Delta Station

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Okand37
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Delta Station

Postby Okand37 » Sun Jul 03, 2016 2:47 am #192287

Not much to say really, I decided to start mapping a station for real after messing around for a while to get a feel of it. Started on arrivals and made this, separating customs into a command area leaving the security post as a processing center (replaced ID console with prison, customs has med data + id + crew)

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Re: Delta Station

Postby Atlanta-Ned » Sun Jul 03, 2016 5:32 pm #192419

If you made it so the checkpoint could become mandatory, à la Papers Please, that would be pretty nifty.
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Re: Delta Station

Postby Okand37 » Sun Jul 03, 2016 9:20 pm #192455

A start on atmospherics, including atmospherics very own supermatter shard engine to even the odds between atmospherics and engineering as departments.

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Re: Delta Station

Postby DemonFiren » Sun Jul 03, 2016 9:22 pm #192458

>giving atmos the S&M
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Re: Delta Station

Postby Okand37 » Sun Jul 03, 2016 9:35 pm #192463

DemonFiren wrote:>giving atmos the S&M
snip


It'll be initially boxed up so it doesn't implode every round.
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Re: Delta Station

Postby WJohnston » Mon Jul 04, 2016 7:00 pm #192722

A little bit too much use of warning lines. If you want to make the borders of your room look more interesting, put departmentally themed tile colors down, like blue/white for medbay or red/grey for security. Warning tiles everywhere where they're not needed is kind of ugly.
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Re: Delta Station

Postby Armhulen » Mon Jul 04, 2016 9:27 pm #192757

Finally a map that branches out instead of being the same thing in different spots

also
Atlanta-Ned wrote:If you made it so the checkpoint could become mandatory, à la Papers Please, that would be pretty nifty.

I've always wanted this.

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Re: Delta Station

Postby Okand37 » Tue Jul 05, 2016 12:14 am #192798

WJohnston wrote:A little bit too much use of warning lines. If you want to make the borders of your room look more interesting, put departmentally themed tile colors down, like blue/white for medbay or red/grey for security. Warning tiles everywhere where they're not needed is kind of ugly.


I can definitely tone down the use of caution lines, but most of the areas shown are secure areas or caution areas. Areas where loading/unloading or engineering work is done (ie; arrivals and atmospherics.) I definitely like to try and add spice to things, but it probably isn't great that the only areas I've made available sofar are the main areas with warning stripes.
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Re: Delta Station

Postby DemonFiren » Tue Jul 05, 2016 6:45 am #192913

Try adding the lines exclusively where the actual work is being done?
Generally this means: in front of airlocks.
Department-specific for, say, Cargo this means: in front of the shuttle dock, conveyors, and MULE parking spots.
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Re: Delta Station

Postby Gun Hog » Tue Jul 05, 2016 12:07 pm #192967

Caution lines, in reality, are to mark dangerous areas apart from safe ones. In a professional workshop, you will see them surrounding the machinery and other places you should avoid being unless you are doing work and have appropriate protection. In the same vein, you should arrange your tiles such that they mark the 'work area' of the dangerous machinery in Atmos. They should mean "If you are standing here, you need to have protection and be paying attention else you will get hurt.".

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Re: Delta Station

Postby Anonmare » Tue Jul 05, 2016 7:34 pm #193143

I'd really like it if the SM shard had a mass driver and blast doors to space for you to "safely" get rid of it in case it goes nuclear and wild so it doesn't break up inside.
Though, that doesn't mean you couldn't leave room for sabotage, like say, put the blast doors on a separate APC - one snip to the environmental and those doors ain't opening.
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Re: Delta Station

Postby Okand37 » Tue Jul 05, 2016 10:24 pm #193196

Anonmare wrote:I'd really like it if the SM shard had a mass driver and blast doors to space for you to "safely" get rid of it in case it goes nuclear and wild so it doesn't break up inside.
Though, that doesn't mean you couldn't leave room for sabotage, like say, put the blast doors on a separate APC - one snip to the environmental and those doors ain't opening.


I was thinking about doing that, but it is something I'd add in when I am mapping maintenance around the area, just to see how I need to make it to fit it properly.
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Re: Delta Station

Postby 420weedscopes » Thu Jul 07, 2016 12:00 pm #193670

your arrivals looks pretty much exactly like box
i don't know if that's good or bad but
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Re: Delta Station

Postby Okand37 » Thu Jul 07, 2016 5:06 pm #193736

420weedscopes wrote:your arrivals looks pretty much exactly like box
i don't know if that's good or bad but


Arrivals/departures generally have a 'standard' look to them across the maps, although slightly altered by each mapper generally. Take dream and meta for other examples.

