MetaStation (Old Thread, Please Lock)

Mapping Ideas and Sprite Galleries
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metacide
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Re: MetaStation (v39L 24/04/14) and Mapping Help

Post by metacide » #65947

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

Post by paprika » #65957

All smiles.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Comrade Leo
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Re: MetaStation (v39L 24/04/14) and Mapping Help

Post by Comrade Leo » #65996

danno wrote:OHHHHHHHHHHHHHHHHHHH SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIT HE REALLY IS BACK
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allura
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Re: MetaStation (v40A 04/02/15) and Mapping Help

Post by allura » #66015

@ 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.
TZK13
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Re: MetaStation (v40A 04/02/15) and Mapping Help

Post by TZK13 » #66059

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

Post by allura » #66062

green is still an official medbay color, and white trim looks like total poo. keep it green
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Re: MetaStation (v40A 04/02/15) and Mapping Help

Post by miggles » #66083

imo sec lockers should be moved back to the brig like on box
dept sec has become less prominent
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metacide
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Re: MetaStation (v40B 07/02/15) and Mapping Help

Post by metacide » #66991

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

Post by Comrade Leo » #67000

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

Post by DemonFiren » #67036

My pants are now sticky.

SoS, make it happen.
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non-lizard things:
Spoiler:
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Jalleo
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Re: MetaStation (v40B 07/02/15) and Mapping Help

Post by Jalleo » #67077

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

Post by lumipharon » #67092

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

Post by metacide » #67266

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.
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 (v40B 07/02/15) and Mapping Help

Post by TheWiznard » #67839

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

Post by paprika » #67864

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

Post by Wyzack » #67986

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

Post by metacide » #68077

Added the lockers and the cook's apron to the next update.

Will put a pull request up tomorrow sometime.
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 (v40B 07/02/15) and Mapping Help

Post by TZK13 » #68118

The cooks already have aprons in their vending machine, there doesn't need to be any placed on the map.
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Wyzack
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Re: MetaStation (v40B 07/02/15) and Mapping Help

Post by Wyzack » #68151

I did not know this, and feel quite silly requesting they be on the map. My apologies
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Re: MetaStation (v40B 07/02/15) and Mapping Help

Post by Kangaraptor » #68217

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

Post by Vigilare » #68252

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
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