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No spam. (Contentless posts, repeated posts, off topic posts)
IE: when you post: think: what will this post bring to the conversation .
Posts only designed to antagonize or otherwise escalate the situation are generally considered spam. Try to be civil about your grievances
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NSFW content is...
This guide should help you go through all of the steps of Git (hopefully), Mapping with StrongDMM, Testing Your Changes, and more! There's a bit more to mapping, but I'm working on a reference for some of the more technical stuff. It's long enough as it is, but I hope that it can be helpful to you all.
Please do let me know if you run into any roadblocks/confusion while going through this guide for yourself, and...
Map Testing Checklist
If you plan on pushing a significant map change, you need to test your map on a local server for errors before submitting it.
Simply follow the steps below and you should be able to catch most errors mapping changes bring:
- Debug Tab > Debug Verbs
- Mapping Tab
- Check for errors for cameras, power cables, and atmos pipes
- Powersink the station and ghost around to check for unconnected powernets
- Ride disposals from start (locker room on box) to finish to check for broken...
Rather than having a thousand different threads and MAPS lost forever to Discord channels, and unused MAPS and unMAPPED projects, we have a repo for adding SS13 MAPS that have since been pulled out of rotation or are otherwise used for events.
^sprites folded over nine thousand times by master spriters
how to sprite better. You need to understand that SS13 is such a small community comparatively, you and I get btfo when we step out of it. But that's okay we can turn getting btfo into a learning experience. Bay would probably be your first stop but then check out all the actual forums made for spriting. They do this shit on a level we can't comprehend, like getting paid for it and if you get someone to pay for your sprites, you can probably get...
Rather than having a thousand different threads and sprites lost forever to discord channels, and unused sprites and unsprited projects, I've created a repo for adding SS13 sprites that have no code.
This might not be the most exhilarating part of art, but I'd like to point out that when you guys publish sprites/maps/etc here, it'd be nice to publish them with a license.
This can be as simple as including a textfile as an attachment to your post, or just copy-pasting the license text, or even including a pic like this:
Otherwise, projects that try to respect rights and licensing can't really use them comfortably, especially when you're not around to say Yeah, i gave permission.
Howdy folks! I'm coming to you all here with three very simple, yet in depth requests. These will require a mapper/coder to edit the final revision of BoxStation for me. MUST be BoxStation, not interested in the new In-Rotation maps!
The following are what I'm looking for:
1: Court Room returned to Old Box format. I would like the court room in current BoxStation to be reverted back to the original layout from OldBox. This is pre-tribunal.
2: Revert IA Agent back to Lawyer. This is of course purely...
I decided to do something that I was warned would net regrettable results. Irregardless, I chose to do it anyways to see where you all ranked our maps. From April 20th, 2022 to April 27th, 2022: I asked the question How are you feeling about each station map we currently have in rotation? The player would then vote on all five maps we have in rotation (DeltaStation, IceBoxStation, KiloStation, MetaStation, and TramStation) on a scale of 1-10. 1 should have been Hate it while 10 should have...
I am looking to commission sprite art that is intended for a botany plant ideas, bean sprouts and jumping beans . Ideally they would look similar to their real life equivalents. Sprites needed would be seed packets, hydroponics tray growing stages(freshly planted, fully mature, fully mature + harvestable), as well as the actual harvested plant.
I don't really know how much this kind of commission normally goes for, but am open to offers. Feel free to respond here or PM if...
The year is 2561. Having managed Icebox outpost for 10 months, Nanotrasen has decided to upgrade a bit.
Pictured: ChilledStation's second floor.
Introducing: ChilledStation.
(Yes, I know a lot of you are probably familiar with it from discord, just let me have my moment damn it)
3 Z-Levels. 12 months. Countless hours. 3 iterations. 1 end product.
Now, as you'll have seen in the large shot above, and will see in the below closer images, Chilled isn't finished yet. However, I've deemed it finished...
A long time ago, there was Donutstation. And not that long ago, there was Donutstation Multi-Z. Unlike, well, anything that came after, Donutstation didn't put a Z-layer under the station: It put it above. It's time to revisit this idea.
Welcome... to Catwalk Station.
Design doc:
(I recommend at least skimming through the design doc; it's not long, it's pretty short).
When playing on Tram or Icebox, have you ever felt the verticality? Have you ever said That's up there and this is down here ?...
A map idea literally years in the making as I've put this down and picked it up on multiple occasions. The holiday season has left me with a surpising amount of free time and motivation these past 2 weeks so I've restarted on this project again but this time there's actual progress to show for it.
FastDMM2 Permalink that lets you view the current map progress with full interactions!
Metastation is undoubtely the best map in the station.
I'm here to ask: Why?
Of course of course, the obvious answer is Meta has worked continuously on it for years; all that time of polish made it the best station but what I'm interested in is different: What was that polish? What changed between the first Meta and current Meta?
What is that spice that makes Meta stand so tall compared to Box or Delta?
Is it the layout? Is it the loot inside the rooms? Could it be the maintenance rooms? I've asked that...
