MetaStation Thread (v41J 11/05/2015)

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metacide
 
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MetaStation Thread (v41J 11/05/2015)

Postby metacide » Tue Mar 10, 2015 10:55 am #74732

For The Most Up-To-Date Info, Check the SS13 Wiki.

MetaStation is a largely complete additional map available in the /tg/ code as an alternative to the default one. MetaStation was previously run on Badger, the second official /tg/ server, Basil, under NTStation code on Artyom, and on /vg/ using their own fork. It has been tested quite extensively and has been generally well received. Due to this play-testing, it is now largely bug free, and most feedback revolves around gameplay changes and balancing. Please give any feedback you may have in this thread, and rest assured that the map is regularly updated according to such feedback.

Most Recent Version: v41J (11/05/2016):

Image
(Image of the station, click here for full-size)

Image
(Engineering Reference Map, v41D, click here for full-size)

MetaStation v41J Changelog:
    Added extra grounding rods to the engine area to stop the tesla destroying some cameras. The main sign-conduction issue had already been fixed.
    Added missing circuit boards to tech storage to match current box boards - exosuit fabricator, circuit imprinter, teleporter, and AI integrity restorer boards.
    Added some glass, metal, and more wire to the bar backroom closet to allow for easier remodelling.
    Added a selection of blank canvas to art storage and some easels to maint.
    Added cameras to each xenobiology containment pen so the slime computers don't bug out so often.
    Added missing indoor window pane in atmos by one of the computers.
    Added a custom name to the armory securitron, which now also starts active and will by default detain unknowns and those holding guns without clearance.
    Added formal uniform crate to the armory anteroom.
    Adjusted layout of the aft arm of the engine area, making it a separate maint tunnel which is part of the engineering escape pod area.
    Adjusted positions of some machines in the cargo office and QM office so the cargo APC and other items can be accessed properly again.
    Adjusted interrogation access - now anyone with brig access can get in, such as the lawyer.
    Anchored the O2 lockers in the engine room airlocks to stop them being dragged out by spacewind every time the airlocks are used.
    Fixed glass sheet stacks in engineering having 12 sheets not 50.
    Fixed the mutli-belt typo.
    Fixed maint autodrobe incorrectly requiring theatre access.
    Fixed some of the emergency shuttle exit airlocks requiring certain access levels.
    Moved the portable flashes out into the armory anteroom, adding racks to where they were, which hold extra flashes, tear gas grenades, emergency doughnuts, and a rack of barrier grenades.
    Moved HoP keycard authentication device so it can be reached without having to clamber on a table.
    Replaced an empty canister in toxins with a fourth O2 canister.
    Replaced some blood and gibs present on roundstart with their correct 'old' variants.
    The cloning APC now starts unlocked.
    Removed version suffix on filename in keeping with other maps.

Other Images

Image
(Simplified map showing the general layout of the station)

Image
(Size comparison image that Jordie made, BoxStation (tg.2.1.2) is black, MetaStation is green.)
Last edited by metacide on Sat May 14, 2016 10:11 am, edited 20 times in total.
MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread



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Mapping Guide

Postby metacide » Tue Mar 10, 2015 10:56 am #74733

Meta's Guide to Enthusiast Mapping
Written for those with any or no idea of how to use the map-maker. Wiki entry coming soon™.

I have no idea how experienced anyone reading this is, so I'll start from the top and try to assume little. First, you need to get yourself a copy of all the files for editing. To do this, go here and click the ZIP button next to clone this in windows. You won't be able to push to the GitHub repo or anything, but that's complicated and something you can get round to later. Once the .zip downloads, extract it wherever.

