Kilo Station

Mapping Ideas and Sprite Galleries

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FloranOtten
 
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Re: Kilo Station

Postby FloranOtten » Tue May 07, 2019 8:23 pm #492610

Allow me to introduce you to my handy friend effect/mapping_helpers/airlock/unres. See those white lights coming from the interior side of the gulag doors, or the two main medical doors? These allow players to open the door as if they had access so long as they're opening it from this side. In the past, we used to use buttons to allow the players to open the door to get themselves out, in the case of maps such as boxstation or deltastation before this feature was introduced.


I always presumed that meant Unressurection. I've been using it to ensure all my maps have airlocks that stay dead!




Nice map, would send Facebook Friend request. Can we get a test merge?
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OOC: BeeSting12: i love you floran

1. You may not injure a revs are non humans or, through inaction, allow a revs are non humans to come to harm.
2. You must obey orders given to you by revs are non humanss, except where such orders would conflict with the First Law.
3. You must protect your own existence as long as such does not conflict with the First or Second Law.

Give me feedback!



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Okand37
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Re: Kilo Station

Postby Okand37 » Tue May 07, 2019 8:53 pm #492613

Code: Select all
I always presumed that meant Unressurection. I've been using it to ensure all my maps have airlocks that stay dead!

Wouldn't want those doors becoming... unhinged!


Code: Select all
Nice map, would send Facebook Friend request. Can we get a test merge?

Soon(TM)

1. Hydroponics:
In response to a bit of feedback from a concerned botanist, I've configured hydroponics to include the standard amount of hydroponics trays (from 12 to 14) as well as an additional plant manipulator. I've also moved the biogenerator to the front and replaced the desk between the kitchen and hydroponics with a fridge.
Spoiler:
Image
Last edited by Okand37 on Tue May 07, 2019 8:54 pm, edited 1 time in total.
Reason: the the
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Nabski
 
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Re: Kilo Station

Postby Nabski » Tue May 07, 2019 9:10 pm #492614

It looks like you've still got a firelock under the biogen. Is there a wall under it, so people can just wrench it out and walk in?

Nice use of a fruit poster.
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Okand37
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Re: Kilo Station

Postby Okand37 » Tue May 07, 2019 9:15 pm #492615

Code: Select all
It looks like you've still got a firelock under the biogen. Is there a wall under it, so people can just wrench it out and walk in?

The firelock was intention as it's not meant to be a "wall" per say. I took a quick look at pubby and noticed it did the same thing so I didn't much think to change it. Unless there's some hidden step I'm missing, you'd have to deconstruct it then unwrench the machine frame itself if you want to move it out of the way. I could add a windoor behind it so you'd still have to get past that too, if it helps.
Spoiler:
Image
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skoglol
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Re: Kilo Station

Postby skoglol » Tue May 07, 2019 9:16 pm #492616

Okand37 wrote:as well as an additional plant manipulator.


The disk compartmentalizer should be next to the manipulator. It stores the DNA disks, and any useful botanist will be juggling disks when using the manipulator. While I'd love to see two manipulators, I would rather one was replaced with the disk fridge. Alternatively move the seed thingy, as its used less often.

Anyway, keep the firelock. If you dont, fires would just get in hydroponics?

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Okand37
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Re: Kilo Station

Postby Okand37 » Tue May 07, 2019 9:30 pm #492622

Code: Select all
The disk compartmentalizer should be next to the manipulator. It stores the DNA disks, and any useful botanist will be juggling disks when using the manipulator. While I'd love to see two manipulators, I would rather one was replaced with the disk fridge. Alternatively move the seed thingy, as its used less often.

Anyway, keep the firelock. If you dont, fires would just get in hydroponics?

