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Re: F1A1 map wip

Posted: Fri Nov 06, 2015 8:26 am
by TechnoAlchemist
+1111111111111111111111111111111111111

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 8:27 am
by Steelpoint
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.

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 8:33 am
by imblyings
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.

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 8:34 am
by Saegrimr
Oh god make the courtroom near a pit of lava to sentence and execute people with or something

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 8:47 am
by oranges
whats with the name?

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 9:06 am
by imblyings
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

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 9:27 am
by onleavedontatme
>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

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 11:08 am
by Miauw
ausops = startoad C O N F I R M E D

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 4:56 pm
by Wyzack
So it is a ground based map in space? Interesting. Also junglestation in the map rotation when

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 6:11 pm
by asskek
i fucking love it

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 6:28 pm
by TheNightingale
Can you step outside and move between departments without being killed by pressure/oxygen?

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 7:07 pm
by imblyings
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.

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 7:37 pm
by ShadowDimentio
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.

Re: F1A1 map wip

Posted: Fri Nov 06, 2015 9:54 pm
by MMMiracles
Who needs lavaplanet when you can have lavastation?

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 4:27 am
by Tokiko2
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 1:06 pm
by asskek
Where is mining?

Also, you could make use of the stairs system to have multiple levels.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 2:53 pm
by imblyings
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 3:16 pm
by Remie Richards
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 3:38 pm
by imblyings
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 3:40 pm
by Steelpoint
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 3:41 pm
by Remie Richards
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-

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 3:48 pm
by imblyings
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 8:22 pm
by onleavedontatme
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.

Re: F1A1 map wip

Posted: Sat Nov 07, 2015 10:10 pm
by asskek
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

Re: F1A1 map wip

Posted: Sun Nov 08, 2015 2:22 am
by onleavedontatme
https://github.com/tgstation/-tg-station/pull/12913

Lava is done unless Ausops wants things tweaked

Re: F1A1 map wip

Posted: Sun Nov 08, 2015 11:25 am
by Miauw
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.

Re: F1A1 map wip

Posted: Tue Nov 10, 2015 4:30 am
by callanrockslol
Byond just needs to go 3D.