Seriously browsing the spriting and mapping forum on a (whatever day of the week it is) night?
Well, have I got a special deal for you friend!
I need your asteroids , yes you heard me, asteroids .
A recent idea for a station of mine calls for an old military station built inside of an asteroid, that was converted to a research base once NT bought it, here's the thing.
I figured it'd be more fun, and look better if the station was built around the asteroid, and not the...
It is a period of civil war. Syndicate infiltrators, striking from a hidden base,
have won another victory against the evil Nanotrasen.
During the battle, Syndicate Agents managed to steal secret plans to Nanotrasen's
ultimate weapon, Kilo Station, an armored space station with a new compartmentalized
design, lived-in atmosphere, and scientific breakthroughs in map design with enough power
to comfortably fit...
Cytology is a pitifully unloved feature. It has so much potential, but at the moment, only the basic building blocks are there. This is not a thread about how to improve cytology as a mechanic, however. Rather, my goal is to illustrate what mappers can do to foster the use and expansion of this super-cool feature.
Cytology is almost completely unsupported in nearly every map in rotation. Tramstation is the only map with a dedicated cytology lab, and even then, it lacks a ton of important equipment. Meta...
It is a dark time for the Syndicate. Although the Kilo Battle Station project ultimately had no effect on the war, Nanotrasen marines have driven the Syndicate forces from their hidden base and pursued them across the galaxy.
Evading the dreaded new Nanotrasen carrier, the Sakala, a massive three floor hulk of steel and guns, the last of the Syndicate forces take refuge on two distant bodies,...
i sprited a cat, since i felt like they need to be updated. these are just about the same size and shape as the old ones, give or take a few pixels. comment and critique needed, once any objections to this test sheet are ironed out i'm willing to work on other variants.
Each and every station has huge inconsistency issues depending on the station, Meta Cargo has a Ripley to help cargo, Tram...Does not. Some maps have more resources than others, Other maps have no resources. Some maps :clean: :tile: :thelaw: work. Others? No. Some maps have better medbays with operating computers and surgery rooms. Others do not.
Would it be possible to make the maps consistent with each other with resources and specific features that help jobs like the Ripley for cargo?
Anything I put here is free to use as you feel, if you want something specific feel free to pop me a message on the TG Discord since I rarely check forum.
Mecha Bubblegum: Originally was done in segments, but I suffered a hard drive wipe and this is one of the few pieces of him I had saved remotely, and I don't want to do all that work again.
This is vaguely map related, so i guess i will post it here.
Around June of 2016, Metacide talked about a lowpop map he was working on in the Metastation thread, which was called CompactStation based on the filenames of the screenshots he posted (
All of these images were Dropbox links which have been dead for years, and i have failed to find any of them using Internet Archive.
Here are the dead image links:
I am looking for the images, or even better, the map itself.
Sorry for sounding autistic but aren't those warning labels properly taught in basic high school chemistry? Who the hell puts a 1 at specific hazard and why are the labels on the walls. Placing them for the chem dispensers doesn't really make sense as the dispensers can give out chems from 0 to 4.
A reference:
I mean I've seen worse like in CoD where they rated everything a 5 on gas canisters or drew texas carbons but this still can't be unseen
As of my recent PR , CTF now features 5 playable maps, this thread serves to act as a place for discussion of the new CTF maps as well as CTF content in general.
The four new maps designed by me can be seen here
Four Side:
Downtown:
Limbo:
Cruiser:
Any and all feedback about the maps is appreciated and as this is something I intend to continue to expand suggestions for the future will also be taken into consideration.
hello friends. im going to make an updated uterus station. this is uterus station:
this is something similar to uterus station, but with bad changes because goons are morons: this one is zoomable
i will post my progress in this thread and ask a lot of questions for people who know anything about coding because i sure dont. ill start off with the most important question: do i have to have departmental security? will it break if i dont?
Atmospheric Techs
NanoTrasen Needs You!
Design the Engine of the Future Today!!!
Attention Atmospheric Techs, and Engineering Hands! The NanoTrasen Department of Engineering and Reliable Products (NT-DERP) Needs your Experience!
Here at the (DERP), we create and design leading formats for all of mankind, and it is our passion to work with our fellow colleagues to continue to deliver products that make the NanoTrasen Family Proud!
Today we bring with us the oppertunity to design the Engine of...
Gammastation has a Public Repository. You can visit the project here:
NanoTrasen isn't one to pass up a deal. Especially when that deal means free employees, a bargain sale on a reasonable location next to the only known source of the valuable plasma element, and especially when it means they barely have to lift a finger to get anything done. Sure, the previous residents never signed up for this, but they should have thought about that before the station got sold to the greediest greatest...
So I was playing Sybil the other day and playing around with the Royal Cheese recipe, turning maintenance mice into rat people. I really enjoyed the mayhem, but I don't quite like the texture they used. I'm having a go at retexturing the beastie, I'd like some thoughts as I go along.
