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Station Map

Posted: Mon Aug 14, 2017 8:46 pm
by onleavedontatme
I realized at some point I'd probably have to do this myself and have been kicking around ideas for it/trying to figure out how to best tackle actually going about a multi z map. Finally started actually mapping today, and started with the bridge (which is obviously set underground).

Image

The bridge will probably be underneath the gateway/shuttle landing platform, which will be the only part of the jungle Z that doesn't break to chasm so you can't just fall into it.

Tried to make the bridge have plenty of cover/be a fun place to have gunfights in but I'm also worried I may have gone overboard, so feedback is welcome.

Re: Station Map

Posted: Tue Aug 15, 2017 3:43 am
by kevinz000
Please GitHub this so people can propose changes
Er if you want that lol.

Re: Station Map

Posted: Tue Aug 15, 2017 3:51 am
by BeeSting12
This actually looks pretty nice for firefights. I'd like to request the airlock-style sorta entryways that most other station's bridges have so I don't have to baton down a greyshit every time I enter.

Re: Station Map

Posted: Tue Aug 15, 2017 3:52 pm
by pubby
The downside of an isolated bridge is that there's less reason to be in there. Less activity in the bridge means less firefights. It's a problem my map has too.

Speaking of isolation, be cognizant that dead-end rooms see less traffic than through-rooms, so it's likely that the office on the left will go completely unused. It might be interesting to connect that room to maint, as that would create a sneaky entrance into the bridge.

I don't want to focus too much on appearance, but you could really do with making everything larger and more grand.

Re: Station Map

Posted: Tue Aug 15, 2017 4:31 pm
by onleavedontatme
pubby wrote:The downside of an isolated bridge is that there's less reason to be in there. Less activity in the bridge means less firefights. It's a problem my map has too.

Speaking of isolation, be cognizant that dead-end rooms see less traffic than through-rooms, so it's likely that the office on the left will go completely unused. It might be interesting to connect that room to maint, as that would create a sneaky entrance into the bridge.

I don't want to focus too much on appearance, but you could really do with making everything larger and more grand.
I'm aiming for it to not be too isolated. The bridge is still dead center of the map and will have an elevator near by though that is obviously not apparent yet in the pictures.

Office will probably be unused yeah, though I think that is true of most of the head meeting offices.

Most of my maps end up gigantic/empty (see: space battle away mission) so I may have overcompensated and made it a bit small.

Re: Station Map

Posted: Tue Aug 15, 2017 4:45 pm
by onleavedontatme
Image

The shuttle platform sits pretty much directly over the bunker, and is surrounded by a main hall loop where various departments will have their front facing windows. The RD and HoP offices both connect to an elevator that will be close to the bridge/bunker.

Re: Station Map

Posted: Tue Aug 15, 2017 4:48 pm
by ShadowDimentio
>>>>>>>>>>4 WIDE HALLS

BREAKING NEWS: LOCAL ADMIN BREAKS LAW OF NATURE, IS LYNCHED

@Bridge

The entrances need a double airlock. Swap the locations of the meeting room and the AI upload. Remove any of the double walls, and make the rooms box shaped like they always are.

Re: Station Map

Posted: Tue Aug 15, 2017 4:55 pm
by onleavedontatme
Whoops, glad you caught the four wide thing before it became impossible to fix

Re: Station Map

Posted: Tue Aug 15, 2017 6:29 pm
by Not-Dorsidarf
Rooms dont need to be made square its not really important there, but the airlock door thing is really mandatory, unless the whole bunker area is alrady command only

Re: Station Map

Posted: Tue Aug 15, 2017 6:36 pm
by onleavedontatme
Was gonna put the second set of doors on the other end of the bridge once I figured out how long they would be

Re: Station Map

Posted: Tue Aug 15, 2017 11:43 pm
by Tokiko2
Don't forget to adjust the baseturfs!

Re: Station Map

Posted: Wed Aug 16, 2017 5:02 am
by pubby
I'm liking it.

The HoP office could use a little indentation like this:

Image

It adds coziness and the paper bin is convenient for mimes.

Re: Station Map

Posted: Wed Aug 16, 2017 9:49 am
by DireVictory
looking good! Gives me dungeon keeper 2 vibes for some reason. Is there a way for players to create up/downstairs?

