New Map: LV-759 Hybrisa Prospera
About the pull request
This PR adds a massive new "Urban" themed "City" map - LV-759 Hybrisa Prospera. Survivors have been massively expanded upon compared to other maps, with unique loadouts, jobs and clothing. Massive amount of props, sprites and new assets added. Destructible vehicles (currently only the Mono-Spectra has all of it's damage states) - more to come, but every vehicle can be destroyed so you can clear the road-ways for easier access, both the Marines and Xenos. Unique "Electric Fence" system around the map, use them to your advantage to hold back the Xenos. New drivable Box-Vans with interiors. Huge amount of new sounds for a much needed city-on-fire "Urban" atmosphere. New Light and Very light unique rain weather, and rain sounds. New FN P90 sub-machine gun (bringing back a classic). Phone boxes you can hide in. Hospital roller beds which can drop corpses (non-foldable) RATS! - Collect them all! Trash, so much trash...
Reworks urban camo to a proper working condition, all the missing sprites are added, a lof of clothing reworked
There's so many changes within the code as well, it's hard to really explain everything changed here.
I've probably forgot something, but there's a lot added, trust me...
What I want in the future:
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Finish all of the car damage-states sprites.
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Replace the Xeno-cryo stuff with better sprites.
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Replace the graffiti sprites with better sprites.
Why it's good for the game
Firstly if you want an idea of the lore behind the map, here's something "Steelpoint" came up with, which I think sums up the colony and events behind the map fairly well, most likely a WIP, but should give you a better idea regardless. Hybrisa lore.txt
It's been a long time coming, but we've needed new maps badly. I've always wanted to see an "Urban" or "City" themed map; Since nobody has really come up with something that really embodies the "Urban" theme, I decided I really should give back to the community and make it myself. The inspiration for the map really was from maps like Chances and Trijent especially, with aspects from others too. I really loved how Trijent had those open roads, checkpoint systems, and how Chances somewhat got the "Urban" theme, but wanted to take it to a whole new level. It also gives us an excuse to finally use the "Urban" camo and perhaps make more appropriate sprites that aren't just a strange purple version.
I hope this map can serve the CM community well; the assets be used for new maps perhaps, especially some of the wonderful "Space-Jockey" stuff that Wei did.
I also hope in the future the map can be improved or expanded upon, especially sprite-wise.
More information
For much more information and higher quality screenshots, check out the Discord contributor page.
https://discord.com/channels/150315577943130112/1193421313839202304
Map Screenshots
Main Map & Tactical Map
Tactical Map (strangely cut off up top) :
Changelog
:cl: mikoka wei, Drathek, Nanu, Cuberound, Almings, Crowford, Blundir
add: added a new map LV_759_Hybrisa_Prospera. add: Many new varied survivor types unique to Hybrisa - with many new clothing types & sprites mostly done by wei add: Massive amount of new props with new sprites (some edits of current props, credits to the original artists). add: Unique "Derelict-Ship" or "Engineer" tile-set by "mikoka wei" (amazing stuff). add: Destructible vehicles. add: Unique "Electric-Fence" system around the map with button to turn on/off. add: New drivable "Box-Vans" with unique interior & sounds. add: New gun - FN P90, with two versions, the regular colony version and a TWE version, sprites originally from TGMC and edited by "Almings". add: Massive amount of new sounds for atmosphere. add: Two new weathers "Light & Very light" unique rain weather, and rain sounds. add: "Phoneboxes" you can hide inside, like a locker. add: Hospital roller beds, with unique variants that can drop a corpse (non-foldable). add: New "Rat" simple-mob type with unique sprites. add: Urban camo rework and fix, added all the missing sprites and proper functionality, resprites all the urban armor and clothing fix: many guns having no mob suit storage sprite if there is no mag in a gun fix: mp armors, uniforms, helmets and so on having no map specific variations /:cl:
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Nothing else sticks out to me at the moment. So its just whatever else you wanted to get in before test merges.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Also you may want to just walk around as a human & xeno to see how things layer. For example:
@Zenith00000 are you cool with me porting some of the cityscape assets to our tg downstream for an upcoming project? we do pvpve extraction shooter stuff down there. i was going to make a lot of similar sprites + i'll probably end up making some variants of things anyway if you want them to come back up here.
