Delta Station

Mapping Ideas and Sprite Galleries

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danno
 
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Re: Delta Station

Postby danno » Thu Dec 08, 2016 3:06 am #233302

yo this station looks fucking nice as shit
it has that nice lived in feel that meta has, but everything is so deliciously spacious
and yet every room being fuckhuge doesn't make it feel empty at all
you have a talent for this, Okand37
you did a fucking nice job

I'm skeptical about the armory missing lasers and having those bullet shooter guns instead but that might be a non-issue
very very very very well done
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Re: Delta Station

Postby captain sawrge » Thu Dec 08, 2016 3:29 am #233319

Only two brig cells is kind of eh. The department cells are a really cool idea though.

Edit: This area here by the dorms also feels kind of empty. Same thing with the medbay lobby, feels too big with too little inside.
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Re: Delta Station

Postby Okand37 » Thu Dec 08, 2016 4:49 am #233353

danno wrote:yo this station looks fucking nice as shit
it has that nice lived in feel that meta has, but everything is so deliciously spacious
and yet every room being fuckhuge doesn't make it feel empty at all
you have a talent for this, Okand37
you did a fucking nice job

I'm skeptical about the armory missing lasers and having those bullet shooter guns instead but that might be a non-issue
very very very very well done


I'm glad you like it! Its been a long process and I'm happy to have something presentable that I and players both seem to enjoy!

I always found the three laser guns to be rather useless myself, and am hoping the two WT550's replacing them will both add for more interesting and dynamic gameplay, as well as hopefully making a more substantial use for the various WT550 ammo types available in the protolathe.

captain sawrge wrote:Only two brig cells is kind of eh. The department cells are a really cool idea though.

Edit: This area here by the dorms also feels kind of empty. Same thing with the medbay lobby, feels too big with too little inside.
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The two brig cells are meant to emphasize the use of those department cells for minor department related crimes.

I tried configuring how the weight machines were set up and added a punching bag in the middle, hopefully it'll feel less empty.
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Re: Delta Station

Postby danno » Thu Dec 08, 2016 6:57 am #233387

I don't really get the removal of the chaplain's mass driver
that thing is fun
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Re: Delta Station

Postby danno » Sat Dec 10, 2016 2:57 am #233927

BTW it would be cool to have maybe a couple of trash bins! like not the disposals ones the ones that the janitor has to manually empty
those are sweet
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Re: Delta Station

Postby Mark9013100 » Sat Dec 10, 2016 3:58 am #233939

Greatly prefer this map over Meta and Box, though Medbay could use a limb bioprinter, along with a exit button for genetics.
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Re: Delta Station

Postby Okand37 » Sat Dec 10, 2016 4:21 am #233944

Mark9013100 wrote:Greatly prefer this map over Meta and Box, though Medbay could use a limb bioprinter, along with a exit button for genetics.

Shucks, I thought I put a limb regrower on the map. I'll make sure to do these two!
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Re: Delta Station

Postby Okand37 » Sat Dec 10, 2016 7:41 am #233987

If you'd like to keep up with update information or report issues, oversights and bugs, you can do so here! https://github.com/tgstation/tgstation/pull/22066
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Re: Delta Station

Postby metacide » Sat Dec 10, 2016 1:13 pm #234016

Saw a long and chaotic xeno round on this today, it was excellent. The space and attention-to-detail are both great for really chaotic rounds with large populations.

Look forward to seeing this more, it really is great.
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Re: Delta Station

Postby Doctor Pork » Sat Dec 10, 2016 1:51 pm #234019

You used the coolest style of airlock for the maint tunnels. I love you.
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Re: Delta Station

Postby Wyzack » Sat Dec 10, 2016 2:03 pm #234020

Oh shit son, the metacide stamp of approval has been given!
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Re: Delta Station

Postby Lumbermancer » Sat Dec 10, 2016 3:06 pm #234023

I'm not sure if I like how every departament has its semi-assembled copy in a maintenance.
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Re: Delta Station

Postby Okand37 » Sun Dec 11, 2016 2:48 am #234144

Added a turbine incinerator generator engine thingymabobber to atmospherics.
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Re: Delta Station

Postby Nienhaus » Sun Dec 11, 2016 4:06 am #234153

Are you using FastDMM?
Hey.

