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Re: Kilo Station

Posted: Tue Dec 17, 2019 10:45 pm
by Iatots

Bottom post of the previous page:

Needs the new reflector trenchcoat instead of the vest.

Re: Kilo Station

Posted: Tue Jan 21, 2020 1:58 pm
by Vekter
So we had to remove Kilo because it's violently broken. Around 90 minutes it starts to chug super hard, not much after it just crashes the game and DD reboots. Can we look into this?

Re: Kilo Station

Posted: Fri May 01, 2020 4:36 am
by annoyinggreencatgirl
The best map we ever had... rest in peace.

Re: Kilo Station

Posted: Wed Sep 09, 2020 2:52 am
by legoscape
I miss Okand like spongebob misses Garry...Okand, now I know I was wrong I messed up, and now your gone~

Re: Kilo Station

Posted: Wed Sep 09, 2020 3:06 am
by cacogen
kill staton

Re: Kilo Station

Posted: Wed Sep 09, 2020 4:36 am
by Timonk
Yes

Re: Kilo Station

Posted: Wed Sep 09, 2020 4:48 am
by Timonk
It was the perfect station for Terry gamers because it would crash after 1 hour either way

Re: Kilo Station

Posted: Wed Sep 09, 2020 3:13 pm
by wesoda25
Kilo was beautiful...

Re: Kilo Station

Posted: Sun Nov 22, 2020 6:53 am
by Okand37
hello gamers I have recently been informed that someone had cracked the code to fixing the crashing bug(?) on kilo, with this in mind I think it'd be pretty epic to try getting into multi-z with the station to add new things to the map including staff rooms and updating to include more space on what might've been trimmed due to the size, soon:tm: maybe

p.s. i've had the chance to look at the current maps and how they handle floor decals and i think they're looking rad so i'll start from scratch on these to try to ensure they're looking nice and not too cluttered anymore

double p.s. there's an epic project made by an epic person named Maurukas who is working on fixing things like a boss and i would like to help them

Re: Kilo Station

Posted: Sun Nov 22, 2020 5:05 pm
by bobbahbrown
we love okand

merry christmas,
bobbah 'bee' brown

Re: Kilo Station

Posted: Mon Nov 23, 2020 1:01 pm
by remanseptim
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

Re: Kilo Station

Posted: Tue Nov 24, 2020 5:46 pm
by stan_albatross
all of kilos "soul" came from funny decals and funny maint mobs

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

nuff said

Re: Kilo Station

Posted: Sat Dec 05, 2020 1:43 am
by Okand37
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:
Image
Head of Security's Office (Upper) & Quarters (Lower)
Spoiler:
Image
Chief Medical Officer's Office (Upper) & Quarters (Lower)
Spoiler:
Image
Head of Personnel's Office (Upper) & Quarters (Lower)
Spoiler:
Image
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

Re: Kilo Station

Posted: Sat Dec 05, 2020 9:54 am
by Okand37
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

Re: Kilo Station

Posted: Sat Dec 05, 2020 10:14 am
by Timonk
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

Re: Kilo Station

Posted: Sun Dec 06, 2020 3:47 am
by Okand37
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

Re: Kilo Station

Posted: Sun Dec 06, 2020 11:49 am
by stan_albatross
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.

Re: Kilo Station

Posted: Sun Dec 06, 2020 4:56 pm
by Misdoubtful
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?

Re: Kilo Station

Posted: Mon Dec 07, 2020 4:57 am
by Okand37
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

Re: Kilo Station

Posted: Mon Dec 07, 2020 8:24 am
by actioninja
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?

Re: Kilo Station

Posted: Mon Dec 07, 2020 9:19 pm
by TheFinalPotato
This is sad, stop being sad

Re: Kilo Station

Posted: Tue Dec 08, 2020 8:47 am
by oranges
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

Re: Kilo Station

Posted: Tue Dec 08, 2020 11:31 am
by XivilaiAnaxes
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.

Re: Kilo Station

Posted: Mon Dec 14, 2020 5:24 am
by Cartographer-D
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.

Re: Kilo Station

Posted: Mon Dec 14, 2020 8:23 am
by cacogen
I like that if you latejoin on this map after the emergency shuttle has docked it's right there

Re: Kilo Station

Posted: Wed Dec 23, 2020 5:12 pm
by legoscape
Did okand die? He hasn't been making cool stations in a while now.

Re: Kilo Station

Posted: Fri Jul 23, 2021 6:15 am
by Okand37
feeling cute might work on kilo multi-z a little bit more again

Re: Kilo Station

Posted: Tue Jul 27, 2021 12:59 am
by Okand37
Hey all! It's been a bit since we've had a proper progress shot. I've been working with Maurukas as of this month on implementing multi-z for Kilo.

Here's a few (low quality) in-progress previews!

Upper & Lower Medical
Spoiler:
Image
Upper & Lower Security
Spoiler:
Image

Re: Kilo Station

Posted: Wed Jul 28, 2021 5:24 am
by sinfulbliss
Oh shit OKAND is back
Oh shit SEC HAS ANOTHER ELEVATOR

So many good things are happening.

