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Re: Delta Station

Posted: Tue Nov 22, 2016 10:24 pm
by MrAlphonzo

Bottom post of the previous page:

Your sense of style has clearly carried over from fashion to mapping. I really like the colors and different types of floor tiles you picked, makes the station less depressing compared to the grey forest, that assistants blend into, known as "Box"

Re: Delta Station

Posted: Thu Dec 08, 2016 3:06 am
by danno
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

Re: Delta Station

Posted: Thu Dec 08, 2016 3:29 am
by captain sawrge
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.
Image

Re: Delta Station

Posted: Thu Dec 08, 2016 4:49 am
by Okand37
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.
Image
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.

Re: Delta Station

Posted: Thu Dec 08, 2016 6:57 am
by danno
I don't really get the removal of the chaplain's mass driver
that thing is fun

Re: Delta Station

Posted: Sat Dec 10, 2016 2:57 am
by danno
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

Re: Delta Station

Posted: Sat Dec 10, 2016 3:58 am
by Mark9013100
Greatly prefer this map over Meta and Box, though Medbay could use a limb bioprinter, along with a exit button for genetics.

Re: Delta Station

Posted: Sat Dec 10, 2016 4:21 am
by Okand37
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!

Re: Delta Station

Posted: Sat Dec 10, 2016 7:41 am
by Okand37
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

Re: Delta Station

Posted: Sat Dec 10, 2016 1:13 pm
by metacide
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.

Re: Delta Station

Posted: Sat Dec 10, 2016 1:51 pm
by Doctor Pork
You used the coolest style of airlock for the maint tunnels. I love you.

Re: Delta Station

Posted: Sat Dec 10, 2016 2:03 pm
by Wyzack
Oh shit son, the metacide stamp of approval has been given!

Re: Delta Station

Posted: Sat Dec 10, 2016 3:06 pm
by Lumbermancer
I'm not sure if I like how every departament has its semi-assembled copy in a maintenance.

Re: Delta Station

Posted: Sun Dec 11, 2016 2:48 am
by Okand37
Added a turbine incinerator generator engine thingymabobber to atmospherics.
Image

Re: Delta Station

Posted: Sun Dec 11, 2016 4:06 am
by Nienhaus
Are you using FastDMM?

Re: Delta Station

Posted: Sun Dec 11, 2016 4:23 am
by Okand37
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.

Re: Delta Station

Posted: Sun Dec 11, 2016 2:29 pm
by MMMiracles
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.

Re: Delta Station

Posted: Mon Dec 12, 2016 2:02 am
by Okand37
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!
Image

Re: Delta Station

Posted: Mon Dec 12, 2016 2:17 am
by BeeSting12
are those bananium coins? if so, that's a roundstart 5k points for cargo. just a balance issue to think about

Re: Delta Station

Posted: Mon Dec 12, 2016 6:02 am
by Okand37
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!

Re: Delta Station

Posted: Mon Dec 12, 2016 12:57 pm
by Cw3040
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.

Re: Delta Station

Posted: Tue Dec 13, 2016 5:23 am
by Mirukihoshi
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 :')

Re: Delta Station

Posted: Wed Dec 14, 2016 2:55 am
by C a r p r i l l o
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!

Re: Delta Station

Posted: Wed Dec 14, 2016 4:59 am
by oranges
to be honest that post isn't that long

Re: Delta Station

Posted: Wed Dec 14, 2016 4:29 pm
by MimicFaux
Xenobiology has two monkey recycler machines stacked on top of each other. Also, secure containment field generators don't register scientist ID.

Re: Delta Station

Posted: Wed Dec 14, 2016 5:10 pm
by Iatots
Lawyer's office has neither privacy shutters or tinted windows.

Re: Delta Station

Posted: Wed Dec 14, 2016 5:10 pm
by Grazyn
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

Re: Delta Station

Posted: Wed Dec 14, 2016 6:33 pm
by Cw3040
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

Re: Delta Station

Posted: Thu Dec 15, 2016 11:50 am
by Yoshmaster
Maintenance is full of awesome stuff in this map, I love it.

Re: Delta Station

Posted: Fri Dec 16, 2016 12:49 am
by oranges
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

Re: Delta Station

Posted: Fri Dec 16, 2016 8:27 am
by Arianya
Good map. Good shit. 24/7 Delta Station when

Re: Delta Station

Posted: Sat Dec 17, 2016 3:20 am
by Okand37

Re: Delta Station

Posted: Sat Dec 17, 2016 11:01 pm
by Doctor Pork
That cargo bay is magical. Are there explorer suits in those storage units by the mining shuttle or just regular evas?

Re: Delta Station

Posted: Sat Dec 17, 2016 11:15 pm
by Septavius
BEAUTIFUL.

Re: Delta Station

Posted: Sat Dec 17, 2016 11:20 pm
by Okand37
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.)

Re: Delta Station

Posted: Sat Dec 17, 2016 11:34 pm
by danno
Spoiler:
Image
station looks really nice, excited to play it

Re: Delta Station

Posted: Sun Dec 18, 2016 6:28 pm
by Okand37
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 https://tgstation13.org/phpBB/viewtopic ... 21#p236621

Re: Delta Station

Posted: Sun Dec 18, 2016 7:51 pm
by Armhulen
When are you going to make beta station, where everyone is in autismforts and you can only talk to eachother through NTSS chat

Re: Delta Station

Posted: Sun Dec 18, 2016 7:53 pm
by Okand37
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?

Re: Delta Station

Posted: Sun Dec 18, 2016 8:44 pm
by danno
Big chapel needs a light switch
for dark sigils

Re: Delta Station

Posted: Thu Dec 22, 2016 4:49 am
by Fiz Bump
Cargo shuttle doesn't line up airlocks with CentCom. Have to manually teleport crates to the shuttle or the station.

Re: Delta Station

Posted: Thu Dec 22, 2016 5:27 am
by Armhulen
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

Re: Delta Station

Posted: Thu Dec 22, 2016 7:24 am
by Sweaterkittens
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.

Re: Delta Station

Posted: Thu Dec 22, 2016 7:30 am
by Armhulen
i'll get around to it tomorrow if nobody else is already doing it

Re: Delta Station

Posted: Fri Dec 23, 2016 12:56 am
by ShizCalev
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)

Re: Delta Station

Posted: Fri Dec 23, 2016 2:48 am
by Anonmare
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.

Re: Delta Station

Posted: Fri Dec 23, 2016 2:53 am
by danno
Giving ghosts a voice has never worked in the history of the game
it's gotta go

Re: Delta Station

Posted: Fri Dec 23, 2016 2:57 am
by Cobby
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 :)

Re: Delta Station

Posted: Fri Dec 23, 2016 3:10 am
by Okand37
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.

Re: Delta Station

Posted: Fri Dec 23, 2016 3:12 am
by danno
It's unfortunate. It seems like a fun idea, but it just can't work.

Re: Delta Station

Posted: Fri Dec 23, 2016 4:06 am
by Sweaterkittens
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!