So now you have your folder with the latest code in, and a zip backup to go back to if you break everything. In the master folder, you'll see "tgstation.dme". You want to open this with Dream Maker a program that'll be in your BYOND folder. Set Dream Maker as the default program for opening .dme files, if it isn't already. When you open it, you'll see a two tabs on the left: file, and object. In the file tab, open maps, and then open 'tgstation.2.1.2.dmm', or whatever the current map version is called. You'll then get something looking a bit like this:

Image

Switch from the files tab to the objects tab, and you'll see area, mob, objects, and turf. These are the four primary 'layers' that you can see in the editor. You can toggle their visability and interactivity on and off using the layers dropdown. I'd advise copying this map, and renaming it to, say, teststation.dmm. Perhaps delete most or all of the default station, and build on the now-empty z-level, wherever you like. To build stuff, use the object tree on the left of the UI to select things, then click to place them. A handy tip is that control-clicking places an object on top of others, instead of replacing them. You can have multiple maps open at once - I usually have the default /tg/station map and mine open, and can then shamelessly copy-paste things far more easily. Also, finding stuff in the object tree can be tedious as hell - right click something you see and you can see its path in the tree - obj/structure/closet/etc. This will help you find things. From this point on, really, you can begin mapping proper.

You can select areas to copy/paste/delete, or enter add or fill mode when placing objects. Basically just click around all the menus and you'll work out how they work, more or less. Options>Zoom allows you to zoom out to 50% to see more stuff. Use layers to select which of area, objects and turf you want to edit. If you actually want to be able to see anything, I'd deselect area, and tick 'only show selectable layers'.

The first step, then, is to be able to create your first few rooms. Select a turf (floor) from the generic simulated floors. These will start with the right make-up and pressure of air on them, which is how you'll want it. Surround these floors with walls, and hey presto you have a room. Try sticking some tables in there, perhaps a vending machine or two. One you've made your room you'll want to put lights in. To get these to work, however, they need power.

So now we get to the basics of making a functioning room. First of all, you'll need to re-enable the area layer. Pick some area from the object tree, and cover your room in it. You can rename this area if you want, we'll do that later. Make sure the area isn't used anywhere else on the map. Each area should have one APC or Area Power Controller in it. Copy one in from the default map.

To rename an area or APC, you need to right click it, and select EDIT. This will give you a menu showing you all of its changeable variables. Name is what you'll want to change. You'll see a hell of a lot of other things you can change, too. Any that aren't defaults are in BOLD. The menu will look something like this:

Image

As you can see, cell type and dir are both in bold. Cell type defines how much power the APC can hold, you'll want to set this nice and high as you don't have any sort of generator yet - 10,000 ought to do. Dir defines the direction the APC is in with regards to the cell it occupies. Basically, 1 means it is above the cell you place it in, 2 is below, 4 is to the right and 8 to the left:

Image

Note that with APCs, dir is the only variable controlling their position. Other objects have their positions defined by pixel_x and pixel_y - this changes where APCs appear in the editor, but once ingame they snap to whatever the dir variable says. Other things, like signs on walls, will only take notice of the pixel variables and not necessarily dir. In a normal power system, you'd connect the APC up to all the others and the station's generator via SMES cells, but we'll do that later. For now you have a basic room that is powered and starts with enough air to breathe happily. You can put an air canister in if you think you'll consume all the oxygen, or somesuch.

Important Note: There are nudge_x and nudge_y variables in the editor, as well as various z-axis variables. Don't ever change these, they're not used in SS13 and break things.

To be able to actually spawn into a room, you'll want to place spawners. You'll see these as the big red X symbols on the default map, for each role. There are also blue Xs for xeno spawn locations and the spawns for all latecomers on the arrival shuttle. Stick in a spawn_late somewhere in your room for now.

To actually play your map and be able to screw around in it as an admin, you'll have to compile it. First, make sure the file tree (on the left like the object tree, click the file tab) is open, and go to maps. Make sure the only one ticked is your own. Then click Build>Compile from the top, and wait for it to finish. This will give you a something like "tgstation.dmb" in the folder containing bot, code, config, maps, etc. Whilst here, quickly go into config, and open 'admins.txt'. Replace everything in there with:

"<yourbyondname> - Game Master", filling in your BYOND name.

This will make you an admin, which is very helpful for tinkering ingame. Now to actually boot up a server so you can run your map! Find 'Dream Daemon' (has a big green icon) in your BYOND folder, and click the 'File' dropdown at the bottom. Select your "tgstation.dmb". Select a port if you want, put security on safe, and visibility to invisible, for now. Click start to start the server, which will take a little while. You can then connect to it through BYOND by putting in either your external IP, shown in Dream Daemon, if that port is correctly forwarded. Otherwise use your internal IP, 192.168.x.x, where x is whatever. If you don't know this, ask and I can help. Once in, go to the admin tab and click 'start game'. By joining after the start, you'll spawn at the late spawn you made, and, being an admin, will be able to make stuff, delete stuff, and other handy admin things (like causing massive explosions).