EDIT: Haven't been able to update pictures because my DM went nuts and I had to spend a good six or so hours to recover my map, which I am now having to piece together onto a different map due to broken code. Woo.
Last edited by Okand37 on Thu Jul 07, 2016 5:25 pm, edited 1 time in total.
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Re: Delta Station

Postby Wyzack » Thu Jul 07, 2016 5:10 pm #193740

I thought it looked exactly like meta. I guess Okand is right, they do kinda all look the same
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Re: Delta Station

Postby Okand37 » Thu Sep 22, 2016 6:26 pm #213088

I haven't been doing a good job at keeping pictures up, so here's a preview of the bridge area so far! The basic layout of the entire map is more or less up, if you'd like to see a specific area feel free to ask!

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Bridge includes command center, command chair, council chambers, head of personnels office and bedroom, gateway, E.V.A., teleporter, E.V.A. storage, gravity foyer, gravity generator, telecommunications and telecommunications monitoring, captain's office and captain's quarters with an emergency exit!
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Re: Delta Station

Postby Atlanta-Ned » Thu Sep 22, 2016 7:36 pm #213102

Nitpick alert!

The tables in the corner of the bridge will be unusable due to the computers. More critically, telecommunications is entirely too secure, unless you added windows along the south walls the lead to space (or make that space area into maint)
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Re: Delta Station

Postby Okand37 » Thu Sep 22, 2016 7:43 pm #213104

Atlanta-Ned wrote:Nitpick alert!

The tables in the corner of the bridge will be unusable due to the computers. More critically, telecommunications is entirely too secure, unless you added windows along the south walls the lead to space (or make that space area into maint)


As per the tables, it was on my list to swap the table and computer placement so both could be used, but it seems I forgot... thank you for reminding me! I can definitely do windows that look out into the area between telecommunications and E.V.A.
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Re: Delta Station

Postby Duncdar » Thu Sep 22, 2016 9:39 pm #213125

Nice to see this is still alive! The bridge definitely looks super comfy.
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Re: Delta Station

Postby Okand37 » Thu Sep 22, 2016 10:48 pm #213137

On the topic of things with the letters b r i g in them, here's some previews of the brig and surrounding security areas!

Image Prison wing includes three long term cells and a prison area, a 'sanitarium', a 'processing' center and an escape pod.

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Security includes a fairly basic security design consisting of primary halls, a security desk, three standard cells, a gear room, warden's office, armoury, E.V.A, contraband, interrogation room and viewing, HoS' office (including Lia, the carp!) and bedroom, gulag transferring center, gulag receiving center, and medical bay. Outside of the security area includes a law office complete with a more fleshed out courtroom, and a detective's office right across the hall. The morgue is located nearby for convenience.
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Re: Delta Station

Postby Luke Cox » Fri Sep 23, 2016 6:48 am #213202

A million fucking times better than Dreamstation 10/10 replace dream with this
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Re: Delta Station

Postby pubby » Fri Sep 23, 2016 8:20 pm #213266

I like it! It reminds me of a sleek office building. OfficeStation13 anyone?

Not sure if I like the upper part of the bridge though - it's very hallway-esque. Maybe you could move the telecom lobby down and expand the bridge in that area?

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Re: Delta Station

Postby cocothegogo » Sat Sep 24, 2016 2:30 pm #213359

telecoms is too secure, nobody will be able to blow comms and one of the most popular nuke ops strats is kill
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Re: Delta Station

Postby John_Oxford » Sat Sep 24, 2016 5:10 pm #213379

you could push everything back like 6 tiles and put the teleporter between atmos and telecomms and somehow connect it to everything else
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Re: Delta Station

Postby Okand37 » Tue Sep 27, 2016 10:54 pm #214464

Here's an update on the bridge sofar.
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Incorporating some of the ideas to move the teleporter between the gravity generator and telecommunications. Moved E.V.A. to where the teleporter was. Expanded gateway.
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Re: Delta Station

Postby TechnoAlchemist » Tue Sep 27, 2016 11:41 pm #214485

Looks great - but if tcomms is gonna be cold make sure there are double airlocks to it.

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Re: Delta Station

Postby Okand37 » Tue Sep 27, 2016 11:56 pm #214499

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A cool update to a hot topic.

Here's also a preview of the shuttle design, not finished!
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Here is a small, badly taken picture of the captain's quarters! Complete with captain figurine!
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Re: Delta Station

Postby Okand37 » Wed Sep 28, 2016 11:41 am #214620

Pictures will unfortunately likely be grinding to a halt, as my most updated copy of deltastation has gotten corrupted and I didn't have any backups (silly me.)
I'll be redoing some of the map, but expect some areas to change. Security and the bridge will remain similar.
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Re: Delta Station

Postby TheColdTurtle » Wed Sep 28, 2016 1:56 pm #214636

Remember mappers, always make backups. You may 'accidentally' delete it and lose it forever
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Re: Delta Station

Postby Okand37 » Wed Sep 28, 2016 2:04 pm #214637

Been working on getting the bridge back in order. Decided I'd do complete areas at a time this go around. Might decide to put the AI upload where telecomms was instead.
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Re: Delta Station