Re: Station Map

Posted: Wed Aug 16, 2017 11:18 am
by onleavedontatme
DireVictory wrote:looking good! Gives me dungeon keeper 2 vibes for some reason. Is there a way for players to create up/downstairs?
Not yet but letting players create ladders is probably something I'm going to have to add
pubby wrote:I'm liking it.

The HoP office could use a little indentation like this:
Will try to fit one in, not sure if I left myself any space though

Re: Station Map

Posted: Wed Aug 16, 2017 4:35 pm
by Qbopper
unless you did some reworking and changed the 4 tile hallways already you could just pull the office farther into the hall and that would give you some room to set a table in somewhere

Re: Station Map

Posted: Sun Aug 20, 2017 12:40 pm
by Incomptinence
Is the lava moat part of the final design? If so I suggest a small perimeter of regular ground between the lava the walls so people can break into the windows but you can also push them out, they get blown by atmos or accidentally fry themselves when running away. Pretty nerve wracking to navigate as an ash ligger on mining when breaking into mining base so should give greys a thrill.

Re: Station Map

Posted: Fri Aug 25, 2017 4:51 pm
by onleavedontatme
I've not had much time to be on a computer in the last week but I got a bit of science done. Also the lava bridges have windows etc and lead to a hallway but that isn't enough to be worth screencapping.

Image

Image

Re: Station Map

Posted: Fri Aug 25, 2017 9:09 pm
by naltronix
Are you doing ruins?
If you are, are you looking for people to make some of them?

Re: Station Map

Posted: Fri Aug 25, 2017 10:04 pm
by onleavedontatme
Ruins are planned. I would like help with them but if nobody else does them I'll probably end up mapping those as well.

Re: Station Map

Posted: Fri Aug 25, 2017 10:15 pm
by Armhulen
https://github.com/tgstation/tgstation/pull/27153
If someone could revive and work on this, That'd be really awesome

Re: Station Map

Posted: Fri Aug 25, 2017 10:44 pm
by pubby
How are ladders going to work? If they activate when you step on them it might be awkward to have them right in front of the RnD door.

Also, don't forget the R-walls.

Re: Station Map

Posted: Fri Aug 25, 2017 10:47 pm
by onleavedontatme
They are activated by clicking.

And I'm going to figure out where to put R-walls after the general shape of everything is done, yeah

Re: Station Map

Posted: Sat Aug 26, 2017 1:17 am
by Tokiko2
Don't forget that you probably want some ramps/lifts for people who are pulling stuff like canisters.

Re: Station Map

Posted: Sat Aug 26, 2017 1:30 am
by Anonmare
R&D is pretty open in my opinion

Re: Station Map

Posted: Sat Aug 26, 2017 1:51 am
by onleavedontatme
Anonmare wrote:R&D is pretty open in my opinion
?
Tokiko2 wrote:Don't forget that you probably want some ramps/lifts for people who are pulling stuff like canisters.
Thanks for reminding me to do this https://github.com/tgstation/tgstation/pull/30202

Re: Station Map

Posted: Sat Aug 26, 2017 3:14 pm
by Anonmare
I mean, it looks a bit too open is what I mean, like there's space not being utilised. I feel like it should be in its own dedicated room but still fairly open (like how box does it).

That's just my opinion at any rate

Re: Station Map

Posted: Sat Aug 26, 2017 8:51 pm
by onleavedontatme
There is a buncha empty space yeah. Not really sure how to rearrange that/hoping players will enjoy it anyway since RD tends to use the extra space for machines.

Re: Station Map

Posted: Fri Sep 01, 2017 2:12 am
by onleavedontatme
Image

Library/Janitor/Disposals/Kitchen are all in the northern bit of the main loop

Image

The DnD room is underground (as is the librarians study). The disposals dumps trash into that pool of lava in the bottom left. The red Xs are what I'm using to stay aligned if that helps.

Librarians secret room looks like shit right now so I'm planning on redoing that. Everything underground will eventually have maint* connecting or surrounding it rather than being in an empty wasteland.

