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Re: Culdesac Station development thread

Posted: Wed May 11, 2016 11:58 pm
by allura

Bottom post of the previous page:

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Re: Culdesac Station development thread

Posted: Thu May 12, 2016 12:58 am
by ShadowDimentio
>Windows in toxin storage
>Non reinforced walls
>LITERALLY CONNECTED TO THE RD'S OFFICE

The map is shit just because of this

Re: Culdesac Station development thread

Posted: Thu May 12, 2016 4:53 am
by allura
beat it, and dont let the door hit you where the good lord split you

Re: Culdesac Station development thread

Posted: Thu May 12, 2016 10:09 am
by DemonFiren
He's right, though.

Re: Culdesac Station development thread

Posted: Thu May 12, 2016 10:53 am
by oranges
scibomb powergamers BEAT IT

Re: Culdesac Station development thread

Posted: Thu May 12, 2016 7:35 pm
by allura
LOOK, OKAY, I ADMIT IT. when i map i just use normal walls and then i put rwalls once ive finished mapping the area. the rd's office and toxins both are rwalled. the windows are staying so the rd can make sure that no one is stealing toxins

Re: Culdesac Station development thread

Posted: Thu May 12, 2016 10:30 pm
by PKPenguin321
ShadowDimentio wrote:>Windows in toxin storage
>Non reinforced walls
>LITERALLY CONNECTED TO THE RD'S OFFICE

The map is shit just because of this
the wild shadowdimention, peeking out of his hugbox

Re: Culdesac Station development thread

Posted: Fri May 13, 2016 1:36 am
by ShadowDimentio
I'm a very active forum poster (read: shitposter). I'm not a creature that stays in a dwelling, I constantly wander stealing other people's.

Re: Culdesac Station development thread

Posted: Fri May 13, 2016 3:37 am
by allura
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Re: Culdesac Station development thread

Posted: Fri May 13, 2016 6:42 pm
by NikNakFlak
>windowed permabrig

Its like you want people to just execute every criminal because they wont use perma if it's a joke

Re: Culdesac Station development thread

Posted: Fri May 13, 2016 7:09 pm
by allura
the windows are going to be electrocuted and double reinforced

Re: Culdesac Station development thread

Posted: Fri May 13, 2016 8:51 pm
by allura
alright, i'll remove them then

Re: Culdesac Station development thread

Posted: Sat May 14, 2016 2:24 am
by yackemflam
NikNakFlak wrote:>windowed permabrig

Its like you want people to just execute every criminal because they wont use perma if it's a joke
But every permabrig has a window.

Re: Culdesac Station development thread

Posted: Sat May 14, 2016 2:50 am
by ShadowDimentio
INTO SPACE

Re: Culdesac Station development thread

Posted: Sat May 14, 2016 2:52 am
by yackemflam
ShadowDimentio wrote:INTO SPACE
The one`s between perma and the hallway is inescapable from the prisoner`s side without tools anyhow. Well, in the garden side at least.

Re: Culdesac Station development thread

Posted: Sat May 14, 2016 4:40 pm
by allura
WHAT ARE YOU DOING IN MY THREAD

Re: Culdesac Station development thread

Posted: Sat May 14, 2016 9:57 pm
by Armhulen
WE WANNA ARGUE REEEEEEEE


WINDOWS INTO SPACE ARE OKAY

WINDOWS INTO THE BRIG ARE NOT

ALSO ADD AN ASYLUM TO KEEP THE CRAZOS

THANK YOU FOR CREATING A COOL MAP SO FAR

Re: Culdesac Station development thread

Posted: Sat May 14, 2016 11:59 pm
by ShadowDimentio
It's riddled with catastrophic design flaws. Do not want.

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 12:13 am
by Armhulen
ShadowDimentio wrote:It's riddled with catastrophic design flaws. Do not want.
that's why it is a wip. gunstation looked pretty cool though, the shuttle coulda been the magazine and augh it's dead jim

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 2:10 am
by allura
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beat it shadowdimentio

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 4:41 am
by Wyzack
Flaws are good, a perfect map would be boring as shit

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 4:52 am
by Okand37
It isn't a bad idea in theory to have the director's office set up like that, but personally I prefer my office to be secured and less open. A lot of windows, and no shutters to make it worse.

