BeeStation-Hornet
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Dead station
About The Pull Request
DeadStation is designed for exactly what the name implies, deadpop. It's focused around drawing people as quickly as possible into central/core areas of the station and making sure that players are able to see one another. On top of that there is a whole ton of maintenance space for you all to do evil things to one another. Primary features include...
- multi-deck configuration that was included in design, meaning it shouldn't feel haphazard or ramshackle mechanically.
- A unique supermatter engine configuration
- Service-centric layout, encouraging passage around or through the bar/kitchen.
- Centrally located science department to encourage additional traffic in core areas of the station.
- Upper deck usage for ancillary department areas such as xenobiology, toxins, nanite lab, and chemical factory.
Why It's Good For The Game
There are low-population maps, but for the most part they don't really focus on encouraging traffic around the station so you can see other players. In theory this should help with that. It also follows a more traditional footprint than Kilo or Pubby does. It also adds a true designed and built multi-z map, providing additional diversity from existing maps. Extensive maintenance space also provides plenty of areas for crime to happen even with a design that encourages player interaction.
Testing Photographs and Procedure
Screenshots&Videos
Changelog
:cl: add: Adds a new station (Deadstation) /:cl:
Alright, just to be clear, the current status of this is that it is ready for a play-test. It is, currently, as complete as I can make it on my own without in-depth understanding of every job (or the patience to test it all myself).
_maps/map_files/DeadStation/Deadstation.dmm:10963:error: invalid variable name: harm_intent_damage WARNING: Found potential invalid file reference to _maps/map_files/Deadstation/Deadstation.dmm in _maps/_maps/deadstation.json WARNING: Found potential invalid file reference to _maps/map_files/Deadstation/Deadstation2.dmm in _maps/_maps/deadstation.json
Eh its actually normal for the hos spider to be a bat juust remove the single var on it that is long not a thing anymore but somehow still keeps showing up
En short harm intend damage
there were already pictures in the pictures and video dropdown of the PR.
With our current map rotation we can't have this enabled.
And if we can't have this enabled what's the point of having the map?
Multi-Z wires still don't work, power on the lower deck can't be transferred to the upper deck yet.
With our current map rotation we can't have this enabled.
Why can't we?
Multi-Z wires still don't work, power on the lower deck can't be transferred to the upper deck yet.
They work. I tested them.
With our current map rotation we can't have this enabled.
Why can't we?
Multi-Z wires still don't work, power on the lower deck can't be transferred to the upper deck yet.
They work. I tested them.
I think he means that there's too many maps on rotation? Because Tubestation and Corgstation are being merged first.
We have a lot of map PRs right now, so this might take some time to get through
Ok I've checked the map, and first thing that was very evident is that the Z-layer is in two different maps, while this is a system used in other places, Beestation can support maps with Z layers, you can do this by using StrongDMM and set the map size to 2Z (and also use StrongDMM2, which has proper multi-Z support).
Second off, this:
I suppose this is a leftover from the FastMos airlock system, but really having two firelocks like this is nothing but redundant, I strongly suggest to do as any other common map do, which is to shove the firelock under the airlocks.
Any Virology trash will hit the wall over there, not so biohazard safe I'd say.
All the assistant spawns are localized within the bar, suggest to move them around really otherwise not only it will feel unnatural, but in the (rare) case if this map suddenly goes highpop, and many people decide to sign as an assistant, there's basically a Battle royale light to get all the goodies of the tech storage.
This maint "corridor" feels weird, suggest to actually use a legit corridor and distribute the maint rooms around (or to remove them altogether, considering the station is on multi-z)
also those APCs around maint will act weird with wiring.
the Gravity generator could be relocated somewhere else, where it is right now it can be prime target for nuke ops.
This comes down a bit more to personal taste, but a lot of those empty gaps kinda feel... pointless in a station environment, where they could be filled instead with other stuff, and also a lot of ladders are just weirdly located:
you could place some stairs instead and some of the rooms, like the tech storage (which currently sits in a quite isolated location next to the server room, which by the way it's WAY too big for any station) and, speaking of, i am not 100% sure how mechs would get up or down a floor in this station considering they can't use stairs.
Telecomms is quite thick, but those internal double walls don't really make much sense if you can just breach a window up there and get in easly, and speaking of double walls:
avoid those settings, fill them with maint junk instead, and really, there's an overabundance of random maint in the second floor, consider trimming them down a little or add some more connected rooms.
Perkele, a sauna center!
Also many cables seems to use an invalid icon state, Suggest to just use an existing map for reference on cables.
Overall this station might need plenty of tweaks, but it might be interesting to see a tight map with lots of maint rooms. Also update your game version, the most recent version i got is quite dated.
Alright, responding now, fixing later.