PubbyStation is a new map in rotation on Basil and Sybil.
>>MAP IMAGE<<
The idea was to create a lowpop map derived from my favorite parts of Box and Meta. The design is similar to both of those maps so hopefully that makes it non-controversial and easy to learn.
Not much to say really, I decided to start mapping a station for real after messing around for a while to get a feel of it. Started on arrivals and made this, separating customs into a command area leaving the security post as a processing center (replaced ID console with prison, customs has med data + id + crew)
There is a thread in policy discussion concerning the removal of Box and an increasing number of people that seem to be dissatisfied with my favorite station. So I've decided that I would attempt to learn mapping to make box a better experience for everybody involved. I've started a new thread since the last one is from ~2018 and box has changed since then.
Some of the criticisms I have heard so far
- APCs located in maint.
I actually liked this aspect of Box as a traitor as you could...
Hey so just declaring an intention here, I'm looking at making a lower maint z-level for Pubby. I'll post screenshots of progress as I have them and hopefully it'll be PR worthy at some point (no promises).
figured i'd post this for my own sake as a motivational kick in the pants, the old thread still exists but it may as well be useless at this point
tl;dr a while ago the idea of a budget station was tossed around, where departments start with worse versions of what they usually get on other maps. The idea was to encourage cooperative play and give people who struggle with making their own fun some more goals to work towards, and hopefully to create more interesting situations thanks to the relative...
Now that is merged, please feel free to give any feedback on the design or features in this thread. Will also be continuing this work onto other maps besides Box into future.
I know a lot of people love Birdboat station, so I updated it again from my previous version last year.
After fixing the paths, I did a brief runthrough of some needed changes, though I haven't actually tested it yet. Turf decals and pipes may be slightly messed up. I intend to continue updating it over time, atleast into the near future.
Some things on the map won't work correctly unless you have additional files, notably the job changes and the arrivals shuttle.
Lately I've had a few ideas for stations in my head. The most fleshed out one would be a sort of... Deep Space Nine inspired station, that would feature 3 larger docking bays, and have the kitchen, bar, and theatre at the heart of the station to reflect an atmosphere of Nanotrasen ships stopping for fuel, supplies, or crew downtime. After getting these ideas in my head, I roughly sketched out they layout on paper and started mapping (for context and disclosure, this was on Unitystation code).
Me and some other people over at Beestation are working on a ghost spanner scavenger that goes around in space looting ruins and such. on the code side of things it is going fine but I have come into a problem with making the shuttle work. Every time I try the console can’t se the shuttle (it only states shuttle missing on the console). Wondering if anyone would be interested to help me fix my mess. Been trying to fix it for almost a week with no results.
Here is the map code I have done if anyone is...
This will mostly mirror my feedback from the PR itself, but frankly I'm astonished that such a sloppy and unfinished attempt was even merged as-is, so it definitely bears repeating here.
(image refuses to embed for some reason)
These are the new cards and wallets that were made, along with the old card in the top left for comparison. I'm aware of why these were made. The ID cards preceding the clean square look were also diagonally slanted, and people are nostalgic. That's a fine reason to want to want...
I have decided I wanted to make it my mission to retrofit the maps with these sweet little doodads. I can not think of any reason each airlock to space shouldn't have them
I'm tired of having to run the game, set view range to 128 (manually setting higher values make no difference), ghost around laggily and hit F2 then stitch the resulting shots together in MS Paint. Goon has perfect, zoomable interactive maps of all their previous stations. Is there something to screenshot an entire map (in-game preferably) in /tg/ code?
I made some ruins of old iconic /tg/station places, but they either aren't finished or have some bugs/problems so I thought I'd submit them here and see what people think.
Prison Station removed October 2011
Working power, shuttle
Original for comparison:
Issues
What is there to do?
The shuttle can't dock at the labour shuttle port, which is logically where it would go
Malf AI Sat removed January 2012
Working power, plasma floors, shocked grilles, turrets, corpse of a previous captain,...
Zeta Station is officially ded given that it's so big and probably isn't practical to test multi-z, but I have other things in the works and may revamp the map in the future. Feel free to use any design implements you see here in other maps, I know some inspired additions have already been made to meta based off this, so that's great! : )
As you know, I'm in the process of making a station with the current features :
-Multi-z Functionality: Adds a lot of extra avenues for engagement, crew and...
Do we still need the gateway? I know it's used every now and then for events, but it's otherwise been disabled for as long as I've been here (2 years).
I feel like this is a nice central space on almost all the maps, and could be re-purposed to something else. Right now I'm thinking something tied into the techweb/research system that is open for everyone but I want to make sure this move wouldn't bone downstream servers or something.
I'm making a station with the same concept as Cerestation but designed to be more realistic to what an actual station would function as.
In other words, departments are separated from each other and the center of the station is a designated common area (Nanotrasen Research shows that centralized common areas improve employee happiness and productiveness by 20%). The station will be more compact than Cere and also feature transit tubes (like to the AI satellite) as secondary forms of...
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