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Re: Delta Station

Postby Okand37 » Sun Dec 11, 2016 4:23 am #234158

Nienhaus wrote:Are you using FastDMM?


I don't think I know what FastDMM is. I've just been mapping through dream maker, if that counts.
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Re: Delta Station

Postby MMMiracles » Sun Dec 11, 2016 2:29 pm #234296

Okand37 wrote:
Nienhaus wrote:Are you using FastDMM?


I don't think I know what FastDMM is. I've just been mapping through dream maker, if that counts.


FastDMM is an alternative to dream maker, supposed to be more flexible and helps with limiting differences from map changes. Its apparently decent.
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Re: Delta Station

Postby Okand37 » Mon Dec 12, 2016 2:02 am #234582

As there was some concern about there being too many bars on the station, I decided to get rid of the dispenser in the contraband marketing area, move the booze dispenser to the rage cage gambling den, and replace the maintenance bar with an arcade!
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Re: Delta Station

Postby BeeSting12 » Mon Dec 12, 2016 2:17 am #234588

are those bananium coins? if so, that's a roundstart 5k points for cargo. just a balance issue to think about
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Re: Delta Station

Postby Okand37 » Mon Dec 12, 2016 6:02 am #234630

BeeSting12 wrote:are those bananium coins? if so, that's a roundstart 5k points for cargo. just a balance issue to think about

Icon states!
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Re: Delta Station

Postby Cw3040 » Mon Dec 12, 2016 12:57 pm #234673

metacide wrote:Saw a long and chaotic xeno round on this today, it was excellent. The space and attention-to-detail are both great for really chaotic rounds with large populations.

Look forward to seeing this more, it really is great.


I agree with this.

Also, having the mapper of the greatest map currently in rotation complimenting you on your map is a compliment of the highest order, Okand.
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Re: Delta Station

Postby Mirukihoshi » Tue Dec 13, 2016 5:23 am #234930

danno wrote:I don't really get the removal of the chaplain's mass driver
that thing is fun


same here- I miss the caskets too, it can be pretty fun to stuff bodies in there and fuckinget launch them to God knows where.

other than that though, I adore this map, I really do; it's really nice too. Although, Meta will always have a place in my heart :')
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Re: Delta Station

Postby C a r p r i l l o » Wed Dec 14, 2016 2:55 am #235229

Mirukihoshi wrote:
danno wrote:Although, Meta will always have a place in my heart :')


Just like Colonel?

ANYWAY!

Had a quick look around the map during a rather late round and here are my thoughts. Spoiler'd because length.


Spoiler:
    Janitor's Closet looks a bit /too/ run down. I think it should be a bit more intact, even if it's in the middle of maint. This is kind of a general thing I've noticed. A lot of places, especially in maintenance, have really, /REALLY/ crowded tiles. There's just so much alternating tile types, it gets a bit hard to look at. I understand wanting a 'run-down' feel, but maybe dial it back a bit?

    I absolutely ADORE the Bar/Lounge/Kitchen, though. It has a very retro diner feel to it, and I love it. Maybe try to put that aesthetic in a few other places as well? It's very nice.

    In the Bar's back room, there's this great looking dark tile, some neat casino-esque carpet, and then some really quite jarring loading dock tiles. Maybe retexture those to be the same dark tiles with the loading dock stripes? Similarly in the Library and actually just in general, there seem to be rather out of place, jarring areas of.../gratuitous/ carpet.

    However, the idea of having minicells in each department for security is nice. I can see that cutting down on the amount of miscreants managing to escape on the way to the Brig on, say, Meta or Box.

    There are a few places that seem to be lacking lights, namely Virology, but I probably missed quite a bunch.

