Delta Station

Mapping Ideas and Sprite Galleries

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TribeOfBeavers
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Re: Delta Station

Postby TribeOfBeavers » Mon Oct 10, 2016 10:24 pm #217540

It looks quite nice! It has a lot of space compared to box and metastation, which end up quite crowded when a lot of people get injured at once.


Would it be possible to add a disposals unit to genetics? The tables end up covered in DNA injectors without one.



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Re: Delta Station

Postby pubby » Tue Oct 11, 2016 1:16 am #217587

The best looking part of BirdBoat is the space moat between security and medbay. If you can do something like this then please, please, please, do. It looks extremely nice and is much more interesting than yet another maintenance tunnel.

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Even just vision into surgery and the patient rooms would be enough.

TribeOfBeavers wrote:Would it be possible to add a disposals unit to genetics? The tables end up covered in DNA injectors without one.


Genetics has a mailing tag assigned to it and so it's pretty much a requirement to have a disposals bin there. It's actually really helpful to keep a list of mailing destinations and navbeacons open while mapping so that you can plan for them in your design. Cramming them in later because you forgot sucks.

Also, that detective's office looks damn fine to me. Only thing I would consider changing is moving the front airlock and windows left one tile as that way they're not adjacent to the desk and chairs. Maybe.

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Re: Delta Station

Postby Okand37 » Tue Oct 11, 2016 1:27 am #217591

Unfortunately, I did end up moving medical to the aft-starboard corner, but its still fairly close to security. I've finished room designs, and started on the passage leading into virology
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However, since I'll likely be having arrivals and cargo up top, I might do a sort of moat between cargo and security, but I'll have to think about how that would end up in revolution gamemodes.
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Re: Delta Station

Postby Okand37 » Tue Oct 11, 2016 7:59 pm #217723

As the map continues to grow and expand, I've mostly just shown specific areas. Here's a rundown of the completed areas to give you an idea of how the size of the map is going to be sofar. It'll generally be med-to-high pop.
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There's still a lot of work to be done, but hopefully this'll give an idea of how the map will be scaled.
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Re: Delta Station

Postby Okand37 » Tue Oct 11, 2016 10:47 pm #217768

Updated the shuttle to accompany for more space and seats.
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Re: Delta Station

Postby Wyzack » Tue Oct 11, 2016 10:51 pm #217770

In terms of neat hidden stuff around the station are you leaning more towards meta which has lots of stuff, or box which is very minimalist?

I prefer the metastation style of thinking where there is all kinds of neat things hidden around such as in maint. My favorite part of the late Discstation was the spacebucks derelict coffee shop in maint. Any plans for cool stuff like that?
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Re: Delta Station

Postby Okand37 » Tue Oct 11, 2016 11:08 pm #217773

Wyzack wrote:In terms of neat hidden stuff around the station are you leaning more towards meta which has lots of stuff, or box which is very minimalist?

I prefer the metastation style of thinking where there is all kinds of neat things hidden around such as in maint. My favorite part of the late Discstation was the spacebucks derelict coffee shop in maint. Any plans for cool stuff like that?


I have quite a lot of plans for maintenance, as you can already see I'm going for a more birdboat styled 'half constructed area' look, and there is a lot of fun stuff planned for maintenance... but telling you would be spoiling it!
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Re: Delta Station

Postby Okand37 » Thu Oct 13, 2016 1:19 am #218057

Cargo is coming along nicely. Mostly just need to finish up with equipment/doors. Surprisingly took a quick amount of time to make. I'm hoping the shuttle dock area will turn out to give way for some interesting gameplay.
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Re: Delta Station

Postby Archie700 » Fri Oct 14, 2016 6:30 pm #218563

It looks like perma prisoners can escape to cargo if they're fast enough to break the windows.

Might prove interesting to have a major department so close to perma.

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Re: Delta Station

Postby DemonFiren » Fri Oct 14, 2016 7:15 pm #218576

Gives me all the excuse to guncargo that I need.
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Re: Delta Station

Postby Anonmare » Fri Oct 14, 2016 9:46 pm #218624

You might wnanna put in an alternate power source. Emitter beams destroy SM shards for some godawful reason.
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Re: Delta Station

Postby Okand37 » Fri Oct 14, 2016 9:46 pm #218625

Anonmare wrote:You might wnanna put in an alternate power source. Emitter beams destroy SM shards for some godawful reason.


It actually seems the fire is doing it.
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Re: Delta Station

Postby Not-Dorsidarf » Sat Oct 15, 2016 10:10 am #218752

Archie700 wrote:It looks like perma prisoners can escape to cargo if they're fast enough to break the windows.