From there on, you can make whatever you like, really. Copying the default map and working out how everything works isn't too hard and is fairly rewarding. You could just tweak the default one for a bit if you like. The first thing I made was a small shuttle - you can see this at the bottom. Just tweak it and add stuff and you'll work out how almost everything works fairly easily. For explanations of wiring, piping, and atmos, ask away on here. I'll add an atmos guide later on, as well as a power generation and wiring guide. If you're a good engineer in-game, it'll help a lot as a mapper.

If you've managed to get all the way to the end of this before I've added more, fine effort on your part. Have fun screwing around with stuff, and feel free to ask anything you like. I'll add more stuff here soon™.
MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby Shadowlight213 » Sat Mar 14, 2015 1:55 am #75465

Reposting. Chaplain's office needs the everyone version of the soul stone so he can actually use it.
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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby lumipharon » Sat Mar 14, 2015 12:19 pm #75496

Your new ship is a bit cramped. It could do with some internal windows.

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby miggles » Wed Mar 18, 2015 1:26 am #76166

on the contrary i think the cramped-ness(?) is a good thing. it suits the design of the ship better, and it makes it more cozy when you tidy it up.
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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby lumipharon » Wed Mar 18, 2015 1:57 am #76178

Nah it's cramped because you can't easily fit more then a few machines in any given room, except the central main room.

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby miggles » Fri Mar 20, 2015 11:52 pm #76768

good
dezzmont wrote:I am one of sawrge's alt accounts

dezzmont wrote:sawrge has it right.

Connor wrote:miggles is correct though

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby Tokiko2 » Tue Mar 31, 2015 9:47 am #79462

This is big suggestion, but have you considered adding the other avaible engine types to engineering? I've see a few people interested in having a supermatter and TEG room in engineering. Not sure if the antimatter engine works but it would also be a nice addition.

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby allura » Tue Mar 31, 2015 3:05 pm #79550

D O N T
one of the appeals of meta is that it's a sleek, attractive map that doesnt have random fat that is never used. the teg, as it is, needs a total rewrite because of how broken it is (it's capable of generating absolutely absurd amounts of power - many times than the singulo) and the antimatter isn't in our code. the supermatter is a bad engine and is very, very easy to just plain make yourself. there's no need to expand engineering and ruin how pretty it is.

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby fartman » Tue Mar 31, 2015 3:13 pm #79555

allura wrote:(it's capable of generating absolutely absurd amounts of power - many times than the singulo).

capable of generating even more power which is never needed? oh no :(

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby fartman » Tue Mar 31, 2015 3:14 pm #79556

this will surely ruin the meticulously balanced power generation :?

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby miggles » Wed Apr 01, 2015 11:41 am #79778

either way the teg is gay as hell though so dont add it
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Re: MetaStation (v41A 07/04) and Mapping Guide

Postby metacide » Tue Apr 07, 2015 12:41 pm #80869

Alright, finally finished the next small update. Will update the wiki, first post, and submit to GitHub later today.

MetaStation v41A (07/04/2015):

Image
(Full-size map of the station, click for the full image)

MetaStation v41A Changelog:

    Added (provisionally) two drones to the derelict station, as well as some metal, glass, fuel, two duffel bags and an airlock painter
    Added (provisionally) a public autolathe to the RD lobby
    Added (provisionally) a set of chemistry machines to xenobiology (aka secure lab)
    Added (provisionally) another independent set of shutters in the HoS office protecting the upper space viewing window
    Added more gear to the vault safe including an anonymous identity and a silenced pistol
    Added insanity wing to the prison, rearranged it slightly, neatened reeducation room
    Added derelict auxiliary atmospherics chamber just outside the atmos external airlock, for burn-chamber construction etc.
    Added hammer and gavel to the courtroom
    Added a box of silver IDs to the HoP's room
    Added two shot-glasses to the maint. bar
    Added eggs to the Recovery Shuttle kitchen
    Added fully-functioning biogenerator to the Recovery Shuttle on roundstart
    Added throwing-stars to the armoury random contraband gun spawner
    Added teleport computer and missing air alarm to bridge
    Added collectable HoP hat to the corporate showroom
    Added heater to maintenance medbay
    Added basketball to maintenance
    Added suit storage unit to HoS' office
    Updated a lot of item paths - banana pies, brig door timers, most pets, and roundstart secure lab slimes
    Updated syndicate shuttle, station, and CentCom to current Boxstation versions
    Improved NT recovery shuttle (white ship) - it can now dock at mining, has a transit effect, and a slightly altered central room
    Removed non-functional gun charger from the shuttle bridge
    Rearranged robotics to give it more open space
    Rearranged R&D slightly, removed incorrect "mineral storeroom" designation
    Rearranged the central room on the recovery shuttle
    Replaced biohazard containment blast doors around toxins with shutters to stop obscuring open doors
    Replaced one of the newscasters in the chapel with a notice board
    Renamed chapel 'mortuary' to funeral parlour
    Fixed soulstone shard in chaplain's office being cult/wizard use only - now anyone can use it again
    Fixed not being able to hide behind plants
    Fixed ERT response room having incorrect map
    Fixed overlapping air alarm and fire alarm between showroom and gateway
    Fixed overlapping no smoking sign and alarm in R&D
    Fixed overlapping station intercom and map south of gateway
    Fixed vendors on recovery and emergency shuttle being depowered
    Fixed incorrect area designations in atmospherics
    Fixed duplicate science satchels in scientist lockers
    Fixed broken point redeemer consoles on the labour camp shuttle, and some broken pipes at the camp proper
MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby Alex Crimson » Tue Apr 07, 2015 12:57 pm #80870

Whats with the public Autolathe? Isnt that supposed to be an aspect of Cargos job?

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Re: MetaStation (v41A 07/04) and Mapping Guide

Postby Fayrik » Tue Apr 07, 2015 1:23 pm #80873

metacide wrote:Updated syndicate shuttle, station, and CentCom to current Boxstation versions

With this update, the ugly, fragmented, old Centcom is resigned to history.

...And I've contributed something to MetaStation. Pretty sure this is all my dreams come true right here.

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby metacide » Tue Apr 07, 2015 1:34 pm #80874

Alex Crimson wrote:Whats with the public Autolathe? Isnt that supposed to be an aspect of Cargos job?

It was requested a while back and I meant to see how it would change dynamics if I added it. It may be that it's too easy for shady sorts to obtain shady things, or reduces human interaction around cargo, but it might also be a lot more convenient.

If it turns out not to work well, I'll get rid of it again with the next update.

Fayrik wrote:
metacide wrote:Updated syndicate shuttle, station, and CentCom to current Boxstation versions

With this update, the ugly, fragmented, old Centcom is resigned to history.

...And I've contributed something to MetaStation. Pretty sure this is all my dreams come true right here.

Good to hear!
MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby TheNightingale » Tue Apr 07, 2015 1:37 pm #80875

"Removed non-functional gun charger from the shuttle bridge"
Could you set it so it doesn't use power instead? (Similarly, the NanoMeds in shuttle medbay don't work because there's no power.)
Also, is that two foxes in the Captain's Office? http://prntscr.com/6qpht1
Minor suggestion - can this wall here (http://www.ezimba.com/work/150408C/ezim ... 712700.png) be a normal wall instead of reinforced?
And another, a cell charger in medical storage, for recharging defibrillators.

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Re: MetaStation (v40D 23/02) and Mapping Guide

Postby metacide » Tue Apr 07, 2015 1:41 pm #80876

TheNightingale wrote:"Removed non-functional gun charger from the shuttle bridge"
Could you set it so it doesn't use power instead? (Similarly, the NanoMeds in shuttle medbay don't work because there's no power.)
Also, is that two foxes in the Captain's Office? http://prntscr.com/6qpht1
Minor suggestion - can this wall here (http://www.ezimba.com/work/150408C/ezim ... 712700.png) be a normal wall instead of reinforced?
And another, a cell charger in medical storage, for recharging defibrillators.

I tried to get the gun charger working again but couldn't - I tried another fix on the one in the shuttle brig which might work, guess we'll see. The vendors are fixed, though.

The two foxes is an artifact of the way I make the station image - it's a mosaic of smaller images taken at different times, and the fox moved between two.