@Zenith00000 are you cool with me porting some of the cityscape assets to our tg downstream for an upcoming project? we do pvpve extraction shooter stuff down there. i was going to make a lot of similar sprites + i'll probably end up making some variants of things anyway if you want them to come back up here.
Sure, although the sprites haven't really been approved in total yet, but feel free. If you make anything new I'd like to see as well, would be cool.
Also you may want to just walk around as a human & xeno to see how things layer. For example:
Ah God, the layer is so painful for me, I'm really not sure how to get these specific rails to work properly, considering they need to be behind Xenos, in front of them when you're behind them up top, same with vehicles and stuff, it's really difficult in getting these to work, not sure the solution. There's probably also other problems with layering on the map, it's a really annoying thing. I'll keep trying to find a solution though.
Also you may want to just walk around as a human & xeno to see how things layer. For example:
Ah God, the layer is so painful for me, I'm really not sure how to get these specific rails to work properly, considering they need to be behind Xenos, in front of them when you're behind them up top, same with vehicles and stuff, it's really difficult in getting these to work, not sure the solution. There's probably also other problems with layering on the map, it's a really annoying thing. I'll keep trying to find a solution though.
If there isn't just a lower layer that works, consider doing what fences/barricades do in their update icon proc where they layer differently depending on facing.
Also you may want to just walk around as a human & xeno to see how things layer. For example:
Ah God, the layer is so painful for me, I'm really not sure how to get these specific rails to work properly, considering they need to be behind Xenos, in front of them when you're behind them up top, same with vehicles and stuff, it's really difficult in getting these to work, not sure the solution. There's probably also other problems with layering on the map, it's a really annoying thing. I'll keep trying to find a solution though.
If there isn't just a lower layer that works, consider doing what fences/barricades do in their update icon proc where they layer differently depending on facing.
Ah I see, so their layer is defined by what direction they're at, hmm. I should be able to figure it out.
Conflicts have been resolved. A maintainer will review the pull request shortly.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
https://github.com/cmss13-devs/cmss13/pull/6248/commits/6b4987734fedf3444ed5dff93e5b3dd98d8648cc is a bad merge (namely see how this PR is conflicting with changes to medal_awards which it should have absolutely nothing to do with). Waiting on response in DMs before reworking.
Conflicts have been resolved. A maintainer will review the pull request shortly.
Runtimes in https://github.com/cmss13-devs/cmss13/actions/runs/9582842095/job/26422733943#step:7:175 are from https://github.com/cmss13-devs/cmss13/pull/6421 that now enforces this.
When you make a parent that is "abstract" you must set its flag to EQUIPMENT_PRESET_STUB and then ensure children unset that stub flag (otherwise they will be ignored). Past that the name must be unique.
Runtimes in https://github.com/cmss13-devs/cmss13/actions/runs/9582842095/job/26422733943#step:7:175 are from #6421 that now enforces this.
When you make a parent that is "abstract" you must set its flag to
EQUIPMENT_PRESET_STUBand then ensure children unset that stub flag (otherwise they will be ignored). Past that the name must be unique.
Hmm. So do I do something like this?
/datum/equipment_preset/corpse/hybrisa flags = EQUIPMENT_PRESET_STUB
Or just change the name /corpse/ to something like /hybrisa_corpse/ ?
If it's the second one, how would I fix the "/datum/equipment_preset/synth/survivor/hybrisa" since they need to be "/datum/equipment_preset/synth/survivor" to apply the parents properties or such. Would I just need to copy all of the synth code or something?
Runtimes in https://github.com/cmss13-devs/cmss13/actions/runs/9582842095/job/26422733943#step:7:175 are from #6421 that now enforces this. When you make a parent that is "abstract" you must set its flag to
EQUIPMENT_PRESET_STUBand then ensure children unset that stub flag (otherwise they will be ignored). Past that the name must be unique.Hmm. So do I do something like this?