Might prove interesting to have a major department so close to perma.


Perma prisoners can run from the perma brig to the unlocked airlocks at arrivals through space if they're fast enough on both box and meta, but I dont think theyd actually have enough time to smash an rwindow and grille before they were too slow to make it in against airpressure.
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Re: Delta Station

Postby allura » Wed Oct 19, 2016 4:20 am #219560

nevermind, go back to the old detective's office

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Re: Delta Station

Postby ThanatosRa » Fri Oct 21, 2016 10:34 pm #220301

maybe it's weird of me but I like the long sweeping halls.
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Re: Delta Station

Postby Bawhoppennn » Sat Oct 22, 2016 6:34 am #220357

It looks like you are using the incorrect path for your shuttle walls, you should be using the /turf/closed/wall/mineral/titanium path for them, as opposed to the generic path. Never use the overspace variant of it either, as it will break visually during transit. Same case for the syndie looking shuttle walls (plastitanium)
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Re: Delta Station

Postby Okand37 » Sun Oct 23, 2016 3:49 am #220610

Bawhoppennn wrote:It looks like you are using the incorrect path for your shuttle walls, you should be using the /turf/closed/wall/mineral/titanium path for them, as opposed to the generic path. Never use the overspace variant of it either, as it will break visually during transit. Same case for the syndie looking shuttle walls (plastitanium)


I'm using the mineral paths.
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Re: Delta Station

Postby Bawhoppennn » Sun Oct 23, 2016 3:52 am #220611

Still don't use the overspace ones though regardless
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Re: Delta Station

Postby Okand37 » Mon Oct 24, 2016 9:22 pm #220976

Haven't been doing a good job at keeping pictures up lately, again. Here's a picture of science/med, just finishing up science then moving onto engineering.
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Re: Delta Station

Postby Okand37 » Mon Oct 24, 2016 9:25 pm #220977

Here is also a picture of the new syndicate recon outpost + shuttle!
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Re: Delta Station

Postby Raphaella » Mon Oct 24, 2016 11:51 pm #221009

i've already told you but i like the syndie post too much. IT'S SO NICE AAAAH

also the shuttle floor not being a pure-red eyesore makes it look 500 times better
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Re: Delta Station

Postby ShadowDimentio » Tue Oct 25, 2016 12:59 am #221019

It seems really roomy, which is a welcome change.
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Re: Delta Station

Postby Okand37 » Wed Oct 26, 2016 2:07 pm #221382

Custodial and hydroponics still need to be finished, but here's the service area, complete with staff 'backstage'
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Hydroponics
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>not liking the superior black and grey alternating tiles for the bar
Last edited by Okand37 on Wed Oct 26, 2016 3:41 pm, edited 2 times in total.
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Re: Delta Station

Postby ShadowDimentio » Wed Oct 26, 2016 2:24 pm #221387

That bar flooring is unacceptable
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Re: Delta Station

Postby DemonFiren » Wed Oct 26, 2016 3:03 pm #221394

Freezer, too.
Freezers should be bathroom tiles.
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Re: Delta Station

Postby Anonmare » Wed Oct 26, 2016 5:02 pm #221427

I do like the backstage area for the service staff, it does make service feel more like an actual department instead of disconnected terrorist cells. I'd actually put two service headsets in the theatre area for the Clown and Mime to make them honourary members of Servictopia
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Re: Delta Station

Postby DemonFiren » Wed Oct 26, 2016 5:34 pm #221437

I would replace that bedroom with a lounge, though.
Enough tables and seats for plotting in the unlikely event conversion antags work together.
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Re: Delta Station

Postby pubby » Wed Oct 26, 2016 6:28 pm #221450

Kitchen is far away from hydroponics and the bar which is concerning.

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Re: Delta Station

Postby Okand37 » Wed Oct 26, 2016 6:52 pm #221456

pubby wrote:Kitchen is far away from hydroponics and the bar which is concerning.


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I wouldn't say three tiles is far away in terms of kitchen to botany, as it allows room for the proper foyer entrance that I find to be cool. Bar doesn't usually need anything from hydroponics, and its about as long a walk as it is from the bar to hydroponics on metastation. Added in counters for convenience, however.
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Re: Delta Station

Postby Anonmare » Wed Oct 26, 2016 7:17 pm #221461

I think the APC and air alarm in the Theatre backstage might be unreachable with the vending machines in the way, might need to rejigger a few things around.
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Re: Delta Station

Postby Okand37 » Wed Oct 26, 2016 7:17 pm #221462

Anonmare wrote:I think the APC and air alarm in the Theatre backstage might be unreachable with the vending machines in the way, might need to rejigger a few things around.

