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Re: MetaStation (v39L 24/04/14) and Mapping Help

Posted: Wed Feb 04, 2015 4:11 pm
by metacide

Bottom post of the previous page:

Made a pull-request, but I'm a bit rusty with TortoiseGit and might have screwed something up:

https://github.com/tgstation/-tg-station/pull/7549

And regarding maint, I'll see what I can do. I did intend to expand the area over the construction zone north of the shuttle - perhaps I can take a look at the rest of maint at the same time.

Updated the first post, now looking at the wiki.

Re: MetaStation (v40A 04/02/15) and Mapping Help

Posted: Wed Feb 04, 2015 4:24 pm
by paprika
All smiles.

Re: MetaStation (v39L 24/04/14) and Mapping Help

Posted: Wed Feb 04, 2015 6:54 pm
by Comrade Leo
danno wrote:OHHHHHHHHHHHHHHHHHHH SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT HE REALLY IS BACK
Image

Re: MetaStation (v40A 04/02/15) and Mapping Help

Posted: Wed Feb 04, 2015 7:42 pm
by allura
@ metacide, the map is 100% up to date. only 7 things have been merged since i last updated it and none of them affect mapping.

Re: MetaStation (v40A 04/02/15) and Mapping Help

Posted: Wed Feb 04, 2015 10:17 pm
by TZK13
With the firing pins update it would be nice if a firing range was added somewhere in Sci like on Box so scientist have a place to test their guns with test firing pins.

Also could you change the green trimmed tiles underneath the Medbay consoles on the Bridge to white trimmed ones considering how Medbay uses blue instead of green now but blue is already used for the Bridge's trim?

Re: MetaStation (v40A 04/02/15) and Mapping Help

Posted: Wed Feb 04, 2015 10:20 pm
by allura
green is still an official medbay color, and white trim looks like total poo. keep it green

Re: MetaStation (v40A 04/02/15) and Mapping Help

Posted: Wed Feb 04, 2015 11:40 pm
by miggles
imo sec lockers should be moved back to the brig like on box
dept sec has become less prominent

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Sat Feb 07, 2015 7:25 pm
by metacide
MetaStation v40B (07/02/2015) (Download .zip):

[img]https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/15-02-07%2018-10%20MetaStation.v40B%20Full%20-%20800.png[/img]
(Map of the station, click for the full-size image)

MetaStation v40B Changelog:
  • Fixed brig desk door controls not working
    Fixed missing version info on arrivals commemorative plaque
    Fixed rogue blast door west of HoP office
    Fixed metal-glass table in genetics - now all-glass
    Fixed incorrect helmet variant in the armory
    Added medical surplus storeroom and adjusted aspects of medical storage
    Added ClothesMate vendor to the dormitories
    Change bridge colour scheme to dark-tile base
    Various other minor adjustments and fixes
This has just been pulled to the repo, so is in the code and ready-to-use if folks would like it on Badger/Basil and SoS is amenable to the idea.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Sat Feb 07, 2015 8:05 pm
by Comrade Leo
metacide wrote:
This has just been pulled to the repo, so is in the code and ready-to-use if folks would like it on Badger/Basil and SoS is amenable to the idea.
Greatest day of my life.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Sat Feb 07, 2015 9:46 pm
by DemonFiren
My pants are now sticky.

SoS, make it happen.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Sat Feb 07, 2015 11:36 pm
by Jalleo
Could we have less uniform specific maint rooms e.g. if possible a limited spawning of machines across the maint instead of one set place? To suggest people were vying to build their own places seperately inside already half built areas?

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Sun Feb 08, 2015 12:22 am
by lumipharon
But that is part of the whole 'mapping' thing.

You can't deisgn the maint bar/ghetto robotics rooms etc, if the machines inside just spawn randomly in maint, which would be pretty gay.

Having pre established half made/run down specific areas gives people a kernal to design around. Sure if you just had a gian empty area instead of maint you could design whatever you wanted, but people will typically design around what's already there, which is cool.

Edit: SoS just updated servers, but said metastation didn't compile, but will change map to meta when it's fixed.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Sun Feb 08, 2015 1:25 pm
by metacide
lumipharon wrote:Edit: SoS just updated servers, but said metastation didn't compile, but will change map to meta when it's fixed.
The issue should be fixed now, so hopefully things'll be fine next time he tries.

As for spawning machines at random locations, I wouldn't know how to do that - all I can do is have multiple fixed chance spawnpoints (1/3 chance of spawning, say, in 3 places), but you could get a machine in each of the 3 spawns, or none at all, which I don't think is really ideal. Perhaps it'd work decently with minor machines. Hmm.

I mean to fix the hazard-stripe tiles in maint not updating when they're tiled, and a few other issues, and certainly add a firing-range sometime soon.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Tue Feb 10, 2015 4:15 am
by TheWiznard
Please add atmos tech locked lockers to atmos, Rapid pipe dispensers were added to those lockers and it makes doing atmos 100x easier. or even just add two RPD's to the desk with the welding helmets and stuff, it would help a ton.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Tue Feb 10, 2015 6:02 am
by paprika
Atmos techs need 2 secure lockers to replace the fire lockers in atmos. They have personal job lockers now with special fire suits in them.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Tue Feb 10, 2015 5:37 pm
by Wyzack
Can we get some regular cooks aprons in the kitchen? I think they look better than the chef aprons with the stupid ascot and buttons

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Tue Feb 10, 2015 10:58 pm
by metacide
Added the lockers and the cook's apron to the next update.

Will put a pull request up tomorrow sometime.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Wed Feb 11, 2015 1:18 am
by TZK13
The cooks already have aprons in their vending machine, there doesn't need to be any placed on the map.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Wed Feb 11, 2015 4:00 am
by Wyzack
I did not know this, and feel quite silly requesting they be on the map. My apologies

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Wed Feb 11, 2015 4:09 pm
by Kangaraptor
That's a sexy map. My only request would be a freezer and heater area in Science akin to the one on Box with some spare pipe pieces/pumps lying around so you could reconfigure it at will.

Re: MetaStation (v40B 07/02/15) and Mapping Help

Posted: Wed Feb 11, 2015 5:27 pm
by Vigilare
holy hell basil has meta????????
this is
the
coolest
thing

like I'm gonna have to drag lukas outta retirement now this is awesome

best map 11/10

the good:
showroom
cmo has suit storage unit
renault
solars
command bridge area
maint
lanterns in chapel
that shop thing in cargo maint
locker room pod
all of engineering
public garden has animals
tech storage layout
tcomms on AI sat but not too secure
toxins has space suit
toxins has loads of spare plasma
toxins
hidden maint loot
chaplain's has soil for plants

could be improved:
rd's office needs intellicard (for mats 5 and also because rd)
showroom cleanbot is off by default
space jailbreaks from perma = very difficult (nearest all-access external airlock is arrivals I think)
no spaghetti (atmos pug)
captains quarters could do with a shaker (because booze)


this is great