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Navalis Platform 13 - Ground Map

Open Steelpoint opened this issue 10 months ago • 53 comments

About the pull request

This PR adds Navalis Platform 13 to the game, a new ground map, as a voteable option.

NP-13 is a sea-based offshore platform/oil refinery style map, set on the dark oceans of planet Aires. The map is more constrained than a typical ground map but offers several unique pathways for xenomorphs to move around the map that is not typical of most maps, and ways for the marines to counter these.

This PR also adds several new sprites and makes use of several unused sprites. Such as Oil Rig support structures, and refinery equipment.

Explain why it's good for the game

The addition of new maps is, I believe, a great way to help improve the enjoyment of the game, as it gives new and unique environments to fight over, a breath of fresh air.

Testing Photographs and Procedure

Screenshots & Videos

(Up to date map)

Navalis_Platform_13

General overview of expected game flow.

Overview_2

The balance between LZ1 and LZ2 is as such.

  • LZ1 is further from the hive, easier to defend, and has access to surgical tables. However, it is very far away from both communication towers, and the long distances from the hive mean marines have to cover far more ground
  • LZ2 is much closer to the enemy and has a guaranteed communication tower spawn. However the FOB is harder to defend as it can be attacked from multiple directions, and the FOB itself is harder to barricade due to its layout.

Screenshot 2025-02-09 18 48 17 Survivors. Left to right. (Corp) First Officer, (Engi) Operations Engineer, Platform Maintenance Technician, (Civ) Radio Operator [Has IC knowledge Marines are coming], Automation Specialist, (Sci) Exo-Geologist, (Med) Medical Technician, (Sec) Platform Security [out of date], (CLF) CLF Special Forces [aka: Wet Ops]

Screenshot 2025-02-10 20 42 32 Up to date image of Platform Security Officer.

Screenshot 2025-03-05 01 50 12 CLF Special Op. Left to right. Operative - Tech - Medic - Heavy Weapons - Leader

Changelog

:cl: Steelpoint, Cuberound, Zenith, Dorodomki mapadd: Navalis Platform 13, a new ocean offshore platform map, has been added to the game. imageadd: New Refinery/Rig Support Structure sprites have been added. add: CLF Special Forces uniform, armor and helmet sprites have been added (credit to Dorodomki) add: Hostile Survivor spawns on Navalis will use a new CLF special forces present. add: For mappers, areas can now be explicitly designated to not allow paradrops to land within them via the 'NO_PARA' flag in the area code. This is used for Navalis Platform 13 to prevent paradrops from being able to land in the ocean, as Marines can't swim. add: Adds a tacmap icon for stairs on multiz map. add: Forcefields will now prevent someone from climbing down to a lower z-level. add: You will no longer auto-vault over a barricade/barrier if doing so would move you into an open space. /:cl:

Steelpoint avatar Feb 07 '25 04:02 Steelpoint

In addition to addressing any mapping concerns brought up, I'll be working towards adding a set of custom-map survivor roles (using pre-existing sprites and gear).

Other concerns to be addressed

  • Adding an area flag to prevent marines being paradropped into the ocean/behind invisible walls

Edit: survs done Edit:Edit: I've set it that paradrops won't occur on water/out of bound tiles for this map.

Steelpoint avatar Feb 09 '25 03:02 Steelpoint

As discussed with Nanu, this map will remain a single-z level for the time being until testing is done and any concerns are brought up by players and Nanu.

I do have a multi-z version of this map that I am working on, but I am keeping that separate from this PR until a later date.

Steelpoint avatar Feb 20 '25 05:02 Steelpoint

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Feb 26 '25 15:02 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Feb 26 '25 15:02 cm13-github

Feedback I'll leave here:

Map is really cool. Atmospheric as hell. Survivors could probably use some slight tweaking - the FO, engineers, etc all look very same-y. Maybe that's intentional, though. The Security, CLF, Geologist, and Doctor all look really good. First Officer should probably hold some sort of Leadership skill. The Charon looks pretty empty which is strange, but maybe something you plan on fixing in MultiZ PR?

Weird, out-of-place lattice image

Runners & other xenomorphs that can Hide are displayed under lattices/catwalks aswell, it's really weird when they're outside. image image

fighterslam avatar Feb 26 '25 17:02 fighterslam

One thing to note, it seems that Security Survivors on this map do NOT spawn with a survival pouch. Seeing as the contents of that pouch are pretty critical for coordination and simple first aid, that being fixed would be nice

NovaCypher1 avatar Feb 26 '25 17:02 NovaCypher1

Overall I think this map has enormous potential to be a popular lowpop map, it just needs a few touchups to help both sides. Ill provide some key parts of the map that could be touched on below.

These grates are west of where the hive was on round 26588, but despite the size, it's unweedable, which means they also cannot fortify it. Given how wide and open it is, I think this spot could use weeding. These metal grates also increase xeno movement speed by a large amount. I do not know if it also does that for marines. These also exist on New Varadero, but they were very sparse there, so it was usually passed off as a gimmick. image

These diagonal connecting bits /look/ cool, but they're rather difficult to cross given the water below actually slows your movement speed. Checking to make sure the water below is only visual (given it's several dozens of feet below) would make it less annoying. image

This southern comms is on the corner of the south LZ, but has the uncrossable water tiles that favor marines around it, as well as unweedable grate tiles and ledges that would block cluster growth. Given how close it is to a southern FOB, I believe it should have a more solid platform for xenos to try to hold if they need to, given it is within scope range of fob, closer than even the similarly placed one on trijent dam or kutjevo. image

Another example of a big unweedable zone that, while it looks cool, is on the doorstep of south fob, being right north. Simply making these weedable would solve it without sacrificing the soulful appearance. image

