Efficiency Station 3.0.0d COMPLETE
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Efficiency Station 3.0.0d COMPLETE
OH BOY HERE WE GO AGAIN
Efficiency Station 3
So this is my third map, where I will be taking in all the best things about efficiency 1 and 2 for a better and cooler experience.
BUT WHO CARES ABOUT THAT LET'S SEE SOME PICTURES!
Efficiency 3.0.0d
Map layout
The map is now complete and I will be setting up a poll for playing it tomorrow.
Efficiency Station 3
So this is my third map, where I will be taking in all the best things about efficiency 1 and 2 for a better and cooler experience.
BUT WHO CARES ABOUT THAT LET'S SEE SOME PICTURES!
Efficiency 3.0.0d
Map layout
The map is now complete and I will be setting up a poll for playing it tomorrow.
Last edited by WJohnston on Tue May 13, 2014 3:48 am, edited 6 times in total.
Apparently I was an director or something.
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Re: Efficiency Station 3
No bed for the HoP? Thats sad.
Robotics surgery looks a tad cramped, perma is a tad breakable, Viro needs more rwalls on its airlock, and thats all I see thats sorta wrong.
Its looking good.
Robotics surgery looks a tad cramped, perma is a tad breakable, Viro needs more rwalls on its airlock, and thats all I see thats sorta wrong.
Its looking good.
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This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3
Viro has had a few more R walls added, but it's intentionally normal walls at the first door from medbay.
Updated the OP. Arrivals and library are done at the time of writing, will complete chapel and escape over the next few hours, maybe even crew quarters.
EDIT: Chapel, escape, and crew quarters are all done. Tomorrow I'll tackle engineering and the things surrounding the mining shuttle (bar/kitchen/botany etc).
Updated the OP. Arrivals and library are done at the time of writing, will complete chapel and escape over the next few hours, maybe even crew quarters.
EDIT: Chapel, escape, and crew quarters are all done. Tomorrow I'll tackle engineering and the things surrounding the mining shuttle (bar/kitchen/botany etc).
Apparently I was an director or something.
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Re: Efficiency Station 3.0.0d COMPLETE
The map is now complete, updated OP with the pic.
Apparently I was an director or something.
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Re: Efficiency Station 3.0.0d COMPLETE
Where's the spare ID?
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Re: Efficiency Station 3.0.0d COMPLETE
That was rather embarrassingly fixed. Can't believe I forgot something that essential and no one saw it missing in testing.Thunder11 wrote:Where's the spare ID?
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Re: Efficiency Station 3.0.0d COMPLETE
I was going to ask where the captian's laptop was, then I realized this was /TG/ code...
But where is the prison shuttle?
But where is the prison shuttle?
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Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
There is no prison shuttle as it is used about as frequently as the court room. Basically never. I understand that a few people will get angry at me for not including it, but I'll see about trying to cram this into somewhere if people really whine for it, as I currently have no clue where to put it.AseaHeru wrote:I was going to ask where the captian's laptop was, then I realized this was /TG/ code...
But where is the prison shuttle?
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Re: Efficiency Station 3.0.0d COMPLETE
Well, you could bring out perma by another tile, add a hallway where the secpod is and put it at the end of that, with the secpod next to it.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
At that point it'd be so far in the back, so far removed and hidden from view, that its existence won't even be recognized. Anyone who DOES get thrown there will never be able to leave because they're extremely deep in security, to a point where no one will take a second look.AseaHeru wrote:Well, you could bring out perma by another tile, add a hallway where the secpod is and put it at the end of that, with the secpod next to it.
Apparently I was an director or something.
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Re: Efficiency Station 3.0.0d COMPLETE
The point is a good one.
Well, it could be jammed in next to the escape shuttle if perma is rotated and offset.
In other notes, why is interrogation without a backroom and requiring the one to be interrogated brought thru the sec office?
Also the transit tubes dont seem to have any crossing points (unless we can now slip under them), the incinerator has no turbine nor directout disposals route.
And there seems not to be many solar arrays...
Sorry for somany things, I have only just really been searching the map.
Well, it could be jammed in next to the escape shuttle if perma is rotated and offset.
In other notes, why is interrogation without a backroom and requiring the one to be interrogated brought thru the sec office?
Also the transit tubes dont seem to have any crossing points (unless we can now slip under them), the incinerator has no turbine nor directout disposals route.
And there seems not to be many solar arrays...
Sorry for somany things, I have only just really been searching the map.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
The interrogation room has no backroom because it's used about as frequently as the surgery observation area. It's a tinted window with a telescreen. I've added a way in from brig that isn't through the office.
The transit tubes cannot be slipped underneath, you have to go around them. However, the parts beneath the transit tubes aren't in any way important (there's maint and more maint beneath them).
I've now added a turbine to the incinerator due to popular demand.
