Omega Station

Mapping Ideas and Sprite Galleries

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Okand37
 
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Omega Station

Postby Okand37 » Sun Dec 18, 2016 2:24 am

With the addition of Delta Station being merged into the codebase (map here) and only being left with minor bugs and oversights to fix, I've decided to begin construction on a new station...

Omega Station

While Delta Station was added to accommodate populations larger than what box or meta could carry, Omega Station is quite the opposite and is intended as a lowpopulation map for crowds similar to fit on ministation or birdboat. The head of staff population will be limited to one captain and one head of personnel along with an AI. Regular job slots, such as medical doctors, engineerings, security officers and more will be lowered to accommodate the low station size.

Omega Station is currently merged; any issue reports, bugs, oversights or ideas are more than welcome to be posted below!
Last edited by Okand37 on Tue Dec 27, 2016 10:07 pm, edited 3 times in total.
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Re: Omega Station

Postby danno » Sun Dec 18, 2016 2:52 am

why do wonderful trash bins always have to be confined to lowpop stations that never get played :(
i remember the ones we lost

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Re: Omega Station

Postby Lakart » Sun Dec 18, 2016 8:04 am

I'm guessing you're aiming for like 15-25 people shifts.

I feel like it could benefit from xenobio(might inspire a frequent goal of swapping out the batteries in all the apcs with yellow slime cores because it's not that big) and gulag for security(assuming people ACTUALLY SET POINT AMOUNTS or that prisoners actually try to escape to mining).

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Re: Omega Station

Postby danno » Sun Dec 18, 2016 8:11 am

I think the gulag could be a good idea; Perhaps make the gulag the only option as opposed to having a permabrig, encouraging security to have prisoners work off gulag sentences and return to their jobs afterwards due to the low population.
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Re: Omega Station

Postby Jordie0608 » Sun Dec 18, 2016 3:17 pm

>Omega Station
>Links to a file called cometstation.png

You can't hide the lies from me Okand.
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Re: Omega Station

Postby TheColdTurtle » Sun Dec 18, 2016 4:24 pm

Gee okand! Why does MSO let you have TWO maps?
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Re: Omega Station

Postby Atlanta-Ned » Sun Dec 18, 2016 6:04 pm

God I love so much about this map
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Re: Omega Station

Postby Okand37 » Sun Dec 18, 2016 6:10 pm

danno wrote:why do wonderful trash bins always have to be confined to lowpop stations that never get played :(

Trash bins generally aren't overly convenient opposed to disposal bins.

Lakart wrote:I'm guessing you're aiming for like 15-25 people shifts.
I feel like it could benefit from xenobio(might inspire a frequent goal of swapping out the batteries in all the apcs with yellow slime cores because it's not that big) and gulag for security(assuming people ACTUALLY SET POINT AMOUNTS or that prisoners actually try to escape to mining).


Shifts would probably aim anywhere from ~20-30 and below.

I planned to include a small, three celled xenobiology area as its one of the important science jobs, opposed to the experimentor which can be dropped off and toxins, because it makes little sense to have toxins bombs on a station that you could destroy the entirety of with just a single run of toxins. I don't really aim to put the gulag on such a lowpopulation station, and there isn't any permabrig either, just a few cells as you can see.

TheColdTurtle wrote:Gee okand! Why does MSO let you have TWO maps?

I'm sure anyone else could make more maps if they wanted to, its just I have nothing better to do and I enjoy it, so I am making more! Soon I'll monopolise the whole rotation with phonetic alphabet stations! Bwuahuhauha! (not really, I love variety and having all the maps from one sole developer is boring)

Atlanta-Ned wrote:God I love so much about this map

Glad you like it!

Jordie0608 wrote:>Omega Station
>Links to a file called cometstation.png

You can't hide the lies from me Okand.

I was initially going to name it cometstation, but I realise this would require me to make it icey, and there's no proper mineable snow rocks to my knowledge, so I decided to continue on the trend of the phonetic alphabet and use Omega.
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Re: Omega Station

Postby danno » Sun Dec 18, 2016 6:24 pm

Sure yeah but having one in maint means you can pull it around and jump inside it and be a trash man
i remember the ones we lost

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Re: Omega Station

Postby BeeSting12 » Sun Dec 18, 2016 6:29 pm

But without gulag or perma, my only option for antagonists is execution, or release- which isn't always an option. I really prefer perma, especially on lowpop when there might be three, tops, to executing antagonists since they're there to make the round interesting.
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Re: Omega Station

Postby Okand37 » Sun Dec 18, 2016 6:33 pm

BeeSting12 wrote:But without gulag or perma, my only option for antagonists is execution, or release- which isn't always an option. I really prefer perma, especially on lowpop when there might be three, tops, to executing antagonists since they're there to make the round interesting.