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 5:04 am
by allura
fine i removed the windows into toxins

also psa: my map will not accommodate to the massively stupid white ship. that wont dock on my station because im not a gay homo tool

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 5:52 am
by Armhulen
fine, only because I keep getting flashbacks of gunstation, it could have been the bullet or something aghdfgaidaoidsai

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 9:19 am
by Not-Dorsidarf
allura wrote:fine i removed the windows into toxins

also psa: my map will not accommodate to the massively stupid white ship. that wont dock on my station because im not a gay homo tool
What about the metastation vessel?

Re: Culdesac Station development thread

Posted: Sun May 15, 2016 7:48 pm
by allura
i changed up the cargo bay, check out the last post i made and maybe qm players will be happier with me

Re: Culdesac Station development thread

Posted: Mon May 16, 2016 12:55 am
by allura
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Re: Culdesac Station development thread

Posted: Mon May 16, 2016 11:11 am
by DemonFiren
allura wrote:check out the last post i made and maybe qm players will be happier with me
>no viva docking
>happier with you
AHAHAHAHAHA-HAH!

Re: Culdesac Station development thread

Posted: Mon May 16, 2016 1:01 pm
by allura
what

Re: Culdesac Station development thread

Posted: Mon May 16, 2016 4:46 pm
by Wyzack
You could make your own custom Z with your own ship, maybe even just a small pilotable shuttle that is roughly escape pod sized

Re: Culdesac Station development thread

Posted: Mon May 16, 2016 9:14 pm
by Anonmare
Don't those big scrubbers need a specialised computer to actually work? Might be wise to extend the room out a column to make room for them.
I'd also replace the metal walls with r-walls and lose the windows, for both safeties' sake and to make it not impossible to steal a can while the RD's in their office.

EDIT: Never mind I just noticed there's another page of this thread I haven't read.

Re: Culdesac Station development thread

Posted: Mon May 16, 2016 9:20 pm
by iamgoofball
do the needful

make chemistry medsci instead of genetics 2k16

Re: Unnamed Station development thread

Posted: Mon May 16, 2016 10:20 pm
by allura
i updated the op with the layout of the station

Re: Unnamed Station development thread

Posted: Sun May 29, 2016 12:31 am
by allura
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Re: Unnamed Station development thread

Posted: Sun May 29, 2016 12:46 am
by PKPenguin321
that theater's pretty sexy

Re: Unnamed Station development thread

Posted: Sun May 29, 2016 2:00 am
by paprika
So much fucking empty space

Re: Unnamed Station development thread

Posted: Wed Jun 01, 2016 4:01 pm
by allura
Hi theres no update in this post but i just wanted to remind everyone that i am the greatest mapper to ever exist in ss13 history

Re: Unnamed Station development thread

Posted: Wed Jun 01, 2016 10:30 pm
by allura
paprika wrote:So much fucking empty space
Yes about a year ago a good friend of mine and also a kickin rad mapper named Ikarrus told me that he would like the idea of a more minimal and open station with slightly more empty space than most other maps. Im trying that out. If you look you can see im intentionally leaving room for me shrinking it down if it doesnt feel good when i play it. Just an experiment

Re: Unnamed Station development thread

Posted: Thu Jun 02, 2016 8:39 pm
by Joe_The_Average
It looks like the engine is wired directly into the station power grid. Am I seeing this wrong?

Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 12:19 am
by paprika
Think of the gameplay implications of a lot of empty space in rooms/hallways and how combat works in this game

Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 1:02 am
by MrEousTranger
Absolutely wonderful, love the design, open space, (needs minor improvements)
Honestly would be my favorite map if it were added.
And the amount of effort and time you put into this is amazing its almost been 2 years and your still going. Kudos to you.

Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 2:40 am
by allura
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Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 6:57 am
by allura
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Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 8:14 am
by paprika
Like that cafeteria, looks very visually pleasing like an actual crew cafeteria. Very clean design.

Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 9:25 am
by Steelpoint
inb4 this station is on another two year hiatus.

Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 4:42 pm
by allura
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also slightly updated perma:
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Re: Unnamed Station development thread

Posted: Fri Jun 03, 2016 11:10 pm
by allura
here's medbay, which thus far is the only 100% complete department, with wall items and everything
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Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 1:06 am
by TheWiznard
looks cool

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 5:54 am
by Armhulen
This may be a weird thing to say, but there are too many glass airlocks in general. I haven't seen ONE non-window airlock but I could prolly if I looked harder

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 6:35 am
by allura
All airlocks look like glass airlocks in the map maker due to how door sprites are coded. In reality theres very few of them

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 7:04 am
by iamgoofball
no testing lab for chemistry 0/10

no chemsci 0/10