The solars you're seeing actually have 64 panels each, a little over twice what a normal solar array on box or metastation has. The solars on efficiency 3 can actually power the station a tiny bit better than on other maps.
The transit tubes cannot be slipped underneath, you have to go around them. However, the parts beneath the transit tubes aren't in any way important (there's maint and more maint beneath them).
I've now added a turbine to the incinerator due to popular demand.
The solars you're seeing actually have 64 panels each, a little over twice what a normal solar array on box or metastation has. The solars on efficiency 3 can actually power the station a tiny bit better than on other maps.
Apparently I was an director or something.
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Re: Efficiency Station 3.0.0d COMPLETE
Allright, can you add the ladder sections to the transit tubes? Because as it stands there is a section that is un-modifiable...
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
Easiest map to break into command on ever.
I notice you've taken a page from MetaStation and added a maintenance bar/kitchen. If I were you, I'd make it so it's not so well lit though. Or at all, even.
I notice you've taken a page from MetaStation and added a maintenance bar/kitchen. If I were you, I'd make it so it's not so well lit though. Or at all, even.
Spoiler:
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Re: Efficiency Station 3.0.0d COMPLETE
The last version of this had one, the Urist McStation version of box had one (back when it still used /TG/ and before URIST, so about... 9 months?)
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
I like it.
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Re: Efficiency Station 3.0.0d COMPLETE
When do we get to test this?
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Re: Efficiency Station 3.0.0d COMPLETE
In case people have not heard, I have stopped working on efficiency 3. I've grown to loathe making space stations, as it requires upward 200 hours or more of work for each of them.
The reasons for this are simple: I do not like my map layout at all or the limitations when designing one, and I no longer want to compete with existing maps.
Stations are extremely finicky things that on average require about 200 hours of work to complete. When everyone is constantly hollering and begging for new content and you present them with an enormous amount of crap, they suddenly despise it and don't want it (despite it being a giant dose of content with all kinds of new strategies and layouts and methods to learn and perfect). Understandably this is likely only a very noisy and very small minority that goes out of its way to piss on everything, but this is not the only reason for stopping.
I also do not like my map. At all. When I started up the plans for this map I put a criteria for "sexyness" which is something you'd see out of a goon map (those things are gorgeous). The problem is that since they are in no way standardized or uniform or consistent, you tend to receive a lot of disapproval from people who want consistency because that's what the norm is around here, and that has made me create a map I do not like. It is not a pretty map, and making it so god damned detailed like on metastation sounds like a gigantic chore and also completely overkill for what is supposed to be a run-down piece of crap excuse for a station (and that IS what ss13 is supposed to be, yet people seem to have either completely forgotten that or are outright against it).
Perhaps I will make another station in the future, but I don't like anything about this map except, perhaps, the bridge.
Next time I make a map -- if I do at all -- the goal will be simple. Go against what the norm is, no uniform halls or shapes, a unique kind of brig (PISS OFF WITH THE WHINING HERE THANK YOU), and actual style. First off though we'll need to wait until we actually have any sort of style, such as a gym, a pool, a barber shop, more dorm equipment, new vendors and so on (don't expect that any time soon).
The reasons for this are simple: I do not like my map layout at all or the limitations when designing one, and I no longer want to compete with existing maps.
Stations are extremely finicky things that on average require about 200 hours of work to complete. When everyone is constantly hollering and begging for new content and you present them with an enormous amount of crap, they suddenly despise it and don't want it (despite it being a giant dose of content with all kinds of new strategies and layouts and methods to learn and perfect). Understandably this is likely only a very noisy and very small minority that goes out of its way to piss on everything, but this is not the only reason for stopping.
I also do not like my map. At all. When I started up the plans for this map I put a criteria for "sexyness" which is something you'd see out of a goon map (those things are gorgeous). The problem is that since they are in no way standardized or uniform or consistent, you tend to receive a lot of disapproval from people who want consistency because that's what the norm is around here, and that has made me create a map I do not like. It is not a pretty map, and making it so god damned detailed like on metastation sounds like a gigantic chore and also completely overkill for what is supposed to be a run-down piece of crap excuse for a station (and that IS what ss13 is supposed to be, yet people seem to have either completely forgotten that or are outright against it).
Perhaps I will make another station in the future, but I don't like anything about this map except, perhaps, the bridge.
Next time I make a map -- if I do at all -- the goal will be simple. Go against what the norm is, no uniform halls or shapes, a unique kind of brig (PISS OFF WITH THE WHINING HERE THANK YOU), and actual style. First off though we'll need to wait until we actually have any sort of style, such as a gym, a pool, a barber shop, more dorm equipment, new vendors and so on (don't expect that any time soon).
Apparently I was an director or something.
