Kilo Station

Mapping Ideas and Sprite Galleries

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remanseptim
 
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Re: Kilo Station

Postby remanseptim » Mon Nov 23, 2020 1:01 pm #582012

kilo is/was my favorite station to play on, so good on you for working on it
it has SOUL unlike meta or d*lta
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PostThis post was deleted by oranges on Tue Dec 08, 2020 8:45 am.

PostThis post was deleted by oranges on Tue Dec 08, 2020 8:45 am.

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stan_albatross
 
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Re: Kilo Station

Postby stan_albatross » Tue Nov 24, 2020 5:46 pm #582076

all of kilos "soul" came from funny decals and funny maint mobs

you know what map really had soul? box (and donut)

nuff said
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Okand37
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Re: Kilo Station

Postby Okand37 » Sat Dec 05, 2020 1:43 am #582684

hey look snazzy multi-z head of staff offices (sorry no rd yet)

other parts of the lower area also have progress including security/medical which will also have elevators, yay elevators

Captain's Office (Upper) & Quarters (Lower)
Spoiler:
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Head of Security's Office (Upper) & Quarters (Lower)
Spoiler:
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Chief Medical Officer's Office (Upper) & Quarters (Lower)
Spoiler:
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Head of Personnel's Office (Upper) & Quarters (Lower)
Spoiler:
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p.s. an inspection by a nanotrasen legal team has determined that the station is not that much of a safety hazard and has removed a majority of the caution tape warning otherwise
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PostThis post was deleted by oranges on Tue Dec 08, 2020 8:46 am.

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Okand37
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Re: Kilo Station

Postby Okand37 » Sat Dec 05, 2020 9:54 am #582730

Timonk wrote:How many times has kilo been played during its testmerge?


unsure? if you mean when it was merged near the start of the year, it'd been played quite a bit and was generally received pretty well, barring hazard lines, some differing opinions over maint, and the bugs that led to it crashing

currently as far as im aware it was test-ran on bagil/basil today two times to "good reception" i am told
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Timonk
 
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Re: Kilo Station

Postby Timonk » Sat Dec 05, 2020 10:14 am #582734

suggestion: remove warning labels from firelocks, most "barrier" markings from doors, lables from holopads, scrubbers and vents, vending machines, some of the maint stuff and most lockers.

warning label problem isnt solved yet IMO
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Timonk wrote:This is why we make fun of Manuel


Woah bravo there sir, post of the month you saved the thread. I feel overwhelmed by the echo of unlimited wisdom and usefulness sprouting from you post. Every Manuel player now feels embarrased to exist because of your much NEEDED wise words, you sure teached'em all, you genius, IQ lord.




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Okand37
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Re: Kilo Station

Postby Okand37 » Sun Dec 06, 2020 3:47 am #582791

Timonk wrote:suggestion: remove warning labels from firelocks, most "barrier" markings from doors, lables from holopads, scrubbers and vents, vending machines, some of the maint stuff and most lockers.

warning label problem isnt solved yet IMO


my current branch for multi-z is a bit different from the branch we're using for the test-merge

i intend on minimising some of the visual clutter (to a degree); i'll likely be keeping "bot" turf-decals (squares) below lockers and (certain) machinery but i'll remove them below any tables, vending machines, computers and so on
i've erased all the hazard lines on my own version and placed them (more limitedly) in a few areas, but i do intend on keeping them for open firelocks because they can crush people--this'll only apply to hallways, however
Last edited by Okand37 on Sun Dec 06, 2020 3:51 am, edited 1 time in total.
Reason: clarity
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stan_albatross
 
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Re: Kilo Station

Postby stan_albatross » Sun Dec 06, 2020 11:49 am #582819

My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.

Turns out I just didn't see the plant there. There is a plant in every single one.
Last edited by stan_albatross on Sun Dec 06, 2020 7:15 pm, edited 1 time in total.
Karl Karlsson and never anything else

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Misdoubtful
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Re: Kilo Station

Postby Misdoubtful » Sun Dec 06, 2020 4:56 pm #582830

stan_albatross wrote:My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.


Yeah but plants help you breathe.

Seriously though, is there a better opinion for decor? The selection available is kind of limited, it just really shows in an instance like this where its used a ton. But that isn't really a problem, is it?
Last edited by Misdoubtful on Mon Dec 07, 2020 8:23 am, edited 1 time in total.
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Okand37
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Re: Kilo Station

Postby Okand37 » Mon Dec 07, 2020 4:57 am #582877

stan_albatross wrote:My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.

Turns out I just didn't see the plant there. There is a plant in every single one.


are you allergic to plants--if so, pick them up and put them in the disposals bin
Last edited by Okand37 on Mon Dec 07, 2020 4:57 am, edited 1 time in total.
Reason: clarity
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PostThis post was deleted by oranges on Tue Dec 08, 2020 8:46 am.

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actioninja
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Re: Kilo Station

Postby actioninja » Mon Dec 07, 2020 8:24 am #582891

stan_albatross wrote:My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.

Turns out I just didn't see the plant there. There is a plant in every single one.

...what?
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TheFinalPotato
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Re: Kilo Station

Postby TheFinalPotato » Mon Dec 07, 2020 9:19 pm #582954

This is sad, stop being sad
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oranges
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Re: Kilo Station

Postby oranges » Tue Dec 08, 2020 8:47 am #583007

The amount of offtopic nonsense and random attacks on the map editors is completely out of control, timonk has been dev forum banned and the rest of you are warned to stay on topic

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XivilaiAnaxes
 
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Re: Kilo Station

Postby XivilaiAnaxes » Tue Dec 08, 2020 11:31 am #583022

oranges wrote:The amount of offtopic nonsense and random attacks on the map editors is completely out of control, timonk has been dev forum banned and the rest of you are warned to stay on topic

lol

On topic - I actually loved Kilo station back when it was in rotation. The vegetation makes it feel so much more lively, and the asteroid construction made it feel more natural as opposed to stations like Meta where it doesn't even try to hide the fact the station is designed around 'how to make an efficiently designed map'.

The only thing I hated about it was that the hallways were all over the place - in Meta they're all perfectly straight which hides the limitation of a square grid layout, in Kilo it highlights how awkward pixel curves are.
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Re: Kilo Station

Postby Cartographer-D » Mon Dec 14, 2020 5:24 am #583716

Anyone who has a problem with the decals hasn't actually played on Kilo since its merge. I put a lot of work into finalizing the new decaling to make it fit the theme without having it be overbearing. Hazard stripes only exist near actual hazards, don't exist in impractical areas, and have been incredibly toned down from previous versions. Actual departmental decaling has also been changed to give Kilo its own special image.

I do hope that someone adds an object that can clean rust soon, though.

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Re: Kilo Station

Postby cacogen » Mon Dec 14, 2020 8:23 am #583724

I like that if you latejoin on this map after the emergency shuttle has docked it's right there
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legoscape
 
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Re: Kilo Station

Postby legoscape » Wed Dec 23, 2020 5:12 pm #584911

Did okand die? He hasn't been making cool stations in a while now.
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