Take a look at any other low population map, considerably ministation or birdboat, and you'll notice neither of them really boast a permanent or off station security area. Birdboat does have a stronger cell, which I might make, but the entirety of it is only meant to include the essentials.
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Re: Omega Station

Postby Okand37 » Mon Dec 19, 2016 2:30 am

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Re: Omega Station

Postby Haevacht » Mon Dec 19, 2016 3:43 am

Oh god is that a supermatter. On a small station. Because I very much like where that is going.
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Re: Omega Station

Postby Okand37 » Mon Dec 19, 2016 9:58 pm

Added the library, primary tool storage, and some more of the asteroid/maintenance areas, finished dormitories. (updated OP)
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Re: Omega Station

Postby Okand37 » Thu Dec 22, 2016 11:29 pm

Updated OP with up to date picture of the station. Just need to add a chapel somewhere, more or less. Might replace library with the chapel or add it on the other side of arrivals?
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Re: Omega Station

Postby Jordie0608 » Fri Dec 23, 2016 1:30 am

There seems to be no place the white ship could go, intentional?
You may want to remove that chunk of rock next to the admin shuttle to accommodate other shuttle designs without having them embedded in the asteroid. Depending on where the docking port is placed you could also have rotational issues with most of the designs facing the wrong way.
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Re: Omega Station

Postby Okand37 » Fri Dec 23, 2016 4:19 am

Jordie0608 wrote:There seems to be no place the white ship could go, intentional?
You may want to remove that chunk of rock next to the admin shuttle to accommodate other shuttle designs without having them embedded in the asteroid. Depending on where the docking port is placed you could also have rotational issues with most of the designs facing the wrong way.


I keep forgetting the white ship exists. I'll extend the dock a bit and put an airlock on it, but most lowpop stations don't generally have the white ship (to my knowledge?)
Shortened down the chunk of rock to fit for a standard centcom ferry. I'll try to put the dock in a way that it accomodates a regular centcom ferry, but its not often that I see another admin changing the ferry if at all.
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Re: Omega Station

Postby Okand37 » Sat Dec 24, 2016 7:02 pm

Omega Station!
(full-scale viewable picture above ^)

Aside from finishing the navigation system and camera networks, Omega Station is now done!

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Re: Omega Station

Postby DemonFiren » Sat Dec 24, 2016 7:37 pm

Well, the floor tiles look incomplete or inconsistent in places (command/det quarters), but that aside 9/10 would bomb.

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Re: Omega Station

Postby CPTANT » Sat Dec 24, 2016 9:42 pm

Finally a decent lowpop map.

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Re: Omega Station

Postby roadrage » Sun Dec 25, 2016 2:14 am

Can't wait to get to play on this map. Looks great.

A couple of suggestions, though. Supermatter chamber could use reinforced floors. Unless of course you're using the weaker floor as a safety to prevent accidents. I finally figured out how to blow the one on delta up without melting the floor, but it's a pain. Especially once the engine is running.

And, not a big deal, but I don't see any way to vent the scrubber loop to space. That can be handy when you've got a fire and you don't want superheated gas filtering back into the tanks, as it can break the glass if the tank gets hot enough. It looks like it would be a pain to implement, due to the location and compact nature of atmos.

Keep up the good work.

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Re: Omega Station

Postby Okand37 » Tue Dec 27, 2016 10:08 pm

Omega Station is now currently merged! Hooray!

Bit of a side note is that the camera network is not fully complete, and the navigation beacon system is not implemented. Everything else should be working accordingly! Feel free to post bug reports, issues, oversights and ideas here!
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Re: Omega Station

Postby Okand37 » Wed Dec 28, 2016 6:36 pm

DemonFiren wrote:Well, the floor tiles look incomplete or inconsistent in places (command/det quarters), but that aside 9/10 would bomb.

I did end up changing the command seat tables from wooden to reinforced and made the flooring to match the rest, but I'm not sure in what way you find the other offices inconsistent. The mix of wood flooring and carpet over the top along with light grey is intentional.

CPTANT wrote:Finally a decent lowpop map.

Glad to hear you like it!

roadrage wrote:Can't wait to get to play on this map. Looks great.

A couple of suggestions, though. Supermatter chamber could use reinforced floors. Unless of course you're using the weaker floor as a safety to prevent accidents. I finally figured out how to blow the one on delta up without melting the floor, but it's a pain. Especially once the engine is running.

And, not a big deal, but I don't see any way to vent the scrubber loop to space. That can be handy when you've got a fire and you don't want superheated gas filtering back into the tanks, as it can break the glass if the tank gets hot enough. It looks like it would be a pain to implement, due to the location and compact nature of atmos.

Keep up the good work.

