING]

I'll just address the stuff I haven't changed, in order; Science and medbay aren't close because I don't have the time to try and, say, swap engineering and medical and I'm not sure I want to I'm sorry for everything huge-corridor related but I made this map off of a dream and very little mapping ex...
by ChangelingRain
Sat Oct 03, 2015 10:42 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: ITT: We make shitty suggestions and come up with poor id

Isn't this the shitty suggestions thread? Why is there a good idea in the shitty suggestions thread?
SIGNATURE, LOOK AT LING LINK K
by ChangelingRain
Thu Oct 01, 2015 2:18 pm
 
Forum: Ideas
Topic: ITT: We make shitty suggestions and come up with poor ideas.
Replies: 3759
Views: 402620

Re: Dreamstation v02 [NEEDS TESTING]

Dismissing all of my opinions as "screeching" shows that thus far, you've proven to do nothing other than attempt to swoop in and defend all amateur mappers from everything I say, even when it's valid or the mapper themselves acknowledges me as correct. I would rather give feedback to map...
by ChangelingRain
Thu Oct 01, 2015 3:15 am
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v02 [NEEDS TESTING]

metacide wrote:The janitor needs a bucket in their office for transferring water and such.


Did I really forget the bucket. Shit, I did. Fixed now. Also fixed a bunch of unrelated issues, finally.
Also if that's really all the bad feedback you found to give then I think I've done well
by ChangelingRain
Tue Sep 29, 2015 4:11 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Changeling rounds are boring as hell

Parasting wasn't fun to get hit by, but it did cause some stuff that was pretty nice, like the paranoia(I can't remember the last time I saw people scared to enter maint) and how dangerous people thus considered lings.
Get me better changelings
by ChangelingRain
Tue Sep 29, 2015 3:04 pm
 
Forum: Coding Feedback
Topic: Changeling rounds are boring as hell
Replies: 163
Views: 14834

Re: Dreamstation v02 [NEEDS TESTING]

There is never justification for having science and medbay separate, regardless of how much you want to direct traffic. Look at Cogmap, which has Medbay and Science side by side, and the map still has equal distribution of commodities or departments. The day that the retarded "science and medb...
by ChangelingRain
Tue Sep 29, 2015 12:32 am
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v02 [NEEDS TESTING]

The departments are carefully placed to ensure traffic instead of for efficiency and I guess you don't like that. Maint is pretty restrained, though, it's by and large basically box maint. Just because the layout looks good and efficient on paper, doesn't mean it performs well in practice. I'm... n...
by ChangelingRain
Mon Sep 28, 2015 8:47 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v02 [NEEDS TESTING]

The departments are carefully placed to ensure traffic instead of for efficiency and I guess you don't like that. Maint is pretty restrained, though, it's by and large basically box maint. Ah yes, door layering. I'll fix it. I can't fix the bridge colors because there's only one dark and blue color...
by ChangelingRain
Mon Sep 28, 2015 7:57 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Hulk Should Not Negate Shadowling Glare

Hulks are not dehulked by stamina damage and not stunned by it, the worst they get is slowed down due to it being "damage"
by ChangelingRain
Wed Sep 23, 2015 2:59 am
 
Forum: Coding Feedback
Topic: Hulk Should Not Negate Shadowling Glare
Replies: 23
Views: 2155
PostThis topic was deleted from Ideas by MisterPerson on Wed Sep 23, 2015 2:50 am.
View this post

Re: Hulk Should Not Negate Shadowling Glare

Hulks are immune to stamina damage stuns, they don't go down to ANY STUN except for, uh, shuttle movement for some reason
by ChangelingRain
Wed Sep 23, 2015 1:29 am
 
Forum: Coding Feedback
Topic: Hulk Should Not Negate Shadowling Glare
Replies: 23
Views: 2155

Re: Greater Form

I'd say it could work with the right setup, such as not being able to just sudden murder and then become someone else to throw ALL THE HEAT off. Having a cap on how murdery it can get would also be good.
*cough* *signature* *cough*
by ChangelingRain
Mon Sep 21, 2015 2:33 am
 
Forum: Ideas
Topic: Greater Form
Replies: 14
Views: 1340

Re: PR#11689 Security Weapon Overhaul: Auto Rifle Edition

Blah blah blah I don't like autorifles because they're lasers, but better in everything but going through windows, and that's not much.
YOU WANTED FEEDBACK HERE IS MY PURE, UNFILTERED OPINIONS
by ChangelingRain
Mon Sep 21, 2015 2:23 am
 
Forum: Coding Feedback
Topic: PR#11689 Security Weapon Overhaul: Auto Rifle Edition
Replies: 203
Views: 18909

Re: What would be your Optimal Loadout?

