Page 4 of 4

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 7:04 am
by iamgoofball

Bottom post of the previous page:

no testing lab for chemistry 0/10

no chemsci 0/10

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 7:28 pm
by allura
Image

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 7:56 pm
by Xhuis
Is that the holodeck?
It makes me sad,
because we won't ever have a holodeck as good as the one you posted.

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 8:45 pm
by onleavedontatme
Is rotating the holodeck currently possible?

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 9:01 pm
by allura
Kor, rotating the holodeck is fine if you include a custom z level with rotated holodeck floors with your map

Re: Unnamed Station development thread

Posted: Sat Jun 04, 2016 11:43 pm
by Armhulen
allura wrote:All airlocks look like glass airlocks in the map maker due to how door sprites are coded. In reality theres very few of them
okay, all good then!

Re: Unnamed Station development thread

Posted: Sun Jun 05, 2016 6:15 am
by PKPenguin321
wow this is actually getting a lot of progress
go go go allura if you can make this a better map than dreamstation (and it already is looking pretty much better) than we could actually play on it

please actually finish

Re: Unnamed Station development thread

Posted: Sun Jun 05, 2016 5:02 pm
by allura
science is pretty much done now too
Image
Image
Image
Image
Image

Re: Unnamed Station development thread

Posted: Sun Jun 05, 2016 6:16 pm
by Wyzack
Really digging the civilian areas, looks like a good map overall, cant wait to see it in rotation

Re: Unnamed Station development thread

Posted: Sun Jun 05, 2016 9:22 pm
by iamgoofball
where the chemsci at

Re: Unnamed Station development thread

Posted: Sun Jun 05, 2016 9:31 pm
by PKPenguin321
true chemscientists do their experiments in the hallways goofball

Re: Linemap development thread

Posted: Tue Jun 07, 2016 5:08 am
by allura
Image
Image
Image
Image

ignore that it was to make a meme image

Re: Linemap development thread

Posted: Thu Jun 09, 2016 9:43 pm
by Armhulen
We got a name!

Re: Linemap development thread

Posted: Fri Jun 10, 2016 12:01 am
by MMMiracles
>roundstart engine that only supports tesla

literal heresy, lord singulo will not stand for such crimes.

Re: Linemap development thread

Posted: Fri Jun 10, 2016 1:36 am
by ShadowDimentio
>Xenobio is down a cell
>No large storage area for extra slimes/aliens/whatever
Edit: Misread the images it has this shut my mouth

0/10 science very gobsmacked would feed creator to a slime

Re: Linemap development thread

Posted: Fri Jun 10, 2016 2:00 am
by allura
lol just lol

Re: Linemap development thread

Posted: Fri Jun 10, 2016 2:33 am
by iamgoofball
MMMiracles wrote:>roundstart engine that only supports tesla

literal heresy, lord singulo will not stand for such crimes.
too bad

Re: Linemap development thread

Posted: Fri Jun 10, 2016 3:34 am
by PKPenguin321
tesla = bad

Re: Linemap development thread

Posted: Fri Jun 10, 2016 3:37 am
by iamgoofball
PKPenguin321 wrote:tesla = bad
your mom = fucked by me

Re: Linemap development thread

Posted: Sat Jun 11, 2016 6:56 am
by PKPenguin321
iamgoofball wrote:
PKPenguin321 wrote:tesla = bad
your mom = fucked by me
make tesla do a bomb pleas

Re: Linemap development thread

Posted: Sat Jun 11, 2016 4:52 pm
by ShadowDimentio
It's okay Goof it's not your fault that nobody likes your codebaby.

(I'm lying tesla is lame Goof you should feel bad)

Re: Linemap development thread

Posted: Mon Jun 13, 2016 11:53 pm
by allura
Image
Image

Re: Linemap development thread

Posted: Tue Jun 14, 2016 1:21 am
by PKPenguin321
goodness gracious that chapel

so good

Re: Linemap development thread

Posted: Tue Jun 14, 2016 2:40 am
by IkeTG
>bed in custodial closet
somebody lookin out for the janitors :')

Re: Linemap development thread

Posted: Tue Jun 14, 2016 2:50 am
by ShadowDimentio
I could wire art the shit out of that chapel..!

Re: Linemap development thread

Posted: Tue Jun 14, 2016 8:54 am
by allura
Image
Image
Image
Image

Re: Linemap development thread

Posted: Tue Jun 14, 2016 9:35 am
by Not-Dorsidarf
Maintenance looking good there

Re: Linemap development thread

Posted: Tue Jun 14, 2016 3:38 pm
by Armhulen
Maint makes or breaks a map for me, and this one is good so far.

Re: Linemap development thread

Posted: Tue Jun 14, 2016 10:16 pm
by PKPenguin321
minor suggestion:
Image

Re: Linemap development thread

Posted: Wed Jun 15, 2016 12:49 am
by allura
Image

Re: Linemap development thread

Posted: Thu Sep 15, 2016 11:52 pm
by allura
update: i accidentally deleted the map file

Re: Linemap development thread

Posted: Fri Sep 16, 2016 4:26 am
by PKPenguin321
oh no :(

Re: Linemap development thread

Posted: Fri Sep 16, 2016 2:07 pm
by Wyzack
Is every in development tgstation map spontaneously deleting itself or are we being rused by several creators who dont want to map anymore but dont want to admit it

OR IS IT A CONSPERIACY BY OTHER CODEBASES TO PREVENT US HAVING COOL NEW MAPS

Re: Linemap development thread

Posted: Fri Sep 16, 2016 8:24 pm
by WJohnston
Allura has tried and remade this map like 16 times in completely different versions. It's no wonder that, alongside constantly updating your code and getting rid of old version of maps you no longer want to work on (or CAN work on because of compile/path errors) that the map could end up accidentally getting deleted.