:tada:
Spoiler:
Image
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Nabski
 
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Re: Kilo Station

Postby Nabski » Wed May 08, 2019 5:22 pm #492814

For some reason I thought the biogenerator was one of those machines like the hydrotrays you could just unwrench and move. My bad. I appreciate that you took a second look at it anyways.
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confused rock
 
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Re: Kilo Station

Postby confused rock » Thu May 09, 2019 5:04 am #492884

>hydroponics does their job and in about 20 minutes the biogen has 10,000 mass
>one assistant comes over and gets 50 monkey cubes
no this is public autolathe all over again
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Re: Kilo Station

Postby skoglol » Thu May 09, 2019 7:52 am #492889

confused rock wrote:>hydroponics does their job


Lets not pretend this happens.

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Ayy Lemoh
 
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Re: Kilo Station

Postby Ayy Lemoh » Thu May 09, 2019 7:41 pm #492921

confused rock wrote:>hydroponics does their job and in about 20 minutes the biogen has 10,000 mass
>one assistant comes over and gets 50 monkey cubes
no this is public autolathe all over again

Thought something was made to counter against this.

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confused rock
 
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Re: Kilo Station

Postby confused rock » Fri May 10, 2019 4:27 pm #492991

Might’ve been, point still stands about assistant wasting it all on flour or some shit
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Re: Kilo Station

Postby knacker48 » Fri May 10, 2019 6:03 pm #492998

Lets be honest here, if an assistant breaks into botany at most he's there to make a toolbelt cause all the others are taken

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Mark9013100
 
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Re: Kilo Station

Postby Mark9013100 » Fri May 10, 2019 8:45 pm #493012

Map looks nice, can't wait to play on it.
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metacide
 
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Re: Kilo Station

Postby metacide » Sat May 11, 2019 6:42 pm #493210

This is beautiful and I can't wait to give it a go. Absolutely stellar attention to detail.
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Re: Kilo Station

Postby wesoda25 » Mon May 13, 2019 4:22 am #493411

I got to play on kilo the other day and it was awesome. Its like the perfect mixture of cozyness and danger, and embodies ss13 really well. Maint was really fun exploring, and after a brief tour the layout seemed pretty intelligent. Looking forward to playing on it.

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Okand37
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Re: Kilo Station

Postby Okand37 » Mon May 13, 2019 6:51 am #493423

Bit of an update on how we're doing:

So far we've ran our first test merge round and things went pretty well! There was a few things that warranted fixing, changing, or tweaking and they are as follows:

1. The Solar Arrays:
Despite local tests working, the solars proved to be uncooperative with their asteroid homes and have been opened up to space. After testing each solar array, they should all be receiving power. As much asteroid as possible was kept without seriously hampering the power generation capabilities of the solar arrays. You can see the changes with the new map render here:
Spoiler:
Image


2. The Captain's Office:
I've decided to take a second look at the captain's office. While I stay true with the theme of the map being more open with many rooms having multiple ways in and out, and lowering the overall security of some areas, the two maintenance doors was somewhat excessive for such a vital area of the station. I've opted to move one of the maintenance doors into the upload transit access foyer, and put a shutter that can be toggled infront of the "tactical relocation" escape door.
Spoiler:
Image


Minor Updates & Fixes:
Aside from the aforementioned changes, here are a few other small fixes or changes:
  1. The ORM has had its input and output directions set accordingly. It'll now take minerals from the inside (right side), and deposit them on the outside (left side) as intended.
  2. The camera in the supermatter engine's laser room has been moved so it is no longer destroyed by the emitters.
  3. As virtual reality has been removed, the virtual reality machines in the recreation area and the permanent brig have been replaced by arcade machines. Game on!
  4. The security maintenance door access has been fixed. There was an error in which it was set to req_one_access with maintenance or security access; it will now only respond to security access (63).
  5. Robotics and Research & Development were both missing windoors for their desks, this has now been corrected.
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Re: Kilo Station

Postby SpaceManiac » Mon May 13, 2019 7:32 am #493426

I really like the look of the enclosed arrivals and gulag shuttle docks!

