Delta Station

Mapping Ideas and Sprite Galleries

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C a r p r i l l o
 
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Re: Delta Station

Postby C a r p r i l l o » Fri Dec 23, 2016 5:29 pm #238046

Just a minor suggestion: Add an electric guitar to maintenance or move the one in the clown's office elsewhere.

Other than that, +good.



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Re: Delta Station

Postby Iatots » Fri Dec 23, 2016 7:45 pm #238079

Ok so in addition to lawyer's privacy shutters missing:
-cook has no access to toggle HIS privacy shutters, either
-I saw botanists and the janitor being ablue to enter the kitchen
-virology has no bolts/airlock cycler
-a pipe segment is missing in HoP's office and on the AI sat around the borg charging stations

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Re: Delta Station

Postby Okand37 » Fri Dec 23, 2016 7:53 pm #238083

Iatots wrote:Ok so in addition to lawyer's privacy shutters missing:
-cook has no access to toggle HIS privacy shutters, either
-I saw botanists and the janitor being ablue to enter the kitchen
-virology has no bolts/airlock cycler
-a pipe segment is missing in HoP's office and on the AI sat around the borg charging stations


Added lawyer's privacy shutters, fixed piping and fixed chef access for the privacy shutters in a recent un-merged update. Botanists and custodial crew can access the kitchen if given access in the round, but do not regularly have access. Virology is intended to be that way.
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Re: Delta Station

Postby roadrage » Sat Dec 24, 2016 6:05 pm #238286

A couple of things I've found regarding the supermatter engine.

1. It's way too difficult to blow it up.

The plasma fire will burn through the floor long before it blows, venting the chamber to space and stopping delamination. On two occasions as a ghost I've witnessed borgs failing to blow it up, and was unsuccessful on my test server last night. I fixed the floor, then replaced the floor tiles with a reinforced floor. Afterwards I could actually get instability above 25% without melting the floor. It still took forever even with gas temperatures in excess of 5000K in the chamber for it to go. My understanding was after 800K it should go boom fairly quickly, as that's how the shard engine I've been playing with works. Crystals may be more stable for some reason, but I don't see why. Which leads to number 2.

2. The result of the crystal exploding was rather underwhelming.

Probably nothing to be done here as far as the map is concerned, but I'll bring it up anyway. I was expecting something worse than a lvl 5 sing. It basically destroyed atmos, and everything to the east as far as the kitchen and bar. Some damage happened further out, mainly cracked windows. The engineering foyer was left intact. I was hoping for something that would be powerful enough to set the tesla(ugh, why do people use this thing, it sucks), or sing loose. Now, if it was placed one rwall away from the bridge... :twisted:

Now, on to the sing/tesla engine.

Ok, I like the layout of engineering in general, and what I've seen of the rest of the station. This is also my opinion about all maps that use this engine, not just this one.

Take the tesla components out of the containment area and put them in storage. Easy mode engine should require more effort to set up. It's sad that the solars require more effort to set up than the tesla. I seldom see a sing anymore, and a month ago it seemed to be the dominant engine setup. Want to run a tesla? Then drag all that crap out there and set it up, otherwise use the sing. The only round that I've played that used the sing in the last week was one where I was the only engineer, and managed to get the sing set up minus the PA before the CE showed up and asked if the tesla was ready. :roll: It seems I'm always getting into fights over actually wanting to be an engineer, and run an engine that requires attention, not set it and forget it. I guess I'm one of the few who don't want to go easy mode just to run off and do whatever, but it's seriously boring when you can just turn the PA on wide open, leave, and the engine will stay contained. I honestly miss my first rounds where more often than not Lord Singuloth would be an uninvited guest in atmos.

Anyway, i shouldn't be venting my frustrations here. The map is great overall, and making the supermatter engine dangerous might just get me back in atmos where I can ignore the CE's orders to not fire it up.

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Re: Delta Station

Postby danno » Sat Dec 24, 2016 6:37 pm #238291

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Re: Delta Station

Postby calzilla1 » Sun Dec 25, 2016 2:50 pm #238501

Make the SM be like /vg/ (THIS JUST IN A NANOTRASEN STATION HAS DESTROYED THE UNIVERSE OF THE 95TH TIME)
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Re: Delta Station

Postby Doctor Pork » Mon Dec 26, 2016 2:05 am #238602

It would be nice if the rage cage had it's own bar sign tbch but thats w/e.

This map has so much creative potential and I've already run and been a part of several really cool gimmicks that just aren't possible to consistantly and easily pull off on other maps. 100/100 :igloves:'s.
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Re: Delta Station

Postby Okand37 » Tue Dec 27, 2016 10:24 pm #238986

roadrage wrote:A couple of things I've found regarding the supermatter engine.
1. It's way too difficult to blow it up.