    I also would have to agree that there seem to be a few two many bars in Maint. I alone counted two or three, and I think one of those could be better used for a disposals room a la Meta or perhaps a hidden emergency storage with relatively harmless goodies (Classic EMPs, smoke grenades, posters).

    I'm glad you kept Science and Medical literally across the hall from each other. That was one of my favorite parts of Meta and I'm glad it got carried over. However, I must express my disappointment at the lack of a telescience lab in Science, something that I believe Box had. I would quite honestly say that you could do with removing some of the dilapidated spare robotics bay (or the entire thing) to make room for some Telescience/general Science goodies.

    The more open design of the map, though, I do like. It's a bit overwhelming at first, but I do quite like it. All in all, given what I've been able to glimpse as a ghost for one round, I'd give the map a solid 7.5/10. A good map, but it does have a decent share of issues both minor and mild that could use with some looking at. For reference, I'd give Meta around 8.5/10, if that helps give you a general idea of my opinions on maps.



Keep up the good work, and I look forward to seeing how this map changes and improves over time!

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Re: Delta Station

Postby oranges » Wed Dec 14, 2016 4:59 am #235256

to be honest that post isn't that long

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Re: Delta Station

Postby MimicFaux » Wed Dec 14, 2016 4:29 pm #235334

Xenobiology has two monkey recycler machines stacked on top of each other. Also, secure containment field generators don't register scientist ID.
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Re: Delta Station

Postby Iatots » Wed Dec 14, 2016 5:10 pm #235342

Lawyer's office has neither privacy shutters or tinted windows.

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Re: Delta Station

Postby Grazyn » Wed Dec 14, 2016 5:10 pm #235343

Dumb question, where do I find this map? I want to test it on a private server but can't find it in the repository

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Re: Delta Station

Postby Cw3040 » Wed Dec 14, 2016 6:33 pm #235356

Grazyn wrote:Dumb question, where do I find this map? I want to test it on a private server but can't find it in the repository


I think you have to clone the testmerge of delta to your own branch (I did this with goofguns because reasons) and accept the cloned PR
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Re: Delta Station

Postby Yoshmaster » Thu Dec 15, 2016 11:50 am #235568

Maintenance is full of awesome stuff in this map, I love it.

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Re: Delta Station

Postby oranges » Fri Dec 16, 2016 12:49 am #235868

Grazyn wrote:Dumb question, where do I find this map? I want to test it on a private server but can't find it in the repository

https://github.com/Okand37/tgstation/tree/deltastation

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Re: Delta Station

Postby Arianya » Fri Dec 16, 2016 8:27 am #236004

Good map. Good shit. 24/7 Delta Station when
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Re: Delta Station

Postby Okand37 » Sat Dec 17, 2016 3:20 am #236291

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Re: Delta Station

Postby Doctor Pork » Sat Dec 17, 2016 11:01 pm #236438


That cargo bay is magical. Are there explorer suits in those storage units by the mining shuttle or just regular evas?
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Re: Delta Station

Postby Septavius » Sat Dec 17, 2016 11:15 pm #236440


BEAUTIFUL.

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Re: Delta Station

Postby Okand37 » Sat Dec 17, 2016 11:20 pm #236442

Doctor Pork wrote:

That cargo bay is magical. Are there explorer suits in those storage units by the mining shuttle or just regular evas?


Cargo bay has rig suits, because I can't move on from my rig suits.

(Cargo bay has some known issues before anyone mentions them, however: Delivery office and cargo office doors ID need fixing, and the conveyor belts need to be tinkered with.)
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Re: Delta Station

Postby danno » Sat Dec 17, 2016 11:34 pm #236445

Spoiler:
Image


station looks really nice, excited to play it
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Re: Delta Station

Postby Okand37 » Sun Dec 18, 2016 6:28 pm #236625

Most remaining minor issues are being addressed, in the mean time now that Delta Station has been merged, you can take a look at another mapping project, Omega Station viewtopic.php?f=11&t=8916&p=236621#p236621
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Re: Delta Station