Ten MINUTES? Assuming we're using the sandbox panel, Five spellbooks, a demon heart, the admin combat jumpsuit, an energy shield, a gemsuit via spellbook, eight combat nanite injectors and oh how about the tk, xray, and coldresist mutation injectors. I then go into bloodcrawl and meme threats to dea...
by ChangelingRain
Sun Sep 20, 2015 2:42 am
 
Forum: General Chat
Topic: What would be your Optimal Loadout?
Replies: 32
Views: 3927

Re: Dreamstation v02 [NEEDS TESTING]

This is only tangentially related to this map in particular but I feel like the big "THIS MAP IS PLAYING BECAUSE THE PLAYERS VOTED FOR IT" announcement is more inflammatory than anything since at any given time the number of players actually in game is significantly lower than the number ...
by ChangelingRain
Thu Sep 17, 2015 6:00 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v02 [NEEDS TESTING]

Huh, neat. I see a couple of problems from looking at the map though. The atmos room outside of Virology seems to be setup wrong. The maintainance to the east of the HoP's office has blue wires, while the rest of the station has green wires. I'd remove the uranium from the mining shuttle bay. Urani...
by ChangelingRain
Thu Sep 17, 2015 1:55 am
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v02 [NEEDS TESTING]

Pirou (655) MrStonedOne: <Miauw> you should testrun some of the new maps in the spriting and mapping section, ESPECIALLY birdboatstation for basil MrStonedOne They need to be pr'ed, so I can just use that MrStonedOne because of the whole live tracking from github thing, its not easy to make local c...
by ChangelingRain
Wed Sep 16, 2015 6:58 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v02 [NEEDS TESTING]

I remember saying I was going to update the map image, so I did that! Look at it, it's not hugely outdated!
by ChangelingRain
Wed Sep 16, 2015 5:19 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Dreamstation v01 [NEEDS TESTING]

Alright, fixed most of those: ⋅ The AI core is now much close to engineering, with an accordingly shorter tube ⋅ The sanitarium now has less windows and the door opens into the prison wing area instead of the prison wing access ⋅ I can't make arrivals less desolate with...
by ChangelingRain
Mon Sep 14, 2015 4:30 pm
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Dreamstation [DREAMS DON'T DIE]

I made a map, wew: https://tgstation13.org/wiki//images/7/76/Dreamstation.png Image is 100% updated You can click here for fullsize. Latest Changes: *Fixed Chaplain being unable to use massdriver door. *Please for the love of god report bugs and other issues Is merged now! Probably still needs test...
by ChangelingRain
Mon Sep 14, 2015 12:31 am
 
Forum: Spriting and Mapping
Topic: Dreamstation [DREAMS DON'T DIE]
Replies: 115
Views: 20702

Re: Your least favourite round type

I honestly really dislike nuke ops, it just doesn't do it for me.
As my second pick, ling because it's a design travesty and pretty shit as its own roundtype(though it might get better once the team objectives actually fucking work)
by ChangelingRain
Wed Sep 09, 2015 2:51 am
 
Forum: General Chat
Topic: Your least favourite round type
Replies: 58
Views: 5495

Blob Changes

Pull one changes blob space expansion from RNG to about 25% effect, meaning a blob tile on space has approximately 25% of its normal health. https://github.com/tgstation/-tg-station/pull/11616 Three wrench hits, or in other words, 15 brute damage, will kill a space blob, or one laser or welder hit. ...
by ChangelingRain
Mon Sep 07, 2015 2:46 am
 
Forum: Coding Feedback
Topic: Blob Changes
Replies: 5
Views: 646

Re: Cooking makes absolutely no sense.

Might as well let people choose their favorite dish/drink, because honestly they're not going to all choose one thing to make it easy on the chef/bartender so it won't matter too much.
by ChangelingRain
Sun Sep 06, 2015 4:32 pm
 
Forum: Coding Feedback
Topic: Cooking makes absolutely no sense.
Replies: 17
Views: 2881

Re: Blob Cores need to be bomb immune again

That's not actually a bug, though it IS excessively unclear code and an accidental result, read, the core dying. It is effectively "Die in devastation range, randomly either die in heavy range or take 27.5 damage, and take 22.5 damage in light range." Removing that line isn't a proper solu...
by ChangelingRain
Mon Aug 31, 2015 6:36 pm
 
Forum: Coding Feedback
Topic: Blob Cores need to be bomb immune again
Replies: 21
Views: 2510

Re: election thread

I endorse or otherwise select ausops as my pick because they're pretty good, yup.
by ChangelingRain
Mon Aug 31, 2015 2:46 am
 