I was going to comment about it being weird that arrivals and escape are directly adjacent... but it seems like Pubby and Donut are like that too, so I guess it isn't a problem in practice? They're totally opposite on Box and Delta and at 90 degrees on Meta.

Be sure to check for atmos inconsistencies (Enable Debug Verbs and Show Roundstart AT Markers/List). In fact just going through all the Mapping verbs may help you spot minor issues.

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Re: Kilo Station

Postby Tlaltecuhtli » Mon May 13, 2019 10:12 am #493438

why have every maint tile filled with dirt janitor job is already busy with cleaning actual areas with ppl instead of remote areas which will end up flooded with deadly simplemobs 10 minutes in

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Re: Kilo Station

Postby Dr_bee » Wed May 15, 2019 8:15 pm #493724

I love how enclosed it is. It will be hell on highpop, but it really makes melee combat risky and ranged combat un-optimal. Overally looks like a fun map, cant wait to test it.

Remove the moonlight sword though. or make it not a child of the null rod. I dislike cult but having a free null rod is kind of lame.

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Okand37
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Re: Kilo Station

Postby Okand37 » Wed May 15, 2019 9:59 pm #493738

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Remove the moonlight sword though. or make it not a child of the null rod. I dislike cult but having a free null rod is kind of lame.

It has already been changed into a subtype of a different weapon. Glad to hear you like the map though!
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Re: Kilo Station

Postby Kenteko » Thu May 16, 2019 7:43 pm #493954

I love Kilo Station and I think the hostile maint is a good thing, but I'd make a little bit of a suggestion:

Instead of using normal means of defense, like say R walls, it wouldn't be bad to see some more active defenses that looked like they were put together by the lowest bidder. As an example, stick two nested turrets outside of the armory in space, if only to make it a hostile area to maneuver, but then make it so that the walls themselves are a bit less reinforced (and maybe even stick a window there). This would make the armory a kinda "no pass zone" in space due to the turrets, but also make it hilariously vulnerable to things like a meteor.

Give the cap office a blatant entry from maint as you had, but stick a turret at the end of the hallway to make it more like a "Do not pass here"

You have a bunch of awesome active defenses/hostilities, but none that seem put together by the crew. I love that feel, but even if we moved into this beat up station, we'd likely jury rig our own stuff too.

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Re: Kilo Station

Postby JedediahJameson » Sun May 19, 2019 8:11 am #494524

Like it overall, but Hydroponics feels *really* cramped. Constantly running into the other two botanists and scrambling for the seed generator way at the bottom was common. The windoors on the side they're on blocking the starting produce and the biogenerator being public feels off, too. The kitchen also felt a bit cramped, but I didn't spend much time in there besides being dragged by cannibalistic chefs who tried to convince sec I committed suicide.

Starting with a pack of strange seeds was nice, and two DNA manipulators is cool for not having to fight the others for use of the one.

Maybe cut out the windows with the display plants and use that space to expand the department a bit?

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Jegub
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Re: Kilo Station

Postby Jegub » Sun May 19, 2019 10:44 am #494533

Just getting my first chance to wander now, enjoying it so far!
Got on okay in Hydro by myself for as long as that lasted.
There's a missing wire in chem, under the glass table by the bin:
Image

The door into chem from the lobby is a bit of a liability, and medbay's reception could use a bit of tweaking though I don't have any specific suggestions there as of now.

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Okand37
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Re: Kilo Station

Postby Okand37 » Sun May 19, 2019 7:59 pm #494581

Code: Select all
Like it overall, but Hydroponics feels *really* cramped.  Constantly running into the other two botanists and scrambling for the seed generator way at the bottom was common.  The windoors on the side they're on blocking the starting produce and the biogenerator being public feels off, too.

I've adjusted the position of the seed extractor to be more accessible without having to enter the little cubby desk area. In terms of the produce and seeds, they're meant to be publicly accessible for the chef or someone else to take if no one is making any ingredients in hydroponics. I'd like to see how the public biogenerator plays out, as it seems to work on pubby station and the idea is neat.
Spoiler:
Image


Code: Select all
Starting with a pack of strange seeds was nice, and two DNA manipulators is cool for not having to fight the others for use of the one.