Postby Armhulen » Sun Dec 18, 2016 7:51 pm #236654

When are you going to make beta station, where everyone is in autismforts and you can only talk to eachother through NTSS chat
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Re: Delta Station

Postby Okand37 » Sun Dec 18, 2016 7:53 pm #236656

Armhulen wrote:When are you going to make beta station, where everyone is in autismforts and you can only talk to eachother through NTSS chat


So what you're saying is, shove all the departments into confined asteroids away from eachother and give everyone tablets with only a NTSS relay?
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Re: Delta Station

Postby danno » Sun Dec 18, 2016 8:44 pm #236673

Big chapel needs a light switch
for dark sigils
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Re: Delta Station

Postby Fiz Bump » Thu Dec 22, 2016 4:49 am #237711

Cargo shuttle doesn't line up airlocks with CentCom. Have to manually teleport crates to the shuttle or the station.
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Re: Delta Station

Postby Armhulen » Thu Dec 22, 2016 5:27 am #237713

Fiz Bump wrote:Cargo shuttle doesn't line up airlocks with CentCom. Have to manually teleport crates to the shuttle or the station.

new job: centcom cargo tech
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Re: Delta Station

Postby Sweaterkittens » Thu Dec 22, 2016 7:24 am #237738

Could you update the /tg/station13 wiki with Delta's map and information in the Locations section? Seeing as it's a fairly common map during high pop (and unfortunately also during very lowpop) it would be nice to have an easily accessible map of the station available, especially to newcomers.
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Re: Delta Station

Postby Armhulen » Thu Dec 22, 2016 7:30 am #237739

i'll get around to it tomorrow if nobody else is already doing it
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Re: Delta Station

Postby ShizCalev » Fri Dec 23, 2016 12:56 am #237910

Atmos alarms in Engineering are giving off broken href's.

--- Atmosphere alarm detected in Engineering! (Containment - Particle Accelerator | Engineering - Secure Storage | Engineering - Central | Engineering - Power Monitoring | <A HREF=?src=[mob_552];switchcamera=[icon-camera (WEST)]>Containment - Fore Starboard | Engineering - Fore | Engineering - Engine Foyer)
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Re: Delta Station

Postby Anonmare » Fri Dec 23, 2016 2:48 am #237936

Can I ask the spirit board be removed? A cult got fucked through no fault of its own because the ghosts outed the cult early in the round when some people used the board.
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Re: Delta Station

Postby danno » Fri Dec 23, 2016 2:53 am #237939

Giving ghosts a voice has never worked in the history of the game
it's gotta go
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I don't even play ss13 anymore, pretty much due to dannos stupid bullshit

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Re: Delta Station

Postby Cobby » Fri Dec 23, 2016 2:57 am #237941

Sweaterkittens wrote:Could you update the /tg/station13 wiki with Delta's map and information in the Locations section? Seeing as it's a fairly common map during high pop (and unfortunately also during very lowpop) it would be nice to have an easily accessible map of the station available, especially to newcomers.


Did this today :)
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Re: Delta Station

Postby Okand37 » Fri Dec 23, 2016 3:10 am #237945

Anonmare wrote:Can I ask the spirit board be removed? A cult got fucked through no fault of its own because the ghosts outed the cult early in the round when some people used the board.

This is why we cannot have fun things, I suppose. I was hoping people would play nice with it, wah.
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Re: Delta Station

Postby danno » Fri Dec 23, 2016 3:12 am #237946

It's unfortunate. It seems like a fun idea, but it just can't work.
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Re: Delta Station

Postby Sweaterkittens » Fri Dec 23, 2016 4:06 am #237951

ExcessiveCobblestone wrote:
Sweaterkittens wrote:Could you update the /tg/station13 wiki with Delta's map and information in the Locations section? Seeing as it's a fairly common map during high pop (and unfortunately also during very lowpop) it would be nice to have an easily accessible map of the station available, especially to newcomers.


Did this today :)


Thanks Cobby!
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