Forum: Archived/Deleted
Topic: election thread
Replies: 29
Views: 3630

Re: Blob Cores need to be bomb immune again

FUCK IT I'VE DONE IT https://github.com/tgstation/-tg-station/pull/11495
MAKES BLOBS SUPER IMMUNE TO BOMBS SO THEY STOP DYING TO THEM, THANK ME LATER
ALSO GIVES PROPER DESCRIPTIONS TO BLOB STUFF BECAUSE OH MY GOD THOSE WERE CRAP
by ChangelingRain
Mon Aug 31, 2015 12:01 am
 
Forum: Coding Feedback
Topic: Blob Cores need to be bomb immune again
Replies: 21
Views: 2510

Re: Space"""cube"""

You CAN make a cube out of them, but there would need to be special handling code for the top and bottom faces so that they entered out from the right side with the right direction and I'm not sure that's especially easy to do.
by ChangelingRain
Sat Aug 22, 2015 9:11 pm
 
Forum: Coding Feedback
Topic: Space"""cube"""
Replies: 44
Views: 6171

Re: Space"""cube"""

Not all the zlevels are the same width and height AND it doesn't switch your direction when you'd move, say, left from the top level, say, the station level, to one of the side levels, say, the mining level. You don't arrive at the mining level from the top of the mining zlevel, you arrive from the ...
by ChangelingRain
Sat Aug 22, 2015 1:25 am
 
Forum: Coding Feedback
Topic: Space"""cube"""
Replies: 44
Views: 6171

Re: Stun overhaul/nerf

Neurotoxin, the alien projectile, is alien only. Neurotoxin, the chemical, is not.
by ChangelingRain
Thu Aug 20, 2015 11:16 pm
 
Forum: Coding Feedback
Topic: Stun overhaul/nerf
Replies: 76
Views: 6135

Re: Guardian Spirits

I used the fire one yesterday. Seems pretty tame as it couldn't beat the det and the hos to death when they came after me on a tip off from another syndicate. I think I probably overnerfed it after the rampage Pybro was mentioning where I killed ~20 people in escape just running in circles igniting...
by ChangelingRain
Thu Aug 13, 2015 11:25 pm
 
Forum: Coding Feedback
Topic: Guardian Spirits
Replies: 94
Views: 13321

Re: Simple Questions Thread

There are also two in the engineering entrance, so you don't even have to go into engineering to get them.
It's still one less door to go in from engineering maint, though.
by ChangelingRain
Tue Aug 11, 2015 10:19 pm
 
Forum: General Chat
Topic: Simple Questions Thread
Replies: 2095
Views: 232920

Re: Cult Rework Idea

Cult has room for improvement but this is not improvement, this version of cult COULD be an improvement but it would require an almost unprecedented level of effort. Your idea isn't anywhere near a workable game mode but I'll throw out a few quick reasons: 1) 3 starter cult when many early runes re...
by ChangelingRain
Tue Aug 11, 2015 6:43 pm
 
Forum: Ideas
Topic: Cult Rework Idea
Replies: 6
Views: 776

Re: Ling Rework

Ling really needs that rework, yup.
Giving lings all powers for free won't actually make them use the stuff that doesn't get used, though. It doesn't get used not because they can't buy it, but because it's shit and or costs too many chemicals.
Cough cough signature cough please give feedback cough
by ChangelingRain
Mon Aug 10, 2015 9:12 pm
 
Forum: Ideas
Topic: Ling Rework
Replies: 21
Views: 1882

Re: Blob Cores need to be bomb immune again

Blob cores were never actually immune to bombs, but nobody noticed because the range on devastation was so low.
by ChangelingRain
Mon Aug 10, 2015 2:54 am
 
Forum: Coding Feedback
Topic: Blob Cores need to be bomb immune again
Replies: 21
Views: 2510

Re: Cult Rework Idea

This is a good question to ask! Words(and thus research) are the main problem with current cult; they're a limiter on cult power that doesn't work, being easily cheesable via research, as well as randomly granted by sacrifices, making any possible limit on a rune's power via it being hard to obtain ...
by ChangelingRain
Sun Aug 09, 2015 11:26 pm
 
Forum: Ideas
Topic: Cult Rework Idea
Replies: 6
Views: 776

Cult Rework Idea

Numbers, especially power numbers, are definitely not final. Instead of researching words, the cult needs to increase its power by corrupting tiles, constructing pylons, sacrificing unfortunate victims, and outright conversion. The cult tome still has three options; communicate, scribe, and check no...
by ChangelingRain
Sun Aug 09, 2015 7:04 pm
 
Forum: Ideas
Topic: Cult Rework Idea
Replies: 6
Views: 776

Grabs don't keep restrained people from moving

Grab a prisoner, watch as they just walk away.
The issue for this got closed because it's not a bug.
by ChangelingRain
Fri Aug 07, 2015 8:37 pm
 
Forum: Coding Feedback
Topic: Grabs don't keep restrained people from moving
Replies: 5
Views: 742

Re: Backpack slots / UI

by ChangelingRain
Tue Aug 04, 2015 3:14 pm
 
Forum: Coding Feedback
Topic: Backpack slots / UI
Replies: 3
Views: 585

Re: What are the best ways to kill a rogue AI?