/datum/equipment_preset/corpse/hybrisa flags = EQUIPMENT_PRESET_STUB
Or just change the name /corpse/ to something like /hybrisa_corpse/ ?
If it's the second one, how would I fix the "/datum/equipment_preset/synth/survivor/hybrisa" since they need to be "/datum/equipment_preset/synth/survivor" to apply the parents properties or such. Would I just need to copy all of the synth code or something?
The former.
"/datum/equipment_preset/corpse/hybrisa" is the path, not the name. By name I literally mean the var called name: https://www.byond.com/docs/ref/#/atom/var/name
But as I mentioned, for abstract types (e.g. /datum/equipment_preset/corpse/hybrisa and /datum/equipment_preset/corpse) the flag needs to be EQUIPMENT_PRESET_STUB because these are abstract - as in not real presets we load in game.
But then for implementations that inherit it, they need to have their flag set to something that's not EQUIPMENT_PRESET_STUB else they will be ignored because the flag indicates they are abstract still.
See lint annotation https://github.com/cmss13-devs/cmss13/pull/6248/files/5a9c581551d1c78b3a48082ec0d7a4c77605768b..fdbb39deb3d8d612dd65a15f6a0b11e5cea7aaca#diff-ede840094e0d746a2b72c04b357898071c62e5061b62bd63194b0f09063172eeR155965
Replace
/obj/structure/machinery/chem_dispenser/medbay by /obj/structure/machinery/chem_dispenser. Groundside machines should have Ground network, not Medbay.
Remove the
/obj/structure/machinery/chem_storage/medbay entirely. This one is also set to Medbay network, which causes issues because dispensers in shipside medbay try to connect to it instead of the intended machine on Almayer. Corresponding machine for Ground network is already mapped on the admin level.
Extra storages for
Research network should not exist either, there should be only one object of that type (which is in Almayer research). These do not seem to have a corresponding dispenser, so I assume that they are for cosmetic purposes - make a prop structure, perhaps?
no bug feedback. played this here and its iteration on TGMC. just wanted to pass along my superb commendation for this map, it's gorgeous.
LZ tracker seems to be non-functional at present
/obj/structure/machinery/biohazard_lockdown is the button for Almayer research. If you are making a similar system for a location groundside, make it so the button on the ground and button on the ship are separate and do not trigger each other's shutters. Should probably have a differently worded announcement, too.
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/obj/structure/machinery/biohazard_lockdownis the button for Almayer research. If you are making a similar system for a location groundside, make it so the button on the ground and button on the ship are separate and do not trigger each other's shutters. Should probably have a differently worded announcement, too.
Yeah another left over thing I've forgot to remove/change, should be gone if you can update to the latest commits. Same with stun-prods, another thing I overlooked.
Absolutely amazing map, good argument for most atmospheric SS13 map that I've ever seen.
This map feels by far the most "alive" and interactive out of all the maps. I love the insane amount of work and detail that's been put into Hybrisa, keep it up!
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zbarrelfireonhas a stray pixel in frame ~9.
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hybrisa_2x1medidoor_solid.dmihas a stray pixel in thedoor_closedstate.
Timing for
trafficlight_onand alt variant should have timing on the amber light adjusted to be shorter.
These are duplicates of each other, though
redalertis sped up.
Animation for the van's fan should probably be slowed down a tad. Looks like it'd spin itself off its bearing. Same for the other van variants.
Is this fella supposed to be here? Doesn't appear on any other vehicle spritesheets. (
small_truck_red.dmi)Besides those little issues, really good! Downright inspirational, even, makes me wanna get off my ass and make something better too.
Done those changes - The little pimp Gonzo the Clown sprite is really just for an icon for StrongDMM for the obj/structure/prop/hybrisa, not actually used for anything in the game really. I can delete it if necessary but it will just be a missing sprite otherwise.
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Timing for
These are duplicates of each other, though
Animation for the van's fan should probably be slowed down a tad. Looks like it'd spin itself off its bearing. Same for the other van variants.
Is this fella supposed to be here? Doesn't appear on any other vehicle spritesheets. (