Most machines would be unreachable if you set them on the tile behind computers. However, most of the time, like the ones shown in all the pictures, are actually on the tile of the machine and are pix x/y edited to go back on the wall. This makes it so not only can you access it, you can only see it from inside of the room opposed to outside.
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Re: Delta Station

Postby pubby » Wed Oct 26, 2016 8:38 pm #221478

Okand37 wrote:I wouldn't say three tiles is far away in terms of kitchen to botany, as it allows room for the proper foyer entrance that I find to be cool.

I was measuring the distance from the microwaves.

Maybe give the chef a plant bag? That would make carrying ingredients from the fridge to the big table easier.

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Re: Delta Station

Postby Not-Dorsidarf » Wed Oct 26, 2016 11:08 pm #221527

You have 3 of the same pot plant in one hallway, you have committed a crime against Skyrim and her peoples
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Re: Delta Station

Postby Alipheese » Thu Oct 27, 2016 1:51 am #221566

What are the 2 rooms in medbay that are dusty/old storage?

Service is beautiful. The connecting hallway is amazing.
Just opinion as I've played botantist alot, the gene machine is almost always used constantly And a corner doesn't work that well.
Otherwise I'm absolutely loving the station.

Trays can be used to transport plantstuff pubby.
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Re: Delta Station

Postby Okand37 » Thu Oct 27, 2016 4:25 pm #221703

Alipheese wrote:What are the 2 rooms in medbay that are dusty/old storage?

They're mostly buffer room to keep the proper square grid-base, they have some spare medical supplies as well and leave room for future development.

Alipheese wrote: Service is beautiful. The connecting hallway is amazing.
Just opinion as I've played botantist alot, the gene machine is almost always used constantly And a corner doesn't work that well.
Otherwise I'm absolutely loving the station.

I'm glad you're liking it, I really think the service hall 'backstage' will be a lot of fun. I've moved the plant dna machine over near the door, and moved the seed/plant machines near the middle for easier access, too!
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Re: Delta Station

Postby Okand37 » Thu Oct 27, 2016 5:06 pm #221712

I tried to make a picture of all the map sofar. Its not the best quality, but it gives some clarity.
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Re: Delta Station

Postby Alipheese » Fri Oct 28, 2016 2:47 am #221882

Okand37 wrote:I tried to make a picture of all the map sofar. Its not the best quality, but it gives some clarity.
Image

Virology keeps getting cut or hasn't been made?
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Quotes.
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PKPenguin321 wrote:holy shit that engineering setup
that man deserves a medal


Anonmare wrote:Gee Engie, why does your mom let you have TWO singulos?


The Legend of Scrubs, MD
You are a traitor!
Your current objectives:
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Objective #2: Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody.

Cuboos wrote:> That god damn engineer who let the singularity loose was a traitor and the only reasonable person on that whole entire station.

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Re: Delta Station

Postby Okand37 » Fri Oct 28, 2016 5:30 am #221911

Alipheese wrote:
Okand37 wrote:I tried to make a picture of all the map sofar. Its not the best quality, but it gives some clarity.
snip

Virology keeps getting cut or hasn't been made?


Image
Just finished virology. (mostly, still have some windows and whatnot to do)
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Re: Delta Station

Postby DemonFiren » Fri Oct 28, 2016 9:14 am #221943

I'm kinda unhappy with how far the treatment rooms are from the lab.
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Re: Delta Station

Postby Gun Hog » Fri Oct 28, 2016 1:23 pm #221977

I cannot see Science in much detail, but I must ask: What are all the computers in the RD's area? If the four in his office are the borg, mech, AI fixer, and ID computers, what are the three in his quarters? Is one a modular computer, and another a security camera console for the department and AI? What would the last one be?

The mech bay in Robotics is unusually huge. You have a lot of empty space allocated to Robotics as well. Maybe you could add some sort of gimmick there to make better use of it? Barring that, expand the surgery area by spacing out the equipment on one end (but still allowing the surgeon to reach all the tools from one spot) of the room.

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Re: Delta Station

Postby Alipheese » Fri Oct 28, 2016 1:38 pm #221979

Virology looks top quality. No one ever uses the treatment rooms so that's quite fine DemonFiren.
Corner table for actual space 10/10. Pliant room from the hallway and connecting doors 10/10.
No longer have 10 people storming viro messing up your work instantly.
If a xeno comes in you arent protected by a simple door thats one click away. You got a hallways worth.
Jayne Staymates seal of approval for the virology lab.
Tell me how good or bad of an Admin I was!