I could make the wall noraml, but then it'd be very easy to break into the bridge. One r-wall should be standard, I think.

There's a cell charger at the research foyer - I thought that'd be close enough.
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Re: MetaStation (v41A 07/04) and Mapping Guide

Postby DemonFiren » Tue Apr 07, 2015 3:30 pm #80897

Give the contraband locker a 1% chance to spawn a gyrojet :honkman:
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby metacide » Tue Apr 07, 2015 8:24 pm #80958

Just made a pull request for a minor update to fix an APC issue and a few others - v41A.II.

MetaStation v41A.II:
    Added extra hammer and gavel to the courtroom locker
    Added a fluff book to the vault safe
    Added three power control boards to the derelict
    Fixed disconnected APC in secure lab / xenobiology
    Fixed bar camera names
    Fixed name of newly added basketball
    Fixed item path compile issue with biohazard lockers in medbay
MetaStation is currently running by vote or by default on both Sibyl and Basil
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby GeEom » Mon Apr 13, 2015 1:51 pm #81937

A few minor mapping thoughts for this (fantastic) design:

Atmos now has this little 'bonus gas chamber' half constructed for it.
The pumps for this room are buried in RWalls. This means a simple volume pump switch requires two deconstructions, which damages the utility. Either switch them to volumes in place, or extend the 'lobby' here up a tile so the pumps can be exposed.
This room requires 18 plasteel or 11 RWindows to complete. I suggest giving atmos a half stack of rglass and then the primary build cost is symmetry autism.

A significant atmos energy tool is a space heat exchange loop. If one were mapped in (say, lapping the upper gas storage tanks once) even disconnected, we might see more regular atmos cooling plays. This would also cut into the time cost of a supermatter engine in the new atmos construction site.

AI sat is a bit sterile. There isn't a single scratched window, strange fungus, or half finished supporting RWall about the place. I'd also say it overuses bulb lighting? That's a weird observation I guess.

AI sat has four 'lobby' turrets. The most eastern of which may never have fired. Moving the turret up three tiles (and maybe along, below where the air tank is presently) stops it having direct down hall field of fire, but encourages more varied line of sight plays.

Visibility into telecomms is weird. The glass means you get sideways view on entering and not directly down. New lighting transitions might alleviate this a bit? Putting in glass airlocks, or switching the two nearest Rwalls to windows, would stop such rapid vision variations.

With so many grilles obstructing maintenance, its strange there aren't an equivalent number of kicked in grilles there also. Maybe one or two grilles should be shabbily wired up to the grid (encourages speculation for grid origins).

Three maintenance storage sites around Research have a weird content distribution. Directly bellow research there are five movement blocking items, including space heater and air tank. These are always a shuffle to access. Above the research hallway there is a totally spare tile, which could feature said space heater. In maint east of toxins storage are two ~empty rooms, which could take some of the load from either of the former.

The experiment room in Research is still essentially the telescience room, and is weird. Does it need a beacon? Does it need reinforced flooring? Would moving its lower right edge up (mitigating the huge open space a tad) and shuffling / removing its locker array damage its functionality? (Creates space to sort andor confuse the maint maze there).

At present the supply shuttle doesn't fit through the theoretical gap left by the mining shuttle. No one will ever notice this ever. Raises the question of why the space bridge exists, why the supply shuttle is so big, and why mining need that airlock/reception combo 6 tile.

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Last edited by GeEom on Fri Apr 17, 2015 6:02 pm, edited 2 times in total.

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby DemonFiren » Mon Apr 13, 2015 2:38 pm #81950

It won't need two deconstructions.
It will need one unwrenching and a Rapid Piping Device planting the desired piece of piping right on top of the wall.
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby GeEom » Mon Apr 13, 2015 2:49 pm #81954

Right you are! Colour me inexperienced with newfangled pipe everything devices

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Scones » Mon Apr 13, 2015 5:03 pm #81989

The AI core, of all places, should be soul-numbingly sterile. Replace those bulb lights with the tube lights, though. Looks better.

Turrets are also buggy but I'm not sure if that's a map issue - Check the id on them?
plplplplp WOOOOooo hahahhaha

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby metacide » Wed Apr 15, 2015 1:06 pm #82325

Thanks very much for the detailed feedback - will get back to you folks about it soon.