I mean it happened with me. My remake of an away mission I spent 20 hours on is gone without a trace.

Re: Linemap development thread

Posted: Mon Sep 19, 2016 8:22 am
by oranges
accidentally, or did you just feel like you couldn't finish it to the standard you wanted.

You have to be willing to release something less than perfect or you will never finish

Re: Linemap development thread

Posted: Tue Jun 20, 2017 5:11 am
by allura
This might leave a bad taste in some of ya'lls mouths, and some others I'm sure will be happy.

I finally finished a map. Not just the structure or the layout, the map is fully functioning and playable. I named it "Linemap," as promised. It's on the goon codebase.

You can view the image of 1.0 here:
https://www.dropbox.com/s/r91jleclme8a9 ... d.png?dl=0

This map is soon to be playtested on goonstation. If any of ya'll want to play on it then stay tuned.

EDIT: The image is slightly out of date, there's a couple of errors I've fixed. Most importantly, the fucked up APCs are all fixed.

Re: Linemap development thread

Posted: Tue Jun 20, 2017 7:06 am
by Okand37
Looks pretty interesting. I can't see anything that particularly stands out in terms of a gimmick for the design, but I kind of like how security is more centralised, could lead to some interesting encounters!

Do you plan to try to get it play-tested or remade here anytime soon?

Re: Linemap development thread

Posted: Tue Jun 20, 2017 8:19 am
by Remie Richards
God, how did goon walls get WORSE?

Re: Linemap development thread

Posted: Tue Jun 20, 2017 4:50 pm
by allura
Okand37 wrote:Looks pretty interesting. I can't see anything that particularly stands out in terms of a gimmick for the design, but I kind of like how security is more centralised, could lead to some interesting encounters!

Do you plan to try to get it play-tested or remade here anytime soon?
My gimmick was to make departments more centralized, with a big central room that everything branches off from. Security is the only one that doesn't align to that gimmick, but that was because I couldn't make a design that was both nice and compact as well as functional. If security was one central room with the cells inside of it, prisoners who get out of their cell have access to all of the shit on the tables.

As for remaking it on tg; that sounds like a good idea! My only problem is that the gimmick, centralized departments, is a lot harder to recreate on tg. Something I love about mapping on goon isn't that they have more features, but that the features are spread out more evenly across the station. On tg, science has about 60% of the station's toys, so it always has to be a fuckhuge department, and since there's so much, you can't really recreate the plaza I have on Linemap because you're forced to make a long hallway. I do think that engineering and cargo would be easy to recreate, though, and I could probably tinker with medbay and end up getting it to fit with tg code.

Were you the person who made deltastation? If so, you're a great mapper! I love that you documented your creation of the station like I did, and unlike me, actually FINISHED it. My only real gripe was the incredible amount of floor decals and warning stripes, which according to one of my friends were accidentally lost in a code update. If you take any advice from me, please don't readd too many of them.

And since you're a pretty experienced mapper too, maybe you should try hitting me up and you can give me some advice or ideas for if I port the station to tg? Or, at the least, I can create an all new map on tg that's influenced by the mapping process of Linemap.

Thanks for your comment, though. Sorry if this response was way too long in proportion.
Remie Richards wrote:God, how did goon walls get WORSE?
Goon still uses the perspectived walls, the walls I used are just another option they have for their RP server's maps. I still prefer the original walls that TG uses and Goon used to use, but I went with the Destiny walls purely because they match with the Destiny airlocks, which I love. The public goon release doesn't include the glass airlocks that goon has now, so it's my only option if I want to use glass airlocks.

Re: Linemap development thread

Posted: Tue Jun 20, 2017 6:11 pm
by danno
I've always really loved the spacewalk areas on goon, so even having just one gets me interested in this map

Re: Linemap development thread

Posted: Tue Jun 20, 2017 11:42 pm
by Okand37
allura wrote:snip
Yea, I can definitely see where you're coming from with the department content and interest rate, as that definitely does some.. interesting things to proportions and layouts.

I'd totally be up to helping you sometime if you ever want, and I'm glad to hear you enjoyed my work on Delta!

And yea, I generally make things on games to be more intricate and mixed opposed to a blank colour, which is why there were a lot of different floor tiles and turf_decals.

Re: Linemap development thread (i finally finished the map)

Posted: Thu Jun 22, 2017 12:42 am
by allura
Linemap is officially in goon code! Goon runs different maps every now and then, so watch out for Linemap.

Re: Linemap development thread (i finally finished the map)

Posted: Thu Jun 22, 2017 1:24 am
by danno
nice work

Re: Linemap development thread (i finally finished the map)

Posted: Thu Jun 22, 2017 5:09 am
by Okand37
Great work man! I can't wait to see what you come up with next if you decide to do anything else.