I've added reinforced floorings to the supermatter engine containment room, and they'll be included in the next batch of updates. Remember, oxygen and mix with pure hot plasma for a lovely fire to unstabilise the crystal!

roadrage wrote:2. The result of the crystal exploding was rather underwhelming.

Currently the supermatter is using the same explosion size as the one present on birdboatstation. While the explosion size or features may be underwhelming, its more apt to be released and do immediate damage than a standard singularity or tesla engine, and opposed to the dastardly engines that can gradually destroy the station, the supermatter does immediate damage to a large portion of station structure, and causes mass-hallucinations.

roadrage wrote:Anyway, i shouldn't be venting my frustrations here. The map is great overall, and making the supermatter engine dangerous might just get me back in atmos where I can ignore the CE's orders to not fire it up.

I'm glad you're enjoying it, let me know if you have any more ideas or feedback, I'd be more than happy to read! : )

calzilla1 wrote:Make the SM be like /vg/ (THIS JUST IN A NANOTRASEN STATION HAS DESTROYED THE UNIVERSE OF THE 95TH TIME)

Ah gee, you might have to bring that up with coders, I'm just a mapper!

Doctor Pork wrote:It would be nice if the rage cage had it's own bar sign tbch but thats w/e.

Added a sign to the rage cage, will be included in the next batch of updates!
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Re: Delta Station

Postby Doctor Pork » Wed Dec 28, 2016 12:43 am #239038

Okand37 wrote:Added a sign to the rage cage, will be included in the next batch of updates!

:heart:
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Re: Delta Station

Postby Grazyn » Mon Jan 02, 2017 4:23 pm #240191

Supermatter emitters are still wired in some fucky way that makes them unpowered

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Re: Delta Station

Postby BeeSting12 » Tue Jan 03, 2017 12:06 am #240302

Either I'm an idiot and can't find them, or there's no shades in the detective's office. If it's the former, please tell me where they are. I really like the cigars in the HoS office btw.
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Re: Delta Station

Postby Okand37 » Tue Jan 03, 2017 12:11 am #240305

BeeSting12 wrote:Either I'm an idiot and can't find them, or there's no shades in the detective's office. If it's the former, please tell me where they are. I really like the cigars in the HoS office btw.


I did add some shades in the most recent update, as I previously forgot them! Glad to hear you like the variety of cigars though!
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Re: Delta Station

Postby IcePacks » Tue Jan 03, 2017 12:33 am #240310

not a horrible layout; some confusion but it cleared up pretty quickly thanks to similarities to meta

maintenance is more excessive than dreamstation's bar why the fuck

there's a ton of fluff
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Re: Delta Station

Postby leibniz » Tue Jan 03, 2017 11:54 am #240424

1. no fireaxe in atmos
2. atmos techs dont have access to their own lockdown button

These are my issues so far.
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Re: Delta Station

Postby Okand37 » Tue Jan 03, 2017 3:37 pm #240450

leibniz wrote:1. no fireaxe in atmos
2. atmos techs dont have access to their own lockdown button

These are my issues so far.


I did add a fireaxe in a recent, unmerged update, but I'll take a look at the lockdown button! Thanks for the report!
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Re: Delta Station

Postby Iatots » Sat Jan 07, 2017 6:49 pm #241754

The metal stack in auxilliary tool storage is exactly 1 sheets total.
There is an excess pipe manifold above surgery observation.

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Re: Delta Station

Postby Bombadil » Sun Jan 08, 2017 12:27 am #241841

Could you add 2 pieces of silver ore to the mining dock? Literally every station has this box and meta.
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Re: Delta Station

Postby whodaloo » Tue Jan 10, 2017 10:33 pm #242746

The bar is a pain in the ass to get behind as bartender. You either have to go around through maint or clamber over it, both process taking a long ass time.
I'd suggest either a windoor or a door into the backroom from the theater.
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Re: Delta Station

Postby Shadowlight213 » Sun Jan 15, 2017 6:00 am #244202

Deltastation has no centcom shuttle, meaning ERT and stuff are screwed.

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Re: Delta Station

Postby Iatots » Sun Jan 15, 2017 6:39 pm #244339

There are pipes going nowhere in the left of botany.

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Re: Delta Station

Postby Arianya » Mon Jan 16, 2017 1:49 am #244450

The space cleaner bottle in the brig starts out empty. I just want to keep my brig clean.

Also the mining shuttle airlock doesn't have a tiny fan and its probably one of the areas that most needs it, especially because being exposed to a brief millisecond of 0 pressure will hit you with tiny amounts brute damage on your whole body.
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Re: Delta Station

Postby danno » Wed Jan 18, 2017 1:25 am #245195

there's no canvas in permabrig to paint on
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Re: Delta Station

Postby confused rock » Tue Jan 24, 2017 12:32 am #247142

aside from tool storage looking like it is part of engineering you need to climb into the disposals unit to use the chem fridge wtf
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Re: Delta Station

Postby Iatots » Tue Jan 24, 2017 12:51 pm #247261

Where are all the jumpsuit closets?