Postby Wyzack » Wed Sep 28, 2016 3:34 pm #214666

This is seriously the third "I was working on my map and then it got corrupted i lost it all" in the last few weeks.
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Re: Delta Station

Postby Okand37 » Wed Sep 28, 2016 4:21 pm #214687

I'd be a lot happier if mine didn't, wyzack.
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Re: Delta Station

Postby Wyzack » Wed Sep 28, 2016 4:25 pm #214688

Not trying to shame or anything, just frustrated because we could really use some new maps and yours looks awesome. I know how much of a drive-sapping punch in the balls it is to lose hours of hard work
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Re: Delta Station

Postby Okand37 » Wed Sep 28, 2016 4:26 pm #214690

It really sucks, but at the least it opens up some opportunity to change things around, and I'll be able to more easily incorporate a few minor areas I didn't have space for (auxiliary mining base, for example.)
Now that I've really figured out how to set up everything from access to cameras to areas to power and so forth, it shouldn't take me nearly as long to get areas working back up especially when I already have a rough idea of how I had it all. I'll also be making sure to save backups regularly from now on.
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Re: Delta Station

Postby lzimann » Wed Sep 28, 2016 6:11 pm #214781

Wyzack wrote:This is seriously the third "I was working on my map and then it got corrupted i lost it all" in the last few weeks.


I think it's quite easily to byond corrupt your map files... always keep your maps backed up!

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Re: Delta Station

Postby Wyzack » Wed Sep 28, 2016 6:15 pm #214784

Yeah it seems like it is probably a common issue with DreamDeamon or whatever the mapping tool is called
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Re: Delta Station

Postby Anonmare » Wed Sep 28, 2016 6:41 pm #214799

Yeah it gets more corrupt more than a Politician. I had a 20 pop small map I was working on that got corrupted and lost and I lost my drive to re-make it.
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Re: Delta Station

Postby Okand37 » Wed Sep 28, 2016 7:59 pm #214827

To my great relief (and perhaps some of yours) I've managed to find a random copy I had floating around in a file completely absent named. While it was before I started working on atmospherics or decorating, the layout is still existent! Hurray!
With the new bridge design I was working on earlier, I've had to scoot down some of the station (cargo, civil, departures, chapel) but in turn have been able to add room for a proper gateway and the auxiliary mining base platform! Still have a lot to work to do what with needing to do atmos, the power grid, and other mechanics (doors, cameras, airalarms/apcs, etc) but we're well on our way to recovery.
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Re: Delta Station

Postby Okand37 » Fri Sep 30, 2016 12:08 am #215044

Here's the bridge (again) sofar! I made some updates and added a lower section. Telecoms is now more appropriately fitted and balanced.
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Re: Delta Station

Postby Okand37 » Sun Oct 02, 2016 12:25 am #215303

The bridge is complete! I'll be working on the security area next, so stay tuned for more pictures!
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Re: Delta Station

Postby Anonmare » Sun Oct 02, 2016 12:58 am #215305

I like the colour-coded servers, it makes it easier to identify a server at a glance.
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Re: Delta Station

Postby Okand37 » Tue Oct 04, 2016 11:41 pm #215764

Security is coming along nicely! Still need to do the prison, courtroom and law office areas.
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Disclaimer: A maintenance door was moved where the robust plaque was, and the robust plaque was moved one tile to the left.
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Re: Delta Station

Postby allura » Tue Oct 04, 2016 11:55 pm #215767

make a better detectives office

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Re: Delta Station

Postby Anonmare » Wed Oct 05, 2016 3:15 am #215798

Is that an automated implanter near the top-left? I've never seen them used ingame outside of away missions.
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Re: Delta Station

Postby Okand37 » Wed Oct 05, 2016 4:02 am #215811

Anonmare wrote:Is that an automated implanter near the top-left? I've never seen them used ingame outside of away missions.


Its the gulag teleporter. I was thinking of putting an implanter in the re-education chamber, but I have to think about whether how much it would be abused or not.
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Re: Delta Station

Postby XDTM » Fri Oct 07, 2016 6:41 am #216325

Does the magicarp in the HoS office actually shoot magic bolts?
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Re: Delta Station

Postby Okand37 » Fri Oct 07, 2016 4:18 pm #216394

XDTM wrote:Does the magicarp in the HoS office actually shoot magic bolts?


Its just a reskinned cayenne. Its red because I figured the skin would be more fitting for security, opposed to the regular space carp purple.
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Re: Delta Station

Postby Okand37 » Sat Oct 08, 2016 9:08 pm #216672

In other news, security and its civilian corresponding areas have been finished.
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Re: Delta Station

Postby allura » Sun Oct 09, 2016 6:15 am #216872

make a better detectives office

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Re: Delta Station

Postby Okand37 » Mon Oct 10, 2016 9:49 pm #217529

Medical is coming along nicely! You may be curious as to why the medical in this photo looks very different than the corner you can see in the top left of the security photo, and that is because I am redoing it entirely to make it more unique and in tune with the style of the map.
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