I ended up changing the flooring on omega and delta's supermatter engines to reinforced. I might look into setting up an emergency scrubber loop, however! Glad to hear you are enjoying it otherwise!
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Re: Omega Station

Postby Okand37 » Thu Dec 29, 2016 10:50 pm

We managed two test rounds on sybil with a player count of roughly estimating 40 and it managed to fit them all! Woohoo! There weren't any bugs/complaints relating to the map in the two testplays, so that's good! If you have any bug reports, issues, ideas or oversights feel free to post!
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Re: Omega Station

Postby XDTM » Tue Jan 03, 2017 6:41 pm

Needs a biohazard locker in xenobiology, or at least a bio bag.
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Re: Omega Station

Postby bandit » Wed Jan 04, 2017 10:17 pm

Needs a nuke, the doomsday device isn't the same thing

needs swarmer spawn points

needs button facilitation basically
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Re: Omega Station

Postby ShadowDimentio » Wed Jan 04, 2017 10:23 pm

I don't approve of how the engine, gravity, tcomms, and atmos are so close together with the asteroid biting so far in the upper left corner. One decent bomb snuggled up next to the wall and everything is gone.
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Re: Omega Station

Postby bandit » Thu Jan 05, 2017 4:47 pm

Brig cell display messages say "brig2" instead of "Cell 2"
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Re: Omega Station

Postby Hatfish » Thu Jan 05, 2017 5:20 pm

ORM is not oriented properly, ores feed into the top instead of into the side.
Central hallway loses power every round.
Robotics doesn't have an R&D console.
R&D doesn't receive messages when the ORM receives ore.
There isn't a disposals system.

I don't think this map was rotation-ready, a lot of people have been complaining about its lack of functionality on Sybil.

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Re: Omega Station

Postby Okand37 » Thu Jan 05, 2017 5:28 pm

Hatfish wrote:ORM is not oriented properly, ores feed into the top instead of into the side.
Central hallway loses power every round.
Robotics doesn't have an R&D console.
R&D doesn't receive messages when the ORM receives ore.
There isn't a disposals system.

I don't think this map was rotation-ready, a lot of people have been complaining about its lack of functionality on Sybil.

I'll take a look at the ORM and central hallway.
I'll add an R&D console.
There is no intended disposals system, trash bins exist.

It was not meant to be in rotation, however, merely something that can be forced to for testing purposes. I'll look into that later today.
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Re: Omega Station

Postby Armhulen » Thu Jan 05, 2017 6:14 pm

trash bins are great for small maps :+1:
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Re: Omega Station

Postby Techbane » Wed Jan 11, 2017 9:03 am

Just popped in to say I love the feel of the map overall and it's great for a smaller crew, but there's a handful of odd missing links in the infrastructure. There are wiring errors at:

Primary Hallway (147, 135) - no knot
Central Primary Hallway (165, 115) - no knot
Brig (134, 165) - no wire running to the terminal
Head of Personnel's Office (170, 172) - missing wire under the door
Departure Lounge (~182, 145) - no wires connecting the main circuit to the internal one

and there's a missing T-pipe in the Atmospherics Maintenance at 134, 155 that cuts off vent output to the entire station.

Anyway, back to playing Russian roulette with my buds.

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Re: Omega Station

Postby kevinz000 » Thu Jan 12, 2017 11:24 am

I dunno if someone said this already, but the sm shard should be made the shard version, instead of the crystal, as the crystal's explosion radius is almost 3 times as big, and when the map is very small it'll take out a huge amount of the station as opposed to just engineering.

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Re: Omega Station

Postby Doctor Pork » Thu Jan 12, 2017 11:48 am

kevinz000 wrote:I dunno if someone said this already, but the sm shard should be made the shard version, instead of the crystal, as the crystal's explosion radius is almost 3 times as big, and when the map is very small it'll take out a huge amount of the station as opposed to just engineering.

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Re: Omega Station

Postby Techbane » Thu Jan 12, 2017 12:22 pm

Speaking of, is there some sort of exact science to setting up this engine that I'm missing? I can usually get a round started without delaminating it, but sometimes it off-gasses plasma (which is usually a good sign), sometimes it doesn't (which is a bad sign), and sometimes I need to leave the emitter on to sustain energy production whereas other times that inevitably destabilizes it. I'm also not sure what purpose is served by the lower filter loop hooked up to the two freezers.

The ore redemption machine on this map doesn't seem to work either.

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Re: Omega Station

Postby Remie Richards » Thu Jan 12, 2017 1:46 pm

kevinz000 wrote:I dunno if someone said this already, but the sm shard should be made the shard version, instead of the crystal, as the crystal's explosion radius is almost 3 times as big, and when the map is very small it'll take out a huge amount of the station as opposed to just engineering.


It is the shard, just modified to use the crystal icon.
We don't actually have the supermatter crystal (besides its sprites), only the shard.
Our port wasn't a full/direct port.

Our version of super matter also has these differences to /vg/'s:
  • N2 is half as effective on our SM
  • Produces half the Heat, Half the Plasma and Half the Oyxgen
  • Produces half the overall power

These aren't Crystal vs. Shard difference, these are just straight up /tg/ vs. /vg/ differences.
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Re: Omega Station

Postby XDTM » Sat Jan 14, 2017 8:49 am

Minor thing: chemistry needs a screwdriver to finish their grenades.
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