:tada:

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Maybe cut out the windows with the display plants and use that space to expand the department a bit?

When it comes to the size of the map, having an upwards of three botanists is always going to be a little cramped barring radical restructuring of the room due to the single-width hallways. Although it shares that similarity with Metastation, the design is more shapely. It isn't necessarily something I plan on doing as of now.

Code: Select all
There's a missing wire in chem, under the glass table by the bin:

I've placed the wire and it'll be added with the next update. Thanks for letting me know!

Code: Select all
The door into chem from the lobby is a bit of a liability, and medbay's reception could use a bit of tweaking though I don't have any specific suggestions there as of now.

The lobby door plays into the theme of much areas being more open and having a multitude of entrances and exits. The lobby shutters does close over the door as well, but I could add a separate shutter if needed. Feel free to let me know if you think of any adjustments in specific that you feel the lobby could use!
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Okand37
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Re: Kilo Station

Postby Okand37 » Tue May 21, 2019 7:31 am #494809

A bit of a quick update. I don't have much in the way of internet, so pushing the new updates to the PR may be delayed. In the mean time, here's what we got so far:

Updated Map Image:
Spoiler:
Image

1. Prison Wing:
The Prison Wing has been one of the most debated areas, and is brought up rather frequently. Initially, the intention was to replace the prison yard with VR sleepers, and have the cells easier to break out of with co-operation but harder without. As VR was chopped days after the PR was put up, this left the prison in an odd spot. I've taken the time to remodel the prison entirely, adding a small yard with a garden, some arcade machines, and a library console. The hallway has also had some renovating, and the airlock plus justice vent now face aft towards the solars.
Spoiler:
Image


2. Atmospherics Gas Chambers:
There's been some concern over the viability of the atmospherics gas chambers. While having them more in line with the station was an intended design choice, I can understand the concern the gas miners bring with it being easy to sabotage or flood the station. As a result, I've done what I can with the space available to fortify them and add some space inbetween the station and the gas chambers. The gulag area and its surrounding maintenance has been slightly altered and compressed because of this.
Spoiler:
Image


Minor Updates & Fixes:
Some small changes:
  1. The AI Chamber APC has been moved towards the interior side of the chamber, infront of the door where the newscaster was previously.
  2. Virology and Xenobiology disposal bins now go to space, and have been renamed to "deathsposal bin" respectively.
  3. The exterior Apiary door now responds to chapel or hydroponics access.
  4. The medical desk now has a door button to open the front medical doors. It has no access restrictions.
  5. The Vault's spidery guardian has been removed as to no longer trigger the motion alarm for an eternity.
Last edited by Okand37 on Tue May 21, 2019 9:21 am, edited 1 time in total.
Reason: Updated map image
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PostThis post was deleted by Okand37 on Tue May 21, 2019 9:13 am.
Reason: doublepost

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RaveRadbury
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Re: Kilo Station

Postby RaveRadbury » Wed May 22, 2019 2:57 pm #495037

Any chance there could be 1 or 2 chairs in the library? I've got a quirk in the works that requires the player to buckle themselves in the library for a minute to gain a mood boost. Alternately, if the brary half of the barbrary is defined as a library area that's fine, too. Just matters what area they are in when they buckle (also making a corresponding quirk for sitting in the bar)

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Nervere
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Re: Kilo Station

Postby Nervere » Wed May 22, 2019 5:56 pm #495064

It's been said before, but there's way too many warning stripes on this map. It makes the map just... hard to look at.
I removed all of the warning stripes on a round on Sybil and it looked much better to most people.
I encourage you to replicate my results on a testing server for yourself.
Using the SDQL2-Query verb under the Debug tab, input this block of queries:

Code: Select all
CALL RemoveComponent() ON /datum/component/decal WHERE pic.icon_state == "warningline";
CALL RemoveComponent() ON /datum/component/decal WHERE pic.icon_state == "warninglinecorner";
CALL RemoveComponent() ON /datum/component/decal WHERE pic.icon_state == "stand_clear"


This removes all warning lines, warning line corners, and "STAND CLEAR" markings under firelocks. Overall, I think the map looks smoother and nicer.
A few quick screenshots:

Bridge:
Spoiler:
Image

Engineering:
Spoiler:
Image

Kitchen:
Spoiler:
Image

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Mickyan
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Re: Kilo Station

Postby Mickyan » Wed May 22, 2019 9:28 pm #495090

There's tiles with a yellow border trim that I think would look better used in place of the warning lines, and a bit more sparingly

I don't know how they're actually called but I noticed the icon for them some time ago and were used to make the border of the pool here
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FloranOtten
 
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Re: Kilo Station

Postby FloranOtten » Wed May 22, 2019 10:17 pm #495097

We need to talk about the warning stripes. Most of the people I have talked to about Kilo have commented on their dislike of the stripes. This is an intervention.

I went ahead and bundled these two messages together as they are similar: Noisy is what I do boss. I enjoy the intricacy and detail personally, though I understand that's not for everyone. I do think it helps to combine with the rest of the map to give it a very unique vibe, however. I primarily use them for segmenting colours, but I enjoy the contrast they give as there's no other "full border" type decal as of now. I'd be more than willing to use another type of full border if we had them, but we don't.


I can see how you'd like design and the amount of detail but it really isn't for everyone. Have you ever heard of the saying 'adding by removing'? Sometimes less is more, as too much detail can make it very hard to look at. As nervere pointed out, the map looks fine without them.
Image
Image
Image
Image
OOC: BeeSting12: i love you floran

1. You may not injure a revs are non humans or, through inaction, allow a revs are non humans to come to harm.
2. You must obey orders given to you by revs are non humanss, except where such orders would conflict with the First Law.
3. You must protect your own existence as long as such does not conflict with the First or Second Law.

Give me feedback!

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Re: Kilo Station

Postby wet socks » Thu May 23, 2019 12:26 am #495111

Bots like beepsky and medibots don't currently patrol the station because there are no bot beacons underneath the floors!

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Atlanta-Ned
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Re: Kilo Station

Postby Atlanta-Ned » Thu May 23, 2019 2:09 am #495123

Kilo station is now on renderbus https://atlantaned.space/renderbus/
Feedback pls (Don't bother though, because I am perfect)
### ListVarEdit by Atlanta-ned: /datum/reagents reagent_list: Water=/obj/item/weapon/gun/energy/alien
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Re: Kilo Station

Postby oranges » Thu May 23, 2019 5:13 am #495134

stop posting about the warning stripes you feral mongrels, it only needs to be said once, if the map maker doesn't want to take your feedback on board, too fucking bad, it's a design and aesthetic decision. Suck it up.
Image

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Re: Kilo Station

Postby NoxVS » Sat May 25, 2019 9:23 pm #495464

Chaplains don't have access to the doors above the mass driver despite having access to the maintenance on both sides of them.

Also at EVA, the door into maint uses lowercase letters (e.v.a. maintenance)
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Re: Kilo Station

Postby Yakumo_Chen » Fri May 31, 2019 8:43 am #496179

Swarmers can flood plasma from atmos
Image
Image

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Re: Kilo Station

Postby Dr_bee » Fri May 31, 2019 2:42 pm #496215

Yakumo_Chen wrote:Swarmers can flood plasma from atmos


Last I checked swarmers cant open up windows to space, which there is one between atmos and the plasma tank.