Re: Kilo Station

Posted: Wed Aug 18, 2021 1:30 am
by Okand37
Howdy all. Here are a few more (low quality) in-progress shots of multi-z. I'll explain a few of the accompanying changes aside each picture:


Lower Security
- Prison wing, sanitarium, prison lockers, and the justice chamber have been moved downstairs on their own level. Prison wing escapes (for prisoners) are yet to be fully implemented pending development of the surrounding areas.
- Sanitarium and previous isolation cells were expanded into a small sanitarium wing.
- Armoury contents have been separated with less secure or hazardous gear (deployable flashers, implants, spare flashbangs and handcuffs) being placed in a secure gear room down below.
- Secways have been moved into their very own secway garage!
Spoiler:
Image
Spoiler:
Image
Upper Security
- Secure equipment within the armoury have been more evenly distributed within the space, allowing for greater accessibility.
Spoiler:
Image
Upper Engineering
- Engineering and atmospherics have swapped sides to create greater space between the supermatter and the shuttle lounge.
- Gravity generator is now accessible directly from engineering using a foyer attached to the equipment area.
- Secure gear storage has been moved to the engineering department hallway; accessways to the lower podbay were installed in its place.
- Supermatter engine has proper radiation airlocks and a control room with power control units. Kas7/Maraukas and I are working to implement a multi-z supermatter with main piping on the lower level.
- Atmospherics has been slightly crunched to account for the new positioning and has accompanying two-by-two cells. Incinerator and fusion reactor have been placed down below. Pipes are pending adjustment.
Spoiler:
Image
Spoiler:
Image
Lower Engineering
- Lower engineering features a centrally-placed thermoelectric generator (approved by Kas7/Maraukas) as a secondary project and source of power. It is currently running an adapted setup of MiniStation's thermoelectric generator and is prone to change.
- Pipings for the supermatter loop are placed below. Supermatter waste has pipes directly to the incinerator and fusion reactor rooms for greater cohesion of the engine systems.
- Stairwell and elevator placement, alongside any additional lower engineering buildings, are still in the planning phase.
Spoiler:
Image
Podbay
- Previously accessible only through maintenance, the emergency escape pods have been moved to a centralised pod bay underneath command, accessed by a stairwell and elevator directly below the bridge.
- E.V.A. has been moved into the lower area. It will be accessible from the planned lower bridge area.
- The centcom ferry has been moved out of ferry and into the centre of the pod bay for greater access to the station.
- Public mining shuttle is expected to be moved to the lower portion of the cargo department in future installations.
Spoiler:
Image

Re: Kilo Station

Posted: Fri Aug 20, 2021 11:22 am
by cocothegogo
do you not think putting all 4 pods in one place is a bad idea? like xenos can just camp it or one bomb kills all 4 pods

Re: Kilo Station

Posted: Fri Aug 20, 2021 12:10 pm
by Okand37
cocothegogo wrote:do you not think putting all 4 pods in one place is a bad idea? like xenos can just camp it or one bomb kills all 4 pods
I do not think life aboard Space Station 13 is particularly sacred nor should escape be so easily guaranteed. I moved the pods to a more centralised location to increase access for the wider crew. I also believe escape pods are an easy way to detach from the ending of the round in a way that isn't interactive. Kilo's design principles have always been about pushing players together through limited spaces and greater visibility and the pod bay aims to reflect that change.

Re: Kilo Station

Posted: Fri Aug 20, 2021 1:43 pm
by MMMiracles
I think a pod bay is a pretty unique design choice that I secretly wish I thought about first but I can see it getting pretty rough for people to escape if shit really hits the fan. Usually if you really wanted a safer escape, each map typically had at least 1 pod that was out of the way enough compared to the others. This layout will probably screw over some antags too if they got too much heat to get on the main shuttle since now all pods are easily checked by the roaming mob.

Re: Kilo Station

Posted: Fri Aug 27, 2021 11:59 pm
by Okand37
Cross-posting from my response to the thread regarding mapping Cytology:
Implementing a sort of prototype cytology laboratory underneath a reworked xenobiology laboratory for multi-z Kilostation. Essentially moved the existing cytology equipment on other stations to its own distinct area below the xenobiology labs with its own assortment of pens for experimentation. I've included no additional job-specific equipment compared to existing station's cytology setups.

Xenobiology & Cytology Labs
Spoiler:
Image

Re: Kilo Station

Posted: Tue Aug 31, 2021 3:19 pm
by Nabski
I don't like that the arrivals shuttle is in the blast range of a fucked up engine, so if the engine is fucked it's really hard for new players to join.

Re: Kilo Station

Posted: Fri Sep 03, 2021 12:18 am
by Okand37
Nabski wrote:I don't like that the arrivals shuttle is in the blast range of a fucked up engine, so if the engine is fucked it's really hard for new players to join.
This has largely been addressed in the in-progress Multi-z update, and may be viewed above in post #611356.