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Sorokyne Strata - Complete revamp - Begone Snow!

Open Zenith00000 opened this issue 9 months ago • 37 comments

About the pull request

Completely revamps Soros visuals, gets rid of the snow, makes the whole map a true "Jungle", adds a lot of various new sprites, flora, rocks ect.

Also replaces all of the survivors with completely new ones, more appropriate to the UPP theming, as the map is no longer a WY colony in any way, it's a true UPP colony now.

Also various smaller additions to the map, as well as some new areas to hopefully improve the flow of the map.

Finally adds a new SOF (Space Operating Forces) insert, new gun "AK-4047" (MK2 equivalent), new armors, stuff like that.

https://avp.fandom.com/wiki/Space_Operating_Forces

Explain why it's good for the game

Basically Soro in my opinion was always an underrated map, it really just needed to be more cohesive, the whole Snow - Jungle schtick didn't really work, and I think it works better just being a pure jungle themed map, I understand the original vision was different, but I'm sure the original author would understand the need for the changes.

Also the major problem with the map was the "Snow" and "Blizzard" specifically, nobody on both sides really likes the snow, the weather effects made playing Soro unbearable at times. So hopefully now Soro will actually be played more, and people will see the true value of the map, as I think it's always had a lot of potential, just held back by the Snow and weather effects.

Adding new survivors, a new insert and various details around the map also makes the map a lot more interesting, instead of just "Snow Russians", it now has more lore-focused unique survivor roles too.

Testing Photographs and Procedure

Screenshots & Videos

SOROlow

High quality map:

https://drive.google.com/file/d/1aRJSBqbcydzbzCusLCgaR9ROs4XkctKF/view?usp=sharing

Some of the Survivors:

soro survivors

Changelog

:cl: Zenith, Tsurupeta, dimdimich1996, Crowford, Amory, BOBAMA add: added AK-4047 Rifle add: added SOF insert add: changed + added many survivors to be completely unique. code: changed how weather sirens work. soundadd: added new sounds to AK-4047 and Jungle ambience. imageadd: added many new sprites for survivors, map objects & map visuals in general. mapadd: added new northern checkpoint area + small cave area. maptweak: massively changed Soro's visuals, snow gone, pure jungle + much more UPP theming. /:cl:

Zenith00000 avatar Mar 16 '25 03:03 Zenith00000

Numerous questionable inclusions with the SOF UPP considering they also aren't hostile to the marines yet get debatably more useful equipment than any CLF spawn, including non shotgun incendiary ammo on top of the better than marine armour, gloves, helmet, boots and suit to mention them all.

For a gun that is standard issue to all of them, the AK is basically just an MK2 with slightly more damage, they all get 4 mags each including in the gun + an additional incendiary mag for the SL.

I find this hard to be reasonable for even a CLF spawn while they are fighting both xenos and marines yet for the UPP it seems like they will have a simple time fending off xenos until marine arrival and don't even need to worry about being shot dead.

The main advice I already see for fighting CLF spawns as xenos is just "leave them alone" considering if they know how to fight then you will lose more numbers than can be gained, this just polarises it even more as you need to take down a more than standard marine armed squad with survivor skills and incendiary rifle ammo.

I would seriously neuter the amount of equipment available off spawn, rather litter most of the items they can get throughout the map, remove the incendiary ammo its unnecessary and extremely powerful especially if top loading, maybe make the SOF armour universally light armour/comparable to WY goon armour. Finally I would remove the demo spec, the reason chances claim can get away with having specs is because they are criminally under armed, even after looting around the map, they have barely any ammo, guns or armour. Their chance of dying is likely higher than any other map while in this example they just get a gun, enough ammo to fight back confidently and a full set of heavy plated armour.

https://grafana.cm-ss13.com/dashboard/snapshot/0ZTQgEKmEz6pOhOAwiyYHQDwMj3uTfVg?orgId=0

image

Take a look at the survivor survival rates as well.

Zenith00000 avatar Mar 17 '25 04:03 Zenith00000

Glaring issues addressed, will need to see testing until further adjustments, otherwise lgtm

Mister-moon1 avatar Mar 17 '25 14:03 Mister-moon1

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

cm13-github avatar Mar 21 '25 23:03 cm13-github

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

cm13-github avatar Mar 22 '25 00:03 cm13-github

Test merge deployment history:

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cm13-github avatar Mar 24 '25 21:03 cm13-github

image Mapping issue on pred ship

Mister-moon1 avatar Mar 24 '25 23:03 Mister-moon1

image Mapping issue on pred ship

Ermm the pred map isn't touched on this PR though, also the new pred ship should be merged soon, so this will be irrelevant.

Zenith00000 avatar Mar 25 '25 00:03 Zenith00000

image The Vehicle Yard APC doesnt power the COMMS TOWER when its placed outside the small shack there. According to another player, they stated that the Geothermal Springs Marshes APC is the correct APC, which is rather far away from the Tower itself.

matttheficus avatar Mar 25 '25 17:03 matttheficus

image The Vehicle Yard APC doesnt power the COMMS TOWER when its placed outside the small shack there. According to another player, they stated that the Geothermal Springs Marshes APC is the correct APC, which is rather far away from the Tower itself.

Yeah will be fixed, I changed the little shack so it's area was indoors, forgot about the APC.

Zenith00000 avatar Mar 25 '25 17:03 Zenith00000

Apparently there is an issue with the comms units not receiving power. I was told you were already aware of this, but best to make sure. Basically even though the APC is on, it seemingly still was not giving power until I set needs_power to 0.

dadlips avatar Mar 26 '25 02:03 dadlips

Apparently there is an issue with the comms units not receiving power. I was told you were already aware of this, but best to make sure. Basically even though the APC is on, it seemingly still was not giving power until I set needs_power to 0.

If it's the issue with the coms near LZ2, then yeah I fixed the APC there, it wasn't part of the same area since I changed the area for small building, it is fixed now. Otherwise I'm a bit confused to what you're referring to, from the last round coms seemed fine.

Zenith00000 avatar Mar 26 '25 04:03 Zenith00000

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

cm13-github avatar Apr 04 '25 13:04 cm13-github

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

cm13-github avatar Apr 04 '25 15:04 cm13-github

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

cm13-github avatar Apr 04 '25 19:04 cm13-github

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

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

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 06 '25 22:04 cm13-github

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

cm13-github avatar Apr 11 '25 13:04 cm13-github

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

cm13-github avatar Apr 11 '25 22:04 cm13-github

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

cm13-github avatar Apr 12 '25 13:04 cm13-github

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

cm13-github avatar Apr 12 '25 15:04 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 20 '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 22:04 cm13-github

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

cm13-github avatar Apr 21 '25 00:04 cm13-github

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

cm13-github avatar Apr 22 '25 04:04 cm13-github

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

cm13-github avatar Apr 22 '25 04:04 cm13-github

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

cm13-github avatar Apr 22 '25 23:04 cm13-github

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

cm13-github avatar Apr 23 '25 17:04 cm13-github

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

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

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

cm13-github avatar Apr 26 '25 00:04 cm13-github