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the great beach gateway revamp #13122

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wants to merge 18 commits into from
Closed

the great beach gateway revamp #13122

wants to merge 18 commits into from

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Darkmight9
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@Darkmight9 Darkmight9 commented Mar 14, 2020

What Does This PR Do

This PR completely revamps the beach gateway mission.(see images for details)

If the heads want to test merge this before putting it in fully I understand but everything should be working fine. (famous last words)

Other included features

  1. adds in new buildable wooden beach chairs and wooden lounge chairs

  2. a new gateway ghost role in the form of 2 resort hosts who's job it is to run the resort and handle riff raff.

  3. you can now build fancy looking brass structures if you can get some brass

Why It's Good For The Game

The beach gateway is a relaxing place but there's also not much to actually do in it. This PR adds a lot of content to the beach (both for relaxing and for adventuring) and also adds content for the station in the form of new build-able beach chairs and wooden lounge chairs.

Images of changes

Come to the new and improved beach resort!
Edit!: The resort has been further improved and enhanced! The disco ball is now immovable and the resources of the hosts has been lessened somewhat (btw the two sleepers there in the backroom are the spawners for the resort hosts) Code for the immovable disco ball was copied from https://github.com/ParadiseSS13/Paradise/pull/14072/files
image

Explore a lost sunken town and uncover what fate befell it's citizens (the town is supposed to be a minor maze so I'll only show you the possible rewards)
A fallen police station (reward being an enforcer, only loaded with rubber bullets though)
image

A crashed shuttle containing the parts to make a Ripley mech (including tools for it which are the mounted RCD, the hydraulic clamp, cable layer, and a drill) and the town's power plant which includes some materials and an electric drill.
image

Fear not, the Crab Render is still in the chapel, I just don't want to give away what happened 😉

face off against the Death Squid a mega fauna level boss fight! (Approach his lair with a LOT of caution and firepower)
image

Find and fight the syndicate in their hidden hospital base!
image

Test your luck in Rat'Var's hidden brass temple. Will you be lucky enough to make it into the center chamber, and can you survive the traps?
image

The pirates have shot down a wounded abductor ship and are stripping it of metal. Defeat them and you can get your hands on this rare material. (I decreased the number of mobs you'd have to fight to obtain the loot)
image

Face the restless dead in a sunken ship
image

loot a fallen cargo ship full of abandoned crates
image

the new sprites. The red and blue beach chairs were made by Pewtershmitz.
image

Changelog

🆑
add: The Beach Gateway has been completely overhauled with new content!
add: Added a new ghost role in the form of the resort host
add: New buildable beach chairs and wooden lounge chairs. You can also build some decorative brass structures if you get your hands on some brass.
add: Added a new mob called the ocular warden (basically a reskinned watcher that drops brass when butchered)
add: gives the death squid loot
fix: fixed brass walls and tiles sprites not disappearing after being taken apart and deconstructing brass walls leading to space
imageadd: new beach chairs, wooden lounge chairs, new diving buoy sprite, and brass blast doors
/:cl:

@AffectedArc07
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Travis Extract:

loading interface/skin.dmf
code/modules/awaymissions/corpse.dm:530:error: access_bar: undefined var
code/modules/awaymissions/corpse.dm:530:error: access_kitchen: undefined var
paradise.mdme.dmb - 2 errors, 0 warnings (3/14/20 10:22 pm)

@Ty-Omaha
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The pirates have shot down an abductor ship

😆

@Denthamos
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Yarr harr fiddle dee dee

@FreeStylaLT
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FreeStylaLT commented Mar 16, 2020

Greetings fellow Mapper-man!

To preface all of this and to be absolutely clear:

I am not an actual authority on the mergeability of your PR, this is merely my opinion.

Now then, I see your boredom has finally beaten your laziness and you got around to re-doing the beach. Overall, as far as mapping itself goes, I don't really have any issues. It's a Gateway mission, meaning it has a lot more freedom for creativity and nothing individually stands out as being ugly. In fact it looks compact and neat in a lot of places.

The sole point I would have is that the bartender's "frontroom" space is weirdly large and empty for being meant for 1-2 people at best, perhaps consider shrinking the initial room with an L shape, something like this:
image

As far as balance goes, I do have a few points, however, keep in mind for all of this:

  • Are you sure you want a nearly-public disco machine?
    image
    It can be acquired without any trials and be dragged back onto the station where it might get old real fast.

  • That's a lot of stuff for a bar that's right next to the gateway. This could very easily be used for nefarious purposes with little consequence.
    image

    • Three sleepers
    • An entire hydro setup
    • A trash recycler
    • Three different medkits.

This place is better kitted out than the brigbay and even the mining outpost. I understand it's meant to be a hub, but considering how densely packed it is and how easily accessible it is, it feels too much.

  • Syndie outpost. The total amount of loot available here, while being guarded by 2 melee syndie mobs, 3 ranged ones and 1 manhack is:

image

  • 1 Suspicious toolbox
  • 1 Defibrillator
  • 1 Adv. Medkit
  • 1 Surgery duffelbag
  • 1 Chameleon stamp
  • 1 Smuggler's satchel
  • 1 Chameleon jumpsuit
  • 1 Voice changer
  • 1 Stetchkin
  • 1 Silencer
  • 1 Safe cracking kit

I am not entirely sure on this list, when compared with how it's defended, especially considering how simple it is to cheese AI. I'll refrain from commenting on the balance here for now, though.

To contrast, though, the actual pirate outpost is guarded by 7 ranged pirates and 2 melees and are guarding:
image

  • 2 Retro laser guns
  • Chain of command
  • 20 Uranium sheets
  • 2 Diamond sheets
  • 25 Alien alloy sheets

The difference here seems odd, either the pirates are guarding too little or the syndies are guarding too much.

That's all I have for now! The rest of the stuff seems either inconsequential or I'm missing some key information that might make it problematic.

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RaidarV commented Mar 16, