I want to get feedback on this before I try PR'ring it.
Add docking ports. - DONE
Testing - check derelict/lavaland ports. - DONE
Hell test fucking everything
Will do.Deitus wrote:looks pretty neat, but add some phat loot to reward the good goys that claimed it first
Thought I mapped in the boozeomat, I'll add that and the other suggestions, though I'll definitely be trying Gun Hog's suggesstion.Yakumo_Chen wrote:Retro laser is a required spawn. Highpop means it could do with an extra SSU.
Could use a boozeomat and maybe a few botany seeds
The science room kind of lacks and could probably benefit from one of the science machines, maybe a chemmaster and a exofab to encourage fleshing it out
Honestly I don't really like the design though, it doesn't have much that sets it apart from meta and I don't know what you could add that could stand out.
Barebones ship was an idea I tossed around, I'll give that a try in a few days.Gun Hog wrote:Here is the Metastation White Ship by comparison. It is not very different...
Had the idea of making it a barebones ship before I started mapping it, so I'll give that a go.Spoiler:
You could perhaps take this chance to make a portable mini-station! Plop down an autolathe in the Engi section for facilitating Engineering and Atmos autism! Hide boards in the Science section (R&D console, chem dispenser, circuit printer)!
Basically, leave the bare minimum of things around so people who find it can turn it into a second station given enough time and effort. Heck, you could base a super low-pop map on this concept.
Don't add stuff just because something else has something. Not everything should be identical and draining away anything unique from other stuff.Mark9013100 wrote:Thought I mapped in the boozeomat, I'll add that and the other suggestions, though I'll definitely be trying Gun Hog's suggesstion.Yakumo_Chen wrote:Retro laser is a required spawn. Highpop means it could do with an extra SSU.
Could use a boozeomat and maybe a few botany seeds
The science room kind of lacks and could probably benefit from one of the science machines, maybe a chemmaster and a exofab to encourage fleshing it out
Honestly I don't really like the design though, it doesn't have much that sets it apart from meta and I don't know what you could add that could stand out.
ausops wrote:apart from this there is literally nothing more to say other than that this is the first thread in five years to have achieved something.
If only the actual maps were built like this.D&B wrote:Yeah don't add machines aside from what you have for medbay.
The point of the ships is fleshing them out yourself, not having them come prebuilt at some degree.
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
EngamerAzari's real number one fangirl <3Kor wrote:I wish Wyzack was still an admin.
Didn't know those existed, I'll edit the airlocks when I get the chance tomorrow, still need to get a local server up though.TribeOfBeavers wrote:There's a way to link airlocks so when one opens the other closes, they're on the bridge doors on most maps. Those could be added to help with the depressurizing thing.
For the station.D&B wrote:I've read somewhere those are a huge no-no for mapping. Which is why they often get removed from maps.
The station doesn't need them because it has atmos to replace the lost air, they're for when something that doesn't have room for atmos needs to keep the air in.ExcessiveJMadison wrote:For the station.D&B wrote:I've read somewhere those are a huge no-no for mapping. Which is why they often get removed from maps.
Describe your problem in more detail, please.Mark9013100 wrote:I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.
You need to have deltastation and basemap checked. That's probably your problem.Mark9013100 wrote:I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.
Thanks, I'll tick those both then test.BeeSting12 wrote:You need to have deltastation and basemap checked. That's probably your problem.Mark9013100 wrote:I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.
Will do, and thanks!Okand37 wrote:Looks pretty neat! Might I suggest trying to follow the theme of deltastation's shuttles in terms of floor patterns to help keep the look going? If you need any help, let me know!
ausops wrote:apart from this there is literally nothing more to say other than that this is the first thread in five years to have achieved something.
Call WJohnston down to give you tips. My solution to this would be to try to var-edit the docking port during runtime until it works.Mark9013100 wrote:Okay time to get some final questions out of the way, in the map editor each whiteship has it's own file, while also having an exact copy on the station map as well. How exactly does the ship's placement work?
Also I keep getting errors about the docking weight/height being too large. The currents vars I have for the ship's docking port are: dheight 14, dir 2, dwidth 20, height 15, and width 28.
Unique layout, looks nice. Pipes under the walls might be problematic for engineers though.
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