Sounds like a good amount of suggestions to work with, much appreciated.
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Scones » Wed Apr 15, 2015 3:06 pm #82331

Photocopier in sec please
plplplplp WOOOOooo hahahhaha

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby allura » Thu Apr 16, 2015 3:33 pm #82500

GeEom wrote:A significant atmos energy tool is a space heat exchange loop. If one were mapped in (say, lapping the upper gas storage tanks once) even disconnected, we might see more regular atmos cooling plays. This would also cut into the time cost of a supermatter engine in the new atmos construction site.

AI sat is a bit sterile. There isn't a single scratched window, strange fungus, or half finished supporting RWall about the place. I'd also say it overuses bulb lighting? That's a weird observation I guess.

The experiment room in Research is still essentially the telescience room, and is weird. Does it need a beacon? Does it need reinforced flooring? Would moving its lower right edge up (mitigating the huge open space a tad) and shuffling / removing its locker array damage its functionality? (Creates space to sort andor confuse the maint maze there).

At present the supply shuttle doesn't fit through the theoretical gap left by the mining shuttle. No one will ever notice this ever. Raises the question of why the space bridge exists, why the supply shuttle is so big, and why mining need that airlock/reception combo 6 tile.


these are all dumb suggestions/observations i really hope meta doesn't act on.
as an atmos tech (my primary job) i hate it when maps fucking do everything for me, like box having a pre piped turbine. fuck that, i do it myself and it's fun.
ai sat is sterile because hardly anyone goes there. bulb light is nice and ambient.
experiment room doesn't need beacon, everything else is does need for aesthetics. a machine that can make horrible things deserves r floors.
the last suggestion amounts to MUH IMMERSIONS being ruined because "gameplay". also, the supply shuttle doesnt need to fit because it can go DOWN!!!!!!! pls no

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Tokiko2 » Sat May 09, 2015 9:56 am #86888

The new half complete atmos chamber is a bit weird with the way it's set up. It having a gas injector and vent makes you think that the vent is one of the siphon capable ones just like in the other chambers but it's actually just a regular vent. It's pretty misleading and quite a few people only notice it after they mixed their gas and want to move it out again which is impossible at that point.

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby lumipharon » Tue May 12, 2015 12:26 am #87505

The mech bay is a little cramped these days.

Have you thought about putting the mech chargers vertically along the east wall? It opens up the whole room and makes it easier to move around in.

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Tokiko2 » Tue May 12, 2015 3:04 am #87537

The tcomms SMES seems to have been broken by the recent update, it stops outputting power sometimes.

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Shadowlight213 » Wed May 13, 2015 10:10 pm #87948

Tokiko2 wrote:The tcomms SMES seems to have been broken by the recent update, it stops outputting power sometimes.


It's because the input and output for the smes are connected to the same wire making the smes not put out enough power for the app since it's trying to charge itself. Temp fix is to turn off input for smes.

A pretty big issue I've found is that the disposal system to the captain's quarters is ridiculously easy to redirect. All you have to do is flip the junction in the hallway intersection to the east, and you can flush yourself in from the bin to the north. I've been seeing assistants breaking in in record times. It's one of the least secure areas on station currently.
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Not-Dorsidarf » Sat May 16, 2015 9:12 pm #88572

I'm pretty sure that's intentional. It's the same on box, I think (except people notice when you do it on sbil)
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby ColonicAcid » Wed Jun 17, 2015 9:18 pm #96617

Virology Break Room is "Break Romm"
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Shadowlight213 » Wed Jun 17, 2015 9:43 pm #96624

Wizard shuttle is missing a magic mirror, and sprites for the thunderdome team floors are broken.
Also the emergency shuttle brig is currently broken and doesn't count as a brig anymore as well as having blue floors.
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby DemonFiren » Thu Jun 18, 2015 8:13 pm #96827

The conveyor on the fore cargo shuttle loading doors is still pointing the wrong way.

Also, one of the cargo bay scrubbers does not appear to be properly hooked up to the network, which makes ventcrawling a PITA because there's two pipe exits on one tile, sharing one direction.
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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby metacide » Sun Jun 28, 2015 7:55 pm #99815

Well I've got a new version ready, but just waiting on some other pulls before incorporating their changes and putting a request up.