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Re: Kilo Station

Postby confused rock » Fri May 31, 2019 3:23 pm #496218

It’s the designer’s choice, yeah oranges, but if almost everyone fucking hates the aesthetic choice, guess what? They’re going to have to play the map. They’ll be stuck with the warning lines. If everyone hates something that they’ll have to see then they can complan.
Image

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Re: Kilo Station

Postby Ayy Lemoh » Fri May 31, 2019 7:43 pm #496258

confused rock wrote:It’s the designer’s choice, yeah oranges, but if almost everyone fucking hates the aesthetic choice, guess what? They’re going to have to play the map. They’ll be stuck with the warning lines. If everyone hates something that they’ll have to see then they can complan.

Confused, you're right. We shouldn't be forced to look at design choices that we don't like.

I think that in order to do this, we'll have to basically come up with an argument on so many things that people don't like such as 3/4 sprites, the clashing color schemes between all our sprites, and so much more if a man went through the effort to catalogue all of this.

Confused, the point isn't "you are bad for not liking map design" however the point is that this argument won't work as long as shit, like what I just mentioned, is an issue.

Also, it is true that removing stuff from a map is easier than spriting, but that doesn't mean it will be removed just because you or multiple people dislike it. It depends on coderbus' opinion or if almost everyone agrees. If we relied on the word of a single person, even if it was fucking MSO himself, who said other people disliked something then Pubby would be fucking gone right now. I bet only boxstation would be around if that was the case.

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Re: Kilo Station

Postby Yakumo_Chen » Fri May 31, 2019 10:16 pm #496281

Dr_bee wrote:
Yakumo_Chen wrote:Swarmers can flood plasma from atmos


Last I checked swarmers cant open up windows to space, which there is one between atmos and the plasma tank.

they were managing it last night, so I assume there's something preventing the message.
Image
Image

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Re: Kilo Station

Postby Tarchonvaagh » Sun Jul 21, 2019 9:19 am #503996

So why isn't this getting merged? I am pretty excited and surely I'm not alone with this. MERGE
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Spoiler:
420goslingboy69 wrote:looking foir all the girl admins so we can have a party server you know what i am saying formal complaitn that there aint enough babes in bikinis and dresses (i mean skirts lol) telling us boys how we should paly the game and handle our roleplaying ic interactions


looping wrote: HELLO I AM BANNED FROM THE FORUM AND I WANT OUT OF THE HUTT, IT SMELLS AND THE PEOPLE WHO WALK THE GROUND NEXT TO ME DO NOT WASH THEIR FINGERS WHICH NOW ARE LONG AND CAKED IN DIRT


fopat wrote:Admin : dickhead
Reason of ban: Community dickedness
Server: Shity game
Admin with problems : [REDACTED]
Admin that needs to kill himself : [REDACTED]
My appeal : Just pick up a flamthorwer and kill community and you cured cancer , good job you are a hero .
Admin reaction: forum ban , Some shit talk , alot of salt
Community reaction: Memes , ALOT OF MEMES Holly
My reaction: Thanks you cured my cancer , by banning me from this shity game
Reason of appeal: Anger the admin , and make him game end himself
Fan Reaction: GWQEINHHHHHH ... And another alien shit
THE BIGGEST THE BIGGEST THE BIGGEST SHIT : Byond
Conclusion: dont waste your life playing this game , and admins suck , in alomost all games , because they are human , AND HUMANS SUCKS


OOC: BORKBORKBORK555: This game is a fucking disney film, And when the film ends at the shuttle dock all the actors just pull out shanks and murder each other

lmwevil wrote: PM: Optimumtact->Jerry Derpington: jerry(?|F) I'm gonna tickle your colon with my cock


i forgot it wrote: [Security] Ned Speaker says, "Hello, I've just arrived"
[Security] Ned Speaker says, "What is the current threat to the station?"
Clue Less says, "It's revs"
[Security] Clue Less says, "It's revs"
*BWOINK*
--ADMINISTRATOR PRIVATE MESSAGE--
Admin PM from-Ban Quota(Anime Catgirl):Why did you netspeak? you have too many notes, enjoy your ban
Click on the administrator's name to reply.
You have been banned by Banquota.
Reason: OOC in IC
This is a permanent ban.
To try to resolve this matter head to viewforum.php?f=7
You have been disconected


ImageImage

User avatar
Ayy Lemoh
 
Joined: Mon Jun 05, 2017 5:58 pm
Byond Username: Jerry Derpington

Re: Kilo Station

Postby Ayy Lemoh » Sun Jul 21, 2019 2:42 pm #504025

Tarchonvaagh wrote:So why isn't this getting merged? I am pretty excited and surely I'm not alone with this. MERGE

The mapmaker hasn't come back yet.