- paprika
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Re: Efficiency Station 3.0.0d COMPLETE
Yeah it's pretty much always going to be the case that people are going to compare it to what's existing if you don't directly copy+paste. That's what metastation started out as, and people didn't like that at first but eventually metacide just started adding literally whatever people asked (within reason) as well as fixing bugs and it became a great map as a result of that.
Do something new, like the only things I enjoy on asteroid station are the UNIQUE things like mining being connected and the singulo in the center of the map which is guaranteed to fuck at least one department up. It's clever, more maps need clever things and not just a rearranging.
The whole thing where the station is supposed to be run down kind of goes against how the game is now and that's not really the players honestly, if you want to do that make it look AESTHETICALLY run down, not lacking in features, and there's lots of things capable of doing that right now like the darker tileset and stuff.
People should really use these in mapping more, they're cool as fuck looking.
Do something new, like the only things I enjoy on asteroid station are the UNIQUE things like mining being connected and the singulo in the center of the map which is guaranteed to fuck at least one department up. It's clever, more maps need clever things and not just a rearranging.
The whole thing where the station is supposed to be run down kind of goes against how the game is now and that's not really the players honestly, if you want to do that make it look AESTHETICALLY run down, not lacking in features, and there's lots of things capable of doing that right now like the darker tileset and stuff.
People should really use these in mapping more, they're cool as fuck looking.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Efficiency Station 3.0.0d COMPLETE
Armory & Brig in shitcurity black and red? Wow.
I haven't logged into SS13 in at least a year.
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Re: Efficiency Station 3.0.0d COMPLETE
I dont see black and red floor tiles in the list...
Ah, the problems with working with heavily modified bay...
Ah, the problems with working with heavily modified bay...
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
Problem with that Paprika is it looks Syndicate to me, but maybe it's only me.
Spoiler:
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Re: Efficiency Station 3.0.0d COMPLETE
Good idea. Syndicate station. Everyone spawns in modified turtlenecks and recolored black hardsuits. Security is issued eswords.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Efficiency Station 3.0.0d COMPLETE
If you mean Urist then you are wrong in saying "heavily modified bay" as almost all are files that we added don't effect the actual bay so it's pretty much Bay with a little bit of other items.AseaHeru wrote:I dont see black and red floor tiles in the list...
Ah, the problems with working with heavily modified bay...
Hey.
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Re: Efficiency Station 3.0.0d COMPLETE
Really?
Well, there goes my sense of existing.
Well, there goes my sense of existing.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
Oh the horrific beauty.paprika wrote:Good idea. Syndicate station. Everyone spawns in modified turtlenecks and recolored black hardsuits. Security is issued eswords.
Spoiler:
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Re: Efficiency Station 3.0.0d COMPLETE
If that 'arctic station' idea ever comes to fruition it should be the syndicate mother base with russian shit everywhere
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Efficiency Station 3.0.0d COMPLETE
Arctic station?paprika wrote:If that 'arctic station' idea ever comes to fruition it should be the syndicate mother base with russian shit everywhere
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Re: Efficiency Station 3.0.0d COMPLETE
Imagine a space station but instead of space outside it's sub zero temperature, low pressure, thin oxygen, and a whole lot of dangerous ice caves you don't want to be dragged into by The Thing.
It was suggested multiple times, people started work on it, but it was ultimately never finished.
It was suggested multiple times, people started work on it, but it was ultimately never finished.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Efficiency Station 3.0.0d COMPLETE
Now I really want to map this guff... Pity that I cant...
GAAH! WHY YOU NO LET ME DOWNLOAD 2D SPESSMEN SCHOOL! I LEARN FROM IT!
GAAH! WHY YOU NO LET ME DOWNLOAD 2D SPESSMEN SCHOOL! I LEARN FROM IT!
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
I'm curious, if you do not wish to continue the maps, could you upload them and let others finish/modify/use parts of them? I'm especially interested in efficiency 2.
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Re: Efficiency Station 3.0.0d COMPLETE
Here are the map files if you're interested in adapting them to the latest code. There's probably some pathing errors that you'll have to fix as I haven't updated these in a while.
Efficiency 3.0.0d:
http://www.mediafire.com/download/4iga4 ... 3.0.0d.rar
Efficiency 2.0.4b:
http://www.mediafire.com/download/n1lyr ... 2.0.4b.rar
Efficiency 3.0.0d:
http://www.mediafire.com/download/4iga4 ... 3.0.0d.rar
Efficiency 2.0.4b:
http://www.mediafire.com/download/n1lyr ... 2.0.4b.rar
Apparently I was an director or something.
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Re: Efficiency Station 3.0.0d COMPLETE
I may do that.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: Efficiency Station 3.0.0d COMPLETE
ive already updated both 3 and 2. there's only like 5 path errors for 3 and maybe 10 for 2
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