Thoughts / issues / suggestions welcome.

MetaStation v41C (28/06/2015) (Download Files):

Changelog:
*Updated Centcom to current version, with added gun/device 'museum' at the escape shuttle dock
*Added conveyor belt levers to the cargo shuttle
*Added some more air vents to the minisat
*Added commemorative plaque to random tile which has been in deep space for some time
*Added condimaster to bartender's backroom
*Added stack of regular glass to EVA table for regular-glass repairs
*Adjusted layer vars on various chem machines to try to stop bottles appearing under them
*Replaced plating to the minisat with catwalks
*Replaced all flooring in research firing range with disguised reinforced tiles
*Fixed conveyors on the cargo shuttle going to the wrong way
*Fixed virology break 'romm' typo
*Fixed emergency shuttle brig being blue and not counting as brig for redtext
*Fixed pipe near minisat teleporter occasioanlly resulting in teleported ventcrawlers
*Fixed broken bartender's closet
*Fixed misaligned air scrubber in the cargo bay
*Fixed camera names in experimentation lab and bar backroom
*Removed duplicate TV screens in the library private study rooms

Full Map:
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Engineering Map:
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MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Thundercoot » Tue Jul 07, 2015 1:23 pm #102251

Wirecutters are now used for setting up the irrigation system, so the screwdriver in the hydroponics crate in Hydroponics should be replaced with wirecutters.

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Re: MetaStation (v41A.II 12/04) and Mapping Guide

Postby Summoner » Tue Jul 07, 2015 4:11 pm #102303

Bots can't leave escape due to a looping waypoint.
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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby metacide » Fri Jul 17, 2015 5:15 pm #105108

Ok, so I got round to submitting a rebuilt version of the update that runs on current code here.

Most Recent Version: v41D (17/07/2015) (Download Files):

Image
(Image of the station, click for full-size)

Image
(Engineering reference map of the station, click for full-size)

MetaStation v41D Changelog:
    Updated Centcom z-level to current version, with added gun/device 'museum' at the escape shuttle dock
    Added extra signs to help navigate between departments
    Added conveyor belt levers to the cargo shuttle
    Added some more air vents to the minisat
    Added commemorative plaque to random tile which has been in deep space for some time
    Added condimaster to bartender's backroom
    Added stack of regular glass to EVA table for regular-glass repairs
    Added missing cargo tech locker to cargo bay
    Replaced all flooring in research firing range with disguised reinforced tiles
    Replaced screwdrivers in botany crate with wirecutters
    Fixed various issues with the wizard den, syndicate outpost, and missing abductor ship
    Fixed (hopefully) various issues with bot patrol routes
    Fixed conveyors on the cargo shuttle going to the wrong way
    Fixed virology break 'romm' typo
    Fixed emergency shuttle brig being blue and not counting as brig for antag redtext
    Fixed pipe near minisat teleporter occasioanlly resulting in teleported ventcrawlers
    Fixed broken bartender's closet
    Fixed misaligned air scrubber in the cargo bay
    Fixed camera names in experimentation lab and bar backroom
    Fixed odd ventcrawl movement at a vent near arrivals
    Fixed missing tile icons around the library
    Moved mopficcer sweepsky the cleanbot to the center of the station, starting on auto-patrol
    Removed duplicate TV screens in the library private study rooms

The wiki has updated accordingly, and the update has been pulled, should be live with the the next Basil update.
MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread

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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Boredone » Sun Jul 19, 2015 11:11 pm #105582

Not a big deal, but the Counterfeit Fabricator in maint has the output set to the wall North of it, so unless you remove the wall, you can't use it.

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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby metacide » Sun Jul 19, 2015 11:43 pm #105601

Boredone wrote:Not a big deal, but the Counterfeit Fabricator in maint has the output set to the wall North of it, so unless you remove the wall, you can't use it.

Thanks - should be simple to fix. I've added it to my issues list on the wiki, should be sorted with the next update (probably on Tuesday).
MetaStation is currently running by vote or by default on both Sibyl and Basil
Feedback and suggestions are welcome in the MetaStation thread

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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Deitus » Sun Jul 19, 2015 11:48 pm #105607

notice: there is no wrench to use with the portable flashers in the brig. please spawn one for roundstart.

more suggestions for sec: we dont really need a meeting area that large. what we DO need is more cells, more sec lockers, and maybe some more space in the warden's office. if im not mistaken we also have no execution room.
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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby TechnoAlchemist » Mon Jul 20, 2015 12:31 am #105628

Tons of fun to play this on sybil, I wouldn't mind it being a permanent change.

Only thing that strikes me as weird is that the AI sat door opens directly to the AI's face, makes it really easy to laser.

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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Ghende3 » Mon Jul 20, 2015 12:36 am #105629

needs more watertanks. ESPECIALLY in the ghetto botany next to the dorms.

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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Shadowlight213 » Mon Jul 20, 2015 12:36 am #105630

Making a feedback post for all the players who can't be assed to do it themselves. Will be editing this a lot. Literally copy pasting feedback

-Botany irrigation is not setup
-viro set up is way better than box just because the fridge) is within a tile of the pandemic - only thing I don't like is the disposals bin being too far away to throw bottles into from that seat.
- the Chemistry Smart Fridge is located in a shit place for the general populance
-Engineering escape pod is pointed straight towards the AI sat
- Can bartenders have maint access all the way to the 3rd door past bar storage? The one with the Air and water tanks in it? They have more on box. Also, could they spawn with cable coils as well?
Last edited by Shadowlight213 on Mon Jul 20, 2015 2:33 am, edited 4 times in total.
Reply PM from-Kevinz000/(Miku Frost): YOU ARE WORSE THAN HORNYGRANNY
Reply PM from-Clown: It ruined my round, :\. Why would the coders implement something that is buggy?
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<Joan> remember, playing like robustin against robustin will get you yelled at by robustin
<oranges> fuck other people having fun
Got an evader so butthurt he started raiding in my name. - http://pastebin.com/71jhmtRJ

OOC: Gun Hog: Btw, I hereby consent to all ERP, including rape. Feel free to add that to my notes under "admin abuse"

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Yobih wrote:Your ban is so SJW it's absurd.


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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby NicholasRage » Mon Jul 20, 2015 12:58 am #105639

I really like the new Brig layout. I'm really liking the the armory is more secure, but it might make things a bit more difficult for antagonists, and I'm not sure if that's a good thing.
The lack of security lockers might screw some people over in high-population rounds. We had a nice number on Box, and even then it was sometimes impossible to find a security belt. Haven't spent a lot of time in there yet, so we'll have to see.

Escape's layout looks really nice, but I couldn't help but think that both it and the Escape Shuttle had more than they need. Then I saw the escape shuttle take off and it was way more tame than it usually is, so maybe it's a good thing. It's certainly got more space.

The chapel has gotten a really fantastic makeover that might just move me to play Chaplain more often.

Those are just my base thoughts from one round, I'll have to play this stuff a lot more to see how I really feel. I'm digging it thus far though.

((I wouldn't mind this being a permanent change at all, I'm really liking it more than Box.))
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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Deitus » Mon Jul 20, 2015 1:02 am #105643

on the topic of escape, the medbay escape reeeealy should be bigger than 2x4. more than one person in there is torture, especially when you're treating patients.
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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby ChangelingRain » Mon Jul 20, 2015 1:32 am #105666

I'm just dropping this entire AI core design in here, just in case you want the AI to be hideously robust.
Image
http://puu.sh/j5w26/68c6d4806f.dmm
Just rightclick+save as.
EDIT: and yes it's 100% intended that no camera can see the core APC I don't think it's exactly fun when the malf AI gets dunked by checking its core cameras.
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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Amnestik » Mon Jul 20, 2015 4:23 am #105728

Kind of wish the weapons at Centcom didn't include tasers or other stun weapons, because they kind of ruin the fun.

I love maintenance on this map, always have. Finally there's enough room and confusion for antags to have clandestine meetings/bases in maint without security/valid hunters/random crew immediately catching them.

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Re: MetaStation (v41D 17/07) and Mapping Guide

Postby Scones » Mon Jul 20, 2015 5:16 am #105735

Not a fan of the CentCom stuff.

The shuttle does not take well to a decent crowd on it.
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