F2A1 map wip never ever
- TechnoAlchemist
- Joined: Fri Nov 21, 2014 2:39 am
- Byond Username: TechnoAlchemist
Re: F1A1 map wip
+1111111111111111111111111111111111111
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: F1A1 map wip
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.
The open nature of the map does make it seem much harder to get caught and easier to slip away.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: F1A1 map wip
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.
The patched, dusty, trimmed, feathered mantle of evil +13.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: F1A1 map wip
Oh god make the courtroom near a pit of lava to sentence and execute people with or something
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- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: F1A1 map wip
whats with the name?
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: F1A1 map wip
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
There is the deepest of lore behind the name
The patched, dusty, trimmed, feathered mantle of evil +13.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: F1A1 map wip
>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
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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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: F1A1 map wip
ausops = startoad C O N F I R M E D
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- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: F1A1 map wip
So it is a ground based map in space? Interesting. Also junglestation in the map rotation when
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- In Game PermaBanned
- Joined: Sun Sep 20, 2015 11:53 pm
- Byond Username: Asskek
Re: F1A1 map wip
i fucking love it
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- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: F1A1 map wip
Can you step outside and move between departments without being killed by pressure/oxygen?
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: F1A1 map wip
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.
The patched, dusty, trimmed, feathered mantle of evil +13.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: F1A1 map wip
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.
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.
Spoiler:
- MMMiracles
- Code Maintainer
- Joined: Fri Aug 29, 2014 2:27 am
- Byond Username: MMMiracles
- Github Username: MMMiracles
- Tokiko2
- Joined: Mon Apr 21, 2014 12:18 am
- Byond Username: Tokiko1
Re: F1A1 map wip
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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- In Game PermaBanned
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- Byond Username: Asskek
Re: F1A1 map wip
Where is mining?
Also, you could make use of the stairs system to have multiple levels.
Also, you could make use of the stairs system to have multiple levels.
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: F1A1 map wip
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.
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.
The patched, dusty, trimmed, feathered mantle of evil +13.
- Remie Richards
- Joined: Thu Apr 17, 2014 7:11 pm
- Byond Username: CrimsonVision
- Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
- Contact:
Re: F1A1 map wip
How so?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.
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.
私は完璧
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: F1A1 map wip
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.
The patched, dusty, trimmed, feathered mantle of evil +13.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: F1A1 map wip
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.
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.
- Remie Richards
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- Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
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Re: F1A1 map wip
I've written a system like that in byond before, it's eh, it's kind of costly.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.
But I'd prefer to see Lifeweb's, just to see if they're doing anything -wacky-
私は完璧
- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
- Byond Username: Ausops
- Location: >using suit sensors
Re: F1A1 map wip
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.
Anyway the map wasn't designed with multiple.. vertical zlevels? in mind. I'm just happy z-levels can be more than 255x255.
The patched, dusty, trimmed, feathered mantle of evil +13.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: F1A1 map wip
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.
I'll do lava turfs first.
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- In Game PermaBanned
- Joined: Sun Sep 20, 2015 11:53 pm
- Byond Username: Asskek
Re: F1A1 map wip
Thanks KorKor 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.
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: F1A1 map wip
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.
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.
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: F1A1 map wip
Byond just needs to go 3D.
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