*I might give up and throw it on github and hope someone else wants to map maint though I'm not sure how to make it good

Re: Station Map

Posted: Fri Sep 01, 2017 2:14 am
by Armhulen
The undergound librarian idea is AWESOME but I was hoping it would look different than the rest of the library, other than that this map is doing some really cool stuff like the chasm disposals that connects to janitor's office and stuff

GOOD JOB!

Re: Station Map

Posted: Fri Sep 01, 2017 12:34 pm
by XDTM
I really like the library layout, it feels just right for some reason.

On the other hand, the stairs right in front of the RnD door seem out of place, even a semirealistic workplace wouldn't have a staircase two steps past the entrance. They should ideally be on a niche in the wall somewhere, or on the end of a hallway.

Re: Station Map

Posted: Sat Sep 02, 2017 2:02 am
by pubby
This is such a minor point, but having disposals connect to a well-lit hallway diminishes its mystique. Maybe connect it to a maint tunnel instead.

It's been fun watching your progress.

Re: Station Map

Posted: Sat Sep 02, 2017 2:43 am
by onleavedontatme
pubby wrote:This is such a minor point, but having disposals connect to a well-lit hallway diminishes its mystique. Maybe connect it to a maint tunnel instead.

It's been fun watching your progress.
I guess it wouldn't be much trouble to mirror the room and put the door on the other side

Re: Station Map

Posted: Mon Oct 30, 2017 6:10 pm
by Okand37
As per Kor's request and noted in the planetstation development thread, I'll be taking over the mapping duty for planetstation's cavern (underground) and jungle (surface) z-levels. As an idea of what the project might look like, here's a bit of a teaser of Kor's previous bridge area compared to the recent (details not finished/finalized). The cavern level will feature predominately darker tiles and colours whereas the upper will focus on lighter colours to reflect their relation.

(Old) Kor's Bridge Bunker
Spoiler:
Image
New Bridge Bunker
Spoiler:
Image

Re: Station Map

Posted: Mon Oct 30, 2017 6:47 pm
by BeeSting12
I think you put firelocks on top of the airlocks in some places

Re: Station Map

Posted: Thu Nov 09, 2017 8:42 pm
by Okand37
An update on progress, the bridge area z-levels for surface and cavern levels are more or less mapped out. Proper electronics, atmospherics, cords, piping, etc to come later. Red landmarks are placed to show how the map parts line up with each other to ease viewing.

Lower Level:
Spoiler:
Image
Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Wed Nov 15, 2017 6:54 am
by Okand37
The next department being mapped is security. The surface level will feature a more dynamic and unique layout (to some extent) from what is regularly seen on our most played stations. Proper electronics, atmoshperics, cords, piping, etc to come later. The lower level will feature the permanent brig, a morgue, a sanitarium and infirmary, and the "education" chamber.

Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Wed Nov 15, 2017 12:06 pm
by Calibraptor
pubby wrote:The downside of an isolated bridge is that there's less reason to be in there. Less activity in the bridge means less firefights. It's a problem my map has too.

Speaking of isolation, be cognizant that dead-end rooms see less traffic than through-rooms, so it's likely that the office on the left will go completely unused. It might be interesting to connect that room to maint, as that would create a sneaky entrance into the bridge.

I don't want to focus too much on appearance, but you could really do with making everything larger and more grand.
Dead-end flavor rooms aren't always a bad thing, antags need their murderous hidey holes.

Re: Station Map

Posted: Tue Nov 21, 2017 6:57 am
by Okand37
The medical department will be a bit more dynamically shaped in that instead of focus behind shifted to one side, it is angled with two entrances in a way that should allow medical to have more diverse coverage and interaction spread throughout the department. The morgue, virology, and additional assets will be featured on the lower level. With the new science updates leaving scientists with less full-interaction duties with a possible shift of toxins to atmospherics and techwebs being more of a passive design, genetics may be moved to science while cloning will stay under the medical department.

Upper Level:
Spoiler:
Image
Medical will, additionally, be featured as being directly across (or under) security, which should allow for an interesting flow of gameplay dynamic. The two departments will have a joint security checkpoint on the left end of the hall which will feature an airlock that players can use to exit the station and enter the outside jungle area.
Spoiler:
Image

Re: Station Map

Posted: Tue Nov 21, 2017 7:26 am
by ShadowDimentio
>Armory has a wall pressed up against main/the outside

Not ok. The rest looks good though.