Screenshots.
Spoiler:
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Quotes.
Spoiler:
PKPenguin321 wrote:holy shit that engineering setup
that man deserves a medal


Anonmare wrote:Gee Engie, why does your mom let you have TWO singulos?


The Legend of Scrubs, MD
You are a traitor!
Your current objectives:
Objective #1: They mocked you in life, a lesser janiborg they said. Now they shall know terror.
Objective #2: Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody.

Cuboos wrote:> That god damn engineer who let the singularity loose was a traitor and the only reasonable person on that whole entire station.

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Not-Dorsidarf
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Re: Delta Station

Postby Not-Dorsidarf » Sun Oct 30, 2016 12:51 am #222350

Not a fan of that Holodeck, why does it have a space moat? Just makes it stick out more and now even antagonists wont use it.
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crux
 
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Re: Delta Station

Postby crux » Wed Nov 02, 2016 11:26 pm #223186

loving this station. it might take metastation's place as my favorite if you keep up this excellent work. hang in there! mapping can be a hassle but we know you can do it. this'll be great.

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Okand37
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Re: Delta Station

Postby Okand37 » Sun Nov 06, 2016 4:55 am #223870

Late to posting, but here's engineering and atmospherics!
Prepare for trouble... and make it double...
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Are you being the neighbour Mr. Rogers would've wanted you to be?

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Anonmare
 
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Re: Delta Station

Postby Anonmare » Sun Nov 06, 2016 8:31 am #223879

Atmos techs are useful, useful, useful, useful, useful, useful!
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Okand37
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Re: Delta Station

Postby Okand37 » Mon Nov 21, 2016 7:37 pm #228812

While I do not have any pictures, I do have news!

The only things remaining to do are areas, the scrubber network and the air supply network! Yippee!
Are you being the neighbour Mr. Rogers would've wanted you to be?

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MrAlphonzo
 
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Re: Delta Station

Postby MrAlphonzo » Mon Nov 21, 2016 7:58 pm #228817

The clown can grab the electric guitar at roundstart.

I thought I could trust you.
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letshavecake
 
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Re: Delta Station

Postby letshavecake » Tue Nov 22, 2016 3:53 am #228927

Please don't let the entire bar area look like a food court
The problem with other maps giving the bartender and chef a shared workspace is that every bar looks like an elementary school lunch room
You have enough space between them, don't repeat their mistakes

Also the main cargo area is a bit too huge and open, it would help if it was slightly segmented with a small wall or two in the middle, so it could keep it's open feeling but not be a big empty field
There's also only one small maint area connected to the entire department that only leads to arrivals, very dishonorabru, the totally legal and above board cargo workers already have it have it hard enough running their completely honest business

And actually now that I look at it, that maint bar&grill is WAY too close to the actual service area
There's room on the station for both, they don't need to be right across the hall from each other

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Okand37
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Re: Delta Station

Postby Okand37 » Tue Nov 22, 2016 5:25 pm #229048

MrAlphonzo wrote:The clown can grab the electric guitar at roundstart.

I thought I could trust you.


Bwauhuahuha!


letshavecake wrote:Please don't let the entire bar area look like a food court
The problem with other maps giving the bartender and chef a shared workspace is that every bar looks like an elementary school lunch room
You have enough space between them, don't repeat their mistakes

Also the main cargo area is a bit too huge and open, it would help if it was slightly segmented with a small wall or two in the middle, so it could keep it's open feeling but not be a big empty field
There's also only one small maint area connected to the entire department that only leads to arrivals, very dishonorabru, the totally legal and above board cargo workers already have it have it hard enough running their completely honest business

And actually now that I look at it, that maint bar&grill is WAY too close to the actual service area
There's room on the station for both, they don't need to be right across the hall from each other


The area is supposed to be a shared social center, and was my intention to make it look like a cafeteria. I think it looks nice and I don't like the zone being separated for interaction purposes.

I might fiddle with the cargo area later, but I also like it being open as thats its purpose. I'll see about adding another door if I go into restructuring it.

Its not really too close, but its supposed to be in the general area of the regular bar/kitchen. They don't need to be right across the hall, but I want them to be.

In other news, there will be quite a lot of other fun stuff in maintenance to view once the station is done!
Are you being the neighbour Mr. Rogers would've wanted you to be?

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MrAlphonzo
 
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Re: Delta Station

Postby MrAlphonzo » Tue Nov 22, 2016 10:24 pm #229109

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"
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