- Differentiation in map files is intentional and there is realistically no significant difference. I also couldn't get a single .dmm with Z2 to work, so I did what NSV does (This will be a theam).
- The firelocks are an intentional alteration on Kilo's normal configuration. They provide a better counter for fire and high heat and don't crush you when you need to go through them. In short, they're placed that way to provide an emergency "airlock." It also makes firelock crushing easier for mean AI's, so it's not all positive.
- Why will maint APCs act weird with the in-line wiring?
- Do you have any suggestions for relocating the grav generator?
- The empty gaps above the bar either look down on space, or on the bar.
- the window north of tcomms is in engineering-restricted maintenance which is, if I remember correctly, only accessible from either engi or space. So it's a struggle either way.
- the invalid icon cables are vertical nodes, which haven't had a sprite generated.
TO DO
- [x] move viro disposals a bit. (looping z makes this a bit pedantic but you have a fair point.
- [x] Make more assistant spawns around the map. (or let them brawl.)
- [x] Figure out a way to make maint south of SM less 3x3y
- [x] trim back random maint in upper z
- [x] merge from mastere
- [x] add more stairs in somehow?
- [x] Test mechs going up/down stairs.
Why will maint APCs act weird with the in-line wiring?
It's something i've experimented on the early version of fland (pre-release) and i noticed that the rats would chew on the main cable making the APC however practically "invulnerable" to rat attacks, as one side is always guaranteed to get power (plus engineers don't really like that configuration so).
Do you have any suggestions for relocating the grav generator?
Either on the second floor's hallway or in place of the pod next to the science shuttle.
The rest I guess then it's good to go
It's something i've experimented on the early version of fland (pre-release) and i noticed that the rats would chew on the main cable making the APC however practically "invulnerable" to rat attacks, as one side is always guaranteed to get power (plus engineers don't really like that configuration so).
I'm going to categorize this as not an issue. The mouse might target the wire going under first, but a second would still get the node and there's still the added damage of no power going through next.
Either on the second floor's hallway or in place of the pod next to the science shuttle.
The rest I guess then it's good to go
I think I'm going to leave the grav gen in place. For most people, including nukies, it's pretty annoying and more a target of convenience. I'm not that concerned. If it winds up being a major issue I'll alter it.
I definitely can feel this map having the same problems as multi-corg, the main floor is on the bottom with the top being mostly maintenance, allowing for threats that you can't see. The maints floor should be underneath the floor with all the stuff on it. It feels like a single-z map with an extra floor added on top, since almost everything is on 1 floor.
There is a ladder that just goes straight into security
The map feels a little unpolished, it seems to lack detail in areas. For example, this hallway has no decals and feels a little lacking
This staircase leads straight into maintenance, why would a staircase go to maints.
Some of the random maints are made wrong, the doors should be in the middle.
There are also some missing doors.
This maintenance dead-end is a little annoying to get stuck in
Medical has no cryo tubes. Seems there are no cryo pods either.
The armoury is absolutely huge.
My main critisism is the top floor being poorly utilised, being entirely maintenance. The problem with the main floor not being the top floor is that you face threats that are completely impossible to fight since they are invisible to you. I think in order to be a good map, a good first step would be to swap the top and bottom floors around.
Detective has no office
I don't think this map has ~~any~~ enough cryopods, I can't find any in-game besides the one in perma and I don't see any more on the screenshots.
From what I have seen the emergency maintenance access does not work on the secondary floor!
After playing blob on this map, I can say for sure there should not be an entire floor of maints that is almost impossible to access apart from some easilly destroyable ladders.
Service lathe can be accessed from maints on the top floor via ladder
Weird SM mapping, I'm not even sure those connect right;
Weird powernet issues and confusing wiring scheme. The use of yellow and red wires seems a bit mixed up in Engineering. Also atmos wasn't even powered at the start for some reason until I exposed some wires via floor tiles. Not sure if this was a weird coincidence or a bug;
Engineering closets are locked inside secure storage, making it inconsistent with other maps, especially since secure storage has Engi access here, not CE.
Also no rapid cable layer in Engineering unless I missed it.
Weird stair ladder combo near dorms
Dorms could use a washing machine;
EVA has no RCD;
Upper level overall just needs more polish. It's a mass of maint rooms with little to no landmarking.
The top floor and bottom are 2 entirely different map files? Shouldn't they be a single map file and use the z value in that map file, so the mapping tools display properly?
I attempted to get it working with a single .dmm but was having trouble, so I went to using the method NSV utilizes, which works perfectly fine.
TODO
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[X] Cryo pod added to cloning room.
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[X] Added stairwell in evac.
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[X] Added cryo pods above evac.
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[X] Electrical and welding supply lockers are no longer in the engineering warehouse.
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[X] Cable layer added to engineering.
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[X] Added washing machines to dorm rooms.