1-tile wide walkways that are unweedable. Critical flaw in ss13 map design. Simply making these 2 or 3 tiles wide would solve this while keeping the paths relatively small. image

These hull windows, despite being in the sightline of a possible marine push, are indestructible. I don't think they need to be. A trapper boiler could abuse the fact they can see through to bombard without any risk, and if destructible, provides a spot for the hive to fortify if need be. image

There is a strange, invisible light source here. image

There are lights inside of this zone, despite it being unreachable. Would be worth just removing them without sacrificing the flavor. Also, for zones like this, it would be worth looking into the reactor windows on chance's claim for windows that will automatically close with shutters when breached, to provide a method of blocking vision. Fiorina also has similar windows. image

This zone would provide a flanking position, but currently it cannot be walked on due to the water being thematically far down below. I think making this a flank point would be beneficial. image

Similar feedback with the windows above on ones in the southeast reactor. image

Two bits in this screenshot.

  1. There are bits of unused space, such as the one I am pointing at here, that could be opened to provide a bit more building room. They would otherwise only be visible to ghosts or those with meson vision.
  2. The dirt, while nice for showing a distinct zone, doesn't make a lot of sense design wise. It may be worth it to just use another type of metal flooring to not raise the question of "Why would xenos dig up thousands of pounds worth of dirt from potentially hundreds of feet below the ocean surface just to make a nice floor." image

I know I listed a lot of things in this post, but I will say now. This map is absolutely stunning in appearance, and I would LOVE to see it used in lowpop more. I think it has amazing potential to be one of the go-to lowpop maps, and the feedback comes from a desire to see it in that spot. I hope this feedback helps, and thank you for your exceptional work on this beauty. I am excited to play on it more.

Kyogon avatar Feb 26 '25 19:02 Kyogon

I've read and accounted for all the feedback in this thread, and have applied it as required.

Steelpoint avatar Feb 27 '25 03:02 Steelpoint

Changelog of changes from feedback from both the single-z and multiz maps.

  • Most catwalks are now weedable.
  • Removed or made flankable several hell chokepoints in the residential areas.
  • Added additional flank and movement paths within the residential area
  • Made the cafeteria area (upper level of residential area) provide no OB/CAS protection and not be oviable in the early game. The idea is to somewhat discourage this as the main hive area and promote it as an alternative flank route. Might be an issue with the hive just placing the hivecore up here, but the lack of CAS/OB protection will make it prohibitive.
  • Expanding stair length to make it easier to look up.
  • Expanded the Charon walkways connecting to the Command Rig
    • I plan to expand this on the multiz version by making 1 connection point connect to the lower level and adding an additional and large access that can be opened by marines that leads to the lower-deck.
  • Removed the upper roof z-level, which was mostly unused or just empty space.
  • Made accessing the upper-level command rig from the logistics rig more cumbersome for marines unless they scale the walls or get around from the ground floor.
  • Fixed many clipping issues allowing people to accidently fall of the rig.
  • Increased mob slowdown on net tiles to make them less optimal for both factions. Xenos move faster but the slowdown is still enough to discourage their use in combat.

I plan, as soon as practical, to also split the maps so on this PR there are two maps. The single-z version and the multiz version. For the interim this should make testing easier for myself and the maintainers/contributors. I believe a final determination will need to be made at some point regarding how to proceed with this PR in regard to its multiz status.

Steelpoint avatar Mar 01 '25 10:03 Steelpoint

As noted above, I have split the single z-level and multiz maps into two separate map files, both of these map versions are eligible to run on the server.

At this stage, this is to make testing and development easier.

Steelpoint avatar Mar 02 '25 08:03 Steelpoint

I'll likely scrap the multiz version of this PR for the time being. I don't feel the multiz is workable in this early stage for this map.

I'll keep the multiz version on the PR, but I'll likely not focus on it hencefourth

Steelpoint avatar Mar 03 '25 08:03 Steelpoint

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Mar 04 '25 08:03 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Mar 04 '25 11:03 cm13-github

New CLF sprites added.

Steelpoint avatar Mar 04 '25 18:03 Steelpoint

DNM because of experimental multiz changes

Git-Nivrak avatar Mar 08 '25 12:03 Git-Nivrak

Changes effected following playtest on ~1 week ago (Not the most recent playtest in the last 24 hours).

  • Significantly expanded the upper deck of the residential rig towards the western side, adding four new flank routes that are accessible from multiple directions.
  • Removed central stairs in the residential upper deck
  • Expanded stair length to give more viewing room when on the lower-part
  • Made the upper deck of the residential area have no OB/CAS protection by default, the lower deck still possesses it.
  • Added new underground iceberg flank route that extends from the command rig to east of the Charon.
  • Added new CLF sprites and a large suite of new CLF spawns for this map.
  • Made stairs non-weedable via mapping.

Steelpoint avatar Mar 09 '25 02:03 Steelpoint

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Mar 12 '25 16:03 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Mar 12 '25 17:03 cm13-github

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Mar 23 '25 19:03 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Mar 24 '25 07:03 cm13-github

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

cmss13-ci[bot] avatar Apr 03 '25 14:04 cmss13-ci[bot]

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Apr 06 '25 16:04 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar Apr 08 '25 02:04 cm13-github

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

cmss13-ci[bot] avatar Apr 16 '25 00:04 cmss13-ci[bot]

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar Apr 20 '25 21:04 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar May 04 '25 15:05 cm13-github

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar May 05 '25 11:05 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar May 08 '25 09:05 cm13-github

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar May 23 '25 19:05 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar May 24 '25 04:05 cm13-github