Step one: get a RCD, magboots, and suit, or in other words loot EVA.
Step two: walk in the general direction of the AI, ignoring everything it does as you shit out walls and remove doors.
Step three: sit in front of the AI, reading WGW to it until it suicides.
by ChangelingRain
Mon Aug 03, 2015 3:56 am
 
Forum: General Chat
Topic: What are the best ways to kill a rogue AI?
Replies: 66
Views: 9120

Re: Looking at the AI's core during roundstart

It seems kind of unintuitive that the AI hacking its own APC, in a core that's meant to be extremely secure for it, is as bad as a traitor buying his powersink in the middle of the hallway in front of the captain. Heck, it's probably more secure to hack an apc that's actually in the main halls, beca...
by ChangelingRain
Sat Aug 01, 2015 4:57 pm
 
Forum: Policy Discussion
Topic: Looking at the AI's core during roundstart
Replies: 48
Views: 5612

Re: Ghost layer - the new chair spinning

It's not a terrible idea, it's basically just a bonus thing for ghosts to do if fucking nothing is happening which is something that's kind of needed.
by ChangelingRain
Tue Jul 28, 2015 8:29 pm
 
Forum: Ideas
Topic: Ghost layer - the new chair spinning
Replies: 18
Views: 1835

Re: Spacewind is now retarded

I was the AI in that gang round, and yeah scrubbers were hilariously powerful with shocked doors. The only people who could have conceivably shut off the scrubbers without getting shocked, the CE and engineers, were dead before they could get to suits. It was AMUSING, but I killed more or less every...
by ChangelingRain
Tue Jul 28, 2015 7:07 pm
 
Forum: Coding Feedback
Topic: Spacewind is now retarded
Replies: 74
Views: 8383

Re: AsteroidStation Feedback

There are so few air and fire alarms that a fire in medbay could spread past firelocks in multiple areas and it was noticeably tricky to find the air alarm in an area to activate siphons or otherwise fuck with the area's atmos.
by ChangelingRain
Fri Jul 24, 2015 5:56 pm
 
Forum: Spriting and Mapping
Topic: AsteroidStation Feedback
Replies: 5
Views: 866

Re: Blob

It's nodes, but basically that, yes. It's hilarious; in one round, I managed to coordinate three other blobs into shunting into one location, in this case being science. We won handily, with none of us dying.
by ChangelingRain
Thu Jul 23, 2015 9:06 pm
 
Forum: Coding Feedback
Topic: Blob
Replies: 9
Views: 893

Re: Give traitors 25-30TC, Syndiebombs 13-16TC

It got rejected because it can cause things that you might not want to show up; why not just reduce the costs of stuff you want to show up more instead?
by ChangelingRain
Mon Jul 20, 2015 4:35 pm
 
Forum: Coding Feedback
Topic: Give traitors 25-30TC, Syndiebombs 13-16TC
Replies: 80
Views: 8392

Re: Coderbus Boogaloo Pt. II: Still Shitty

It probably fucks up the anti ai-tracking thing it has and whoever coded it didn't want to deal with it. Probably.
by ChangelingRain
Mon Jul 20, 2015 4:12 am
 
Forum: Coding Feedback
Topic: Coderbus Boogaloo Pt. II: Still Shitty
Replies: 225
Views: 22888

Re: Coderbus Boogaloo Pt. II: Still Shitty

It's why nuke ops have maint access; it has syndicate accesses plus maintenance. The main downside is that it doesn't fit in a PDA.
by ChangelingRain
Mon Jul 20, 2015 3:59 am
 
Forum: Coding Feedback
Topic: Coderbus Boogaloo Pt. II: Still Shitty
Replies: 225
Views: 22888

Re: MetaStation (v41D 17/07) and Mapping Guide

I'm just dropping this entire AI core design in here, just in case you want the AI to be hideously robust. http://puu.sh/j5vWS/019ccbb626.png http://puu.sh/j5w26/68c6d4806f.dmm Just rightclick+save as. EDIT: and yes it's 100% intended that no camera can see the core APC I don't think it's exactly fu...
by ChangelingRain
Mon Jul 20, 2015 1:32 am
 
Forum: Spriting and Mapping
Topic: MetaStation Thread (v41J 11/05/2015)
Replies: 197
Views: 44420

Re: Armour Nerfs

Steelpoint's stuff only got merged because he wasn't active in the IRC to get yelled at for having stupid ideas. This has been rectified.
by ChangelingRain
Sat Jul 18, 2015 6:13 pm
 
Forum: Coding Feedback
Topic: Armour Nerfs
Replies: 234
Views: 19202
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