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[X] RCD crate added to EVA
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[x] Remove that random line from lightswitch.dm
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[x] More Decals
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[x] Make detective office
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[x] Try to tweak random maint rooms that don't meet door requirements.
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[x] Correct missing doors in some maint rooms.
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[ ] Check emergency maint access functionality on upper deck.
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[ ] Add even more stairwells
NotABug
- Maint floor can't be under the upper deck in current configuration due to the placement of the AI's core and upload. It would unreasonably expose them to attack from above.
- The ladder in sec storage leads up into a security-only maint area, and as such I felt secure in placing that ladder there without significant consequence.
- The staircase is literally only there to provide mech access up and down. As you can see in the screenshot, the mech bay is right next to the stairs.
- Medical maints has medical access restriction starting next to med storage. I, personally, wouldn't qualify it as a dead end.
- Access to the service lathe isn't a major concern in my opinion. This map is designed for low-pop, and thus access to service is expanded already. Access to custodial isn't a major addition.
- Red and yellow wires aren't mixed up in engineering. Yellow is power outputted from the SMES. Red is direct from power sources. Many areas in engineering are powered directly by power sources such as the turbine or rad collectors.
- Armory is as small as I can make it and still be consistent with the layout of other armories.
Maint floor can't be under the upper deck in current configuration due to the placement of the AI's core and upload. It would unreasonably expose them to attack from above.
You could move it, its more worth making the entire map better than just the AI core. The #1 thing I learnt from Multi-z corg and the reason it was a complete design failure was because I added the second floor on the top. This top floor was basically unused apart from a few small departments like botany and some science stuff. The problem was this gave direct access to everywhere else through the roof, which you cannot fight. There are a lot of parallels between this map and multi-z corg, so I would recommend trying to avoid the same mistakes and issues that corg faced.
By engineering, this window wiring is just something.
This stair might not be lined up right (and also doublecheck all the /turf/open/openspace
just to be sure.
No confessional? even if it's used never ever and the chance of it being used is near 0, it's a shame it's missing.
Isn't this a bit unsecure for HoP's standards?
Loveley perma, but the space use here is a bit off, would consider to reshape it a little.
That's... oversized for an airlock...
nothing in those pillars? (also superfluous Rwall by the secure tech storage).
why add the extra padding here? (and also, wire that goes nowhere).
weird space, maybe add commisaries, or the library, or whatever really to give reason to this hallway-non-hallway.
kinda drab room and... the detective has access to EVA?
mistery room.
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Wiring in the engineering windows is to make it look like the windows are hooked up to the main grid when they're actually hooked up to the engine. This is a devious trap to prevent greytiders from breaking in to get insuls while at the same time enabling greytide to set the engine up easier if there is no engineering staff to set up the engine.
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Stairs near mech bay work and have been tested.
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added a confessional in chapel basement
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electrified HOP windows.
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Suggestions on perma re-shaping would be appreciated. I am borg.
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Padding removed, tables moved to fill in area.
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[x] reshape area under bar into a big shower/dorm room type thing.
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[x] Flesh out detective antechamber.
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[x] mystery room was previously right above the CMO's office. Refactor area below CMO's office.
Alright, so, now for pictures I guess?
Central lower maint
HOP office
Science Hub / Nanite Lab
Removed some volume from the explo airlock.
Removed nubs and spare Rwall. Previously they were on top of the arrivals docking ports as "ceiling".
- Wiring in the engineering windows is to make it look like the windows are hooked up to the main grid when they're actually hooked up to the engine. This is a devious trap to prevent greytiders from breaking in to get insuls while at the same time enabling greytide to set the engine up easier if there is no engineering staff to set up the engine.
As much i hate greytide, that may lead to a lot of Ahelp from salty assistants who claim that some engines hotwired the glass for trolling purposes, consider non-hotwire electrified glass.
This maint hurt my soul, please consider reshaping with some hallways.
what's with those empty rooms?
Why the R-walls here?
What's the reason for this maint here to exist?
Still not sure how this whole maint block is accessible but from EVA, what happens if a gimmick job spawns there?
- I don't think the engineering windows being hot-wired by default is going to be an issue administratively.
- The three empty rooms in the top screencap are directly below the brig cells (previously above) and thus were made inaccessible.
- The area near t-comms used to be directly above the CE's office, and there wasn't any viable usable space there for the t-comms office. I can put another desk there, though.
- The interior R-wall along med maint is to separate normal maints from medical restricted maint.
- The maint next to sec/HOP office is for two things: First, so some clever asshole can use it to break into one or the other, and second, to provide maints near both departments in the event of radstorms.
- [x] ~~then the gimmick dies in solitude~~ re-jigger atmos basement.
- [x] Hallway in the central south basement maybe?
- [x] Add lawyer's office
Reloading checks, don't mind me.