Re: Station Map

Posted: Tue Nov 21, 2017 9:32 am
by Okand37
ShadowDimentio wrote:>Armory has a wall pressed up against main/the outside

Not ok. The rest looks good though.
Subject to change. I haven't decided exactly how I'm going to do that area since I still have to do the exterior of the station after the rest of the station itself is done.

Re: Station Map

Posted: Tue Nov 21, 2017 2:46 pm
by SpaceInaba
that medical waiting room is adorable

Re: Station Map

Posted: Tue Nov 21, 2017 7:05 pm
by onleavedontatme
ShadowDimentio wrote:>Armory has a wall pressed up against main/the outside

Not ok. The rest looks good though.
The three main maps in rotation (box/meta/delta) all have an armory bordering space though.

Re: Station Map

Posted: Tue Nov 21, 2017 7:07 pm
by captain sawrge
Okand37 wrote:
ShadowDimentio wrote:>Armory has a wall pressed up against main/the outside

Not ok. The rest looks good though.
Subject to change. I haven't decided exactly how I'm going to do that area since I still have to do the exterior of the station after the rest of the station itself is done.
Plese ignore all of shadowdimentios criticisms it baffles me he can still figure out how to use a comuter i think he might e some sort of neural network that just spits out the worst possible ideas

Re: Station Map

Posted: Wed Nov 22, 2017 3:15 am
by Okand37
As a bit of a fun aside project away from the main departments, I decided to start on the library. I'll be carrying over the same idea that the game room and librarian's personal study will be located on the cavern level for aesthetic purposes.

Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Sat Nov 25, 2017 10:54 pm
by Okand37
A quick update on the library. I wanted to start on the service department, but due to the library's width I couldn't see a plausible way of shoving it all on the right side of what will be the hall leading up/from arrivals. I decided to get a bit creative and merged the bar with the library in an attempt to create a "net cafe." I believe the fusing of these two areas will make the library a bit more of a circulated place due to its close proximity to the "net cafe." Hydroponics and the kitchen will be featured across the hall on the right side.

Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Sat Dec 02, 2017 10:10 pm
by Okand37
Some more updates on the service department. As I was still being rather indecisive with how the library was strewn out, I took a break and started working on the other half of the service department and have made the food court, kitchen and kitchen coldroom, as well as the theatre and its backstage. Hydroponics will be featured to the right of the kitchen, possible adjustments to come. The net cafe has had a slight adjustment made to it, while the library itself has been overhauled completely.

Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Sun Dec 03, 2017 1:43 am
by Okand37
Today has been fairly productive. I started working on hydroponics and settled with a layout I'm fairly happy with. There will be windoors separating the counter between the kitchen and hydroponics as well as a maintenance door where the plating opening in the wall is in the hydroponics room.

Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Wed Dec 06, 2017 6:12 am
by Okand37
After taking a small break from development, I decided to start working on the cargo department today and have more or less finalized it. The miner's shuttle pod has been replaced with an express elevator down to hell, guaranteed to get you to your destination without power failure along the way or your money back! As opposed to the regular "lower-level" which the other elevators will bring you to, the mining elevator will bring you down to a lavaland on a different z-level in a separate part of the underground.

Upper Level:
Spoiler:
Image

Re: Station Map

Posted: Thu Dec 07, 2017 9:43 pm
by ShadowDimentio
Kor wrote:
ShadowDimentio wrote:>Armory has a wall pressed up against main/the outside

Not ok. The rest looks good though.
The three main maps in rotation (box/meta/delta) all have an armory bordering space though.
Space requires special equipment to enter and not die to, the outside on planetstation has no such requirement (as far as I know).

As for the other stuff, I like the designs but the library/bar and hydro are EXTREMELY cramped. Imagine 3 botanists trying to work in that space, or 5 people bumbling around in the bar. Just not much room to move without running into someone.

Re: Station Map

Posted: Fri Dec 08, 2017 5:07 am
by Okand37
Not a lot, but as most people seemed warm to the idea of the waste disposal line running through the custodial storage room, I decided to move the janitor's office close to cargo and add the waste disposal line. The chasm will lead down to the second level underground to a small trash compactor room of sorts.

Upper Level:
Spoiler:
Image