User avatar
pubby
Github User
 
Joined: Sun Jul 24, 2016 3:45 pm
Byond Username: Pubby
Github Username: pubby

Re: Kilo Station

Postby pubby » Mon Jul 22, 2019 6:16 pm #504211

kilo stands for killed okand

rip

User avatar
Tarchonvaagh
 
Joined: Wed May 01, 2019 9:30 pm
Location: Hungary
Byond Username: Tarchonvaagh

I Will Get A Darwin Award

Postby Tarchonvaagh » Sat Jul 27, 2019 10:03 am #504907

Ayy Lemoh wrote:
Tarchonvaagh wrote:So why isn't this getting merged? I am pretty excited and surely I'm not alone with this. MERGE

The mapmaker hasn't come back yet.

aw

EDIT: Okay, so for some reason i was unable to see the later posts, maybe some eu shit since i am on a holiday in another continent i can see it now sorry for the "shouting".

EDIT2: im an ape because i haven't noticed that i am on the second page ples disregard my idiotism
My characters:
Tharcoonvagh Hawker the paparazzi librarian,
Pennydumb the wise clown,
And Marvin the moody robot.

Some random quotes:

Spoiler:
420goslingboy69 wrote:looking foir all the girl admins so we can have a party server you know what i am saying formal complaitn that there aint enough babes in bikinis and dresses (i mean skirts lol) telling us boys how we should paly the game and handle our roleplaying ic interactions


looping wrote: HELLO I AM BANNED FROM THE FORUM AND I WANT OUT OF THE HUTT, IT SMELLS AND THE PEOPLE WHO WALK THE GROUND NEXT TO ME DO NOT WASH THEIR FINGERS WHICH NOW ARE LONG AND CAKED IN DIRT


fopat wrote:Admin : dickhead
Reason of ban: Community dickedness
Server: Shity game
Admin with problems : [REDACTED]
Admin that needs to kill himself : [REDACTED]
My appeal : Just pick up a flamthorwer and kill community and you cured cancer , good job you are a hero .
Admin reaction: forum ban , Some shit talk , alot of salt
Community reaction: Memes , ALOT OF MEMES Holly
My reaction: Thanks you cured my cancer , by banning me from this shity game
Reason of appeal: Anger the admin , and make him game end himself
Fan Reaction: GWQEINHHHHHH ... And another alien shit
THE BIGGEST THE BIGGEST THE BIGGEST SHIT : Byond
Conclusion: dont waste your life playing this game , and admins suck , in alomost all games , because they are human , AND HUMANS SUCKS


OOC: BORKBORKBORK555: This game is a fucking disney film, And when the film ends at the shuttle dock all the actors just pull out shanks and murder each other

lmwevil wrote: PM: Optimumtact->Jerry Derpington: jerry(?|F) I'm gonna tickle your colon with my cock


i forgot it wrote: [Security] Ned Speaker says, "Hello, I've just arrived"
[Security] Ned Speaker says, "What is the current threat to the station?"
Clue Less says, "It's revs"
[Security] Clue Less says, "It's revs"
*BWOINK*
--ADMINISTRATOR PRIVATE MESSAGE--
Admin PM from-Ban Quota(Anime Catgirl):Why did you netspeak? you have too many notes, enjoy your ban
Click on the administrator's name to reply.
You have been banned by Banquota.
Reason: OOC in IC
This is a permanent ban.
To try to resolve this matter head to viewforum.php?f=7
You have been disconected


ImageImage

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