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Re: Delta Station

Postby Iatots » Sat Jan 28, 2017 4:59 pm #248781

Janitor closet has atmosphere issues, it's prone to freezing.

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Re: Delta Station

Postby Gun Hog » Fri Feb 17, 2017 3:40 pm #256837

The R&D lab is missing a shutter, when the northern ones are closed, the window next to the public autolathe is still visible.

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Re: Delta Station

Postby scoobydoo » Mon Mar 27, 2017 1:21 am #273514

Why does Science not have a toxins burn chamber?
Why does Science not have a toxins burn chamber?

The Atmospheric turbine room's pipe layout doesn't work with the current setup. The vent connected to the outflow pipes should be a scrubber.

Why is there no public incinerator?

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Re: Delta Station

Postby Yakumo_Chen » Sun Apr 02, 2017 11:33 am #275395

Research Division has no air alarm
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Re: Delta Station

Postby confused rock » Thu Apr 13, 2017 7:41 pm #280347

powercreep hugbox fans in every airlock are dumb
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Re: Delta Station

Postby Armhulen » Fri Apr 14, 2017 8:40 pm #280770

confused rock wrote:powercreep hugbox fans in every airlock are dumb
Go to bed bro, she's not thinking about you.

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Re: Delta Station

Postby Anonmare » Tue May 30, 2017 9:48 pm #301162

Had a few rounds on delta, noticed some things that were bugging me near engineering

Atmospheric solars aren't connected to the powernet, it's also missing a panel on the second-left row.
SM filter is horribly inefficient, I'd recommend losing the filter, replacing it with a bent pipe and putting three gas filters beneath it.
Atmospherics has no easy access to plasma canisters to fill the collectors up.
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Re: Delta Station

Postby oranges » Tue May 30, 2017 10:25 pm #301190

there's no owner for this map, remove it

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Re: Delta Station

Postby BeeSting12 » Tue May 30, 2017 10:36 pm #301197

oranges wrote:there's no owner for this map, remove it

it's being maintained though. i've fixed several bugs on it and i'll continue to do so if noone else wants to, although i know shizcalev is also fixing bugs and that other guy who made the thread for it.
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Re: Delta Station

Postby Okand37 » Mon Oct 23, 2017 8:17 pm #349922

Going to be getting back to work on this hopefully since I'm back on the server. Working on updating the engineering department first, feel free to begin reposting any issues or faults you may have with the map!
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Re: Delta Station

Postby EvilJackCarver » Wed Oct 25, 2017 5:19 pm #350640

My grumble with Delta these days is there's no back way out of/into Atmospherics. Pubby, Meta and even Box all have back entrances into Atmosia, and I know Meta and Box both have a back entrance into the enginebay as well (from the north on Meta, or the west by the SMES room on Box).

As it stands now, the only way into or out of the enginebay without going through space is through the doors at the south end of the enginebay. The only way out of the Atmos department without unwrenching the flaps in the front desk office is through the engineering foyer.
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Re: Delta Station

Postby Okand37 » Thu Oct 26, 2017 12:01 am #350727

EvilJackCarver wrote:My grumble with Delta these days is there's no back way out of/into Atmospherics. Pubby, Meta and even Box all have back entrances into Atmosia, and I know Meta and Box both have a back entrance into the enginebay as well (from the north on Meta, or the west by the SMES room on Box).

As it stands now, the only way into or out of the enginebay without going through space is through the doors at the south end of the enginebay. The only way out of the Atmos department without unwrenching the flaps in the front desk office is through the engineering foyer.


For the engineering area, the only areas I can think that would work for additional doors would be one leading from the containment airlock into the CE's room, or moving the APC and putting an additional door there. The latter might actually work, let me know what you think:
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For atmospherics, it gets a bit trickier. We can either have an external hatch that allows you to enter into the gravity foyer (which wouldn't make a lot of sense) or, more plausible, we could change the rectangular area into a little bridge across the area. This opens up the loop to being sabotaged a bit easier, and makes it easier for individuals to get out of (or into) atmospherics, for whatever good/bad that'll bring. What do you think?
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EDIT: Alternatively, we can add an "emergency escape" tunnel with two reinforced doors on one of the rectangles here.
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Re: Delta Station

Postby Okand37 » Thu Oct 26, 2017 2:41 am #350819

Decided on adding an "emergency exit" to the supermatter chamber that consists of two reinforced airlocks and a small emergency supply in between. It should be easy for atmospheric technicians to get through, but more time consuming for your run-of-the-mill assistant to break through due to the aforementioned.
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Re: Delta Station

Postby EvilJackCarver » Thu Oct 26, 2017 11:09 pm #351072

Oh, when I said enginebay, I Was referring to the SM engine, not the former Singulo. The former Singulo area's fine; there's a maint door at the south end.

I like the idea of the emergency exit in the SM room proper the best. With it that way, there's no "dead end" in Atmosia.
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Re: Delta Station

Postby Doctor Pork » Sat Oct 28, 2017 2:15 am #351472

IS DELTA NOT DEAD ANYMORE YESSSSSS FUND IT
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Re: Delta Station

Postby delaron » Tue Dec 05, 2017 9:01 pm #363486

I mentioned it in ahelp but figure I would also post here. Adding a telecoms supply room or at least the parts to replace TComms when it gets trashed might be a good idea. I think all other stations have it in some form.
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Re: Delta Station

Postby Okand37 » Tue Dec 05, 2017 11:42 pm #363537

delaron wrote:I mentioned it in ahelp but figure I would also post here. Adding a telecoms supply room or at least the parts to replace TComms when it gets trashed might be a good idea. I think all other stations have it in some form.


I can probably fit the supplies into the technology storage area, I'll see what I can do next update batch.
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Re: Delta Station

Postby Hathkar » Sat Jan 13, 2018 9:41 pm #373097

I noticed the captain's and HoP's quarters don't have any secure safes in them. Maybe you could add some?

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Re: Delta Station

Postby Mark9013100 » Sun Jan 21, 2018 6:50 pm #374945

Engineering doesn't have an escape pod like Box and Meta, and there's no incinerator.
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Re: Delta Station

Postby Anonmare » Sun Jan 21, 2018 9:20 pm #374958

Mark9013100 wrote:Engineering doesn't have an escape pod like Box and Meta, and there's no incinerator.

The incinerator is in atmosherics
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Re: Delta Station

Postby NanookoftheNorth » Tue Feb 13, 2018 3:14 pm #380745

I'm not sure if this was mentioned before, but I want to ask about it now. I'd like to make a request to reposition security checkpoints to near the front doors of each department.

This might be a challenge, but I have a reason. From my limited experience with IRL security, security checkpoints are often at the entrance to a facility, not in the center, so the security officers who are on duty can monitor people going in, making sure it's only the right people, and those who don't have clearance have a good reason to be there. Right now it's difficult to stop a clown from entering medbay without being at the regular front desk instead of the security desk.

If it's difficult, I might try my hand at adjusting their placement. Before I even try, why are they where they are in each department? The engineering one makes sense, but the rest of them I feel are at the heart of each department, and it makes me wonder why, since it seems deliberate.
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Re: Delta Station

Postby BeeSting12 » Tue Feb 13, 2018 5:30 pm #380844

Science's is at the entrance and medical's is close enough that it can plausibly be considered overlooking the entrance. No worse than meta's on either map IMO.
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Re: Delta Station

Postby NanookoftheNorth » Tue Feb 13, 2018 6:44 pm #380911

BeeSting12 wrote:Science's is at the entrance and medical's is close enough that it can plausibly be considered overlooking the entrance. No worse than meta's on either map IMO.

I guess I didn't notice science, which is actually better than engineering in my mind. Engineering could have some reinforced windows to view who's coming in similar to science. I feel like this setup is perfect, since security can let them in easily, without letting them into the department outright. I forgot to mention security has a nice set up with their checkpoint as well.

I was mostly thinking of medical and supply, they have their security checkpoints in the center instead of near the entrance. I think the way it's set up in medical is great, as it's easier access for those coming in for emergencies, but I think this also limits the ability for the security officer to do something if someone enters who shouldn't be. It's easier to prevent people entering in the first place compared to get people out.

Cargo, looking at it, is more to observe the cargo techs than to stop people from entering. Maybe that's to ensure they don't order bad stuff?
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Re: Delta Station

Postby Jzoid » Wed Mar 14, 2018 9:20 pm #390792

I've been hating on Delta in OOC but that does nothing to actually make it better
Can we please get an extra one or two cells inside of Security? I know we have some in each department (nice unique feature btw), but I'm not going to risk running to another department to arrest some body.
Also, I understand that we want more departmental interaction, but with the new RnD/Protolathe features we really can't afford to have ORM privatized.

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Re: Delta Station

Postby Denton » Tue Mar 20, 2018 12:58 pm #392645

Jzoid wrote:Also, I understand that we want more departmental interaction, but with the new RnD/Protolathe features we really can't afford to have ORM privatized.

Since "proper" material distribution will probably take a while, I'll try to open a PR today that moves the ORM.
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Re: Delta Station

Postby Denton » Wed Mar 21, 2018 4:00 pm #393042

Nvm we have a freeze now.
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