F2A1 map wip never ever

Mapping Ideas and Sprite Galleries
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TechnoAlchemist
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Re: F1A1 map wip

Post by TechnoAlchemist » #132067

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Steelpoint
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Re: F1A1 map wip

Post by Steelpoint » #132068

Interesting concept, it's been forever since there's been a dedicated ground station, not a space station.

The open nature of the map does make it seem much harder to get caught and easier to slip away.
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Re: F1A1 map wip

Post by imblyings » #132069

The map itself will most likely be an incredible buff to some antags. I'm not sure if this is a bad thing or not. I do know certain strats might suffer due to the design though but I'm ok with the map forcing a shake-up for strats.
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Re: F1A1 map wip

Post by Saegrimr » #132070

Oh god make the courtroom near a pit of lava to sentence and execute people with or something
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Re: F1A1 map wip

Post by oranges » #132071

whats with the name?
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Re: F1A1 map wip

Post by imblyings » #132072

The lava turf I'm using doesn't seem to have code to make it kill people I'm not sure

There is the deepest of lore behind the name
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Re: F1A1 map wip

Post by onleavedontatme » #132075

>trying to make an entire map while headmin

Really pushing to burn out in time for Christmas huh

I'll make lava terrain that kills people with WJ's new sprites if you want
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Re: F1A1 map wip

Post by Miauw » #132089

ausops = startoad C O N F I R M E D
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Re: F1A1 map wip

Post by Wyzack » #132133

So it is a ground based map in space? Interesting. Also junglestation in the map rotation when
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Re: F1A1 map wip

Post by asskek » #132147

i fucking love it
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Re: F1A1 map wip

Post by TheNightingale » #132150

Can you step outside and move between departments without being killed by pressure/oxygen?
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Re: F1A1 map wip

Post by imblyings » #132154

That's the plan. If someone makes a breach into the asteroid that's another matter entirely, I'm going to have to look into some sort of compartmentalization to stop one breach or bomb near the walls removing all the atmos forever.
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ShadowDimentio
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Re: F1A1 map wip

Post by ShadowDimentio » #132158

Just make it so the turf can't be breached and if something somehow breaches it it can be replaced with sandstone. FEATURE.

Also it would be sick as hell if instead of floating in space the station was built in an ocean of lava. Similar to space, hardsuits and spacesuits environment suits are required to not get melted by lava, and throwing someone into the lava ocean is a sure death.
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Re: F1A1 map wip

Post by MMMiracles » #132191

Who needs lavaplanet when you can have lavastation?
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Re: F1A1 map wip

Post by Tokiko2 » #132246

You should take a look at the engineering bubble shield generators. They stop gasses from flowing into space and could be useful for some areas here.
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Re: F1A1 map wip

Post by asskek » #132285

Where is mining?

Also, you could make use of the stairs system to have multiple levels.
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Re: F1A1 map wip

Post by imblyings » #132298

I've asked kor for a lava turf which is lethal.

Yeah I've put small rooms with the shield gens, an air can, and a space heater around the place, hopefully they'll be enough.

Mining is attached to cargo, I feel like stairs/multiple z-levels stacked on each other need to be more functional kinda like lifwib before they're used.
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Re: F1A1 map wip

Post by Remie Richards » #132299

imblyings wrote: I feel like stairs/multiple z-levels stacked on each other need to be more functional kinda like lifwib before they're used.
How so?
They work... You can use stairs as a floor tile to represent a small staircase, or you can put a marker on them that moves the user up/down a Z level to make them actual stairs.
There's also ladders in the code, that when clicked move you up or down a Z, might be cool to use those on some kind of external maintenance gangway.

But what do you want done with stairs? because we really can't improve things if you don't tell us what to improve.
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Re: F1A1 map wip

Post by imblyings » #132304

You can basically jump off buildings, jump across buildings??, throw things from above and hit people below apparently. Stuff like that. I assume that would take some considerable coding effort so I'm not really expecting features like that.
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Re: F1A1 map wip

Post by Steelpoint » #132305

I've never played it but I think with Lifeweb everything transfers from one level to another more logically.

For example, if you walk off a roof tile you'll not only fall down to the bottom floor Z-Level, but you'll take the corresponding fall damage for the height you fell.

Maybe it even might work if you blow a hole in the roof and fall down? I don't fully understand the mechanics but I do know its more encompassing than what we have.
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Re: F1A1 map wip

Post by Remie Richards » #132307

imblyings wrote:You can basically jump off buildings, jump across buildings??, throw things from above and hit people below apparently. Stuff like that. I assume that would take some considerable coding effort so I'm not really expecting features like that.
I've written a system like that in byond before, it's eh, it's kind of costly.
But I'd prefer to see Lifeweb's, just to see if they're doing anything -wacky-
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Re: F1A1 map wip

Post by imblyings » #132309

Costly ties with balance:^) arguments as effective death warrants for features I bet.

Anyway the map wasn't designed with multiple.. vertical zlevels? in mind. I'm just happy z-levels can be more than 255x255.
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Re: F1A1 map wip

Post by onleavedontatme » #132331

I made a chasm/pit turf that I deleted for lavaland but I could redo that as well if anyone ever wanted to use it. Mine was a rather more simple "fall through floor into a cave" though.

I'll do lava turfs first.
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Re: F1A1 map wip

Post by asskek » #132344

Kor wrote:I made a chasm/pit turf that I deleted for lavaland but I could redo that as well if anyone ever wanted to use it. Mine was a rather more simple "fall through floor into a cave" though.

I'll do lava turfs first.
Thanks Kor
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Re: F1A1 map wip

Post by onleavedontatme » #132379

https://github.com/tgstation/-tg-station/pull/12913

Lava is done unless Ausops wants things tweaked
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Re: F1A1 map wip

Post by Miauw » #132446

having multiple z-levels is annoying as shit because you can't actually represent it properly
like how the fuck are you going to convey to a player that there is/isnt a roof there, because thats important information especially on a fucking space station.
also bombs, atmos, etc. its possible, but there's an amount of issues that we need to find a solution for.
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Re: F1A1 map wip

Post by callanrockslol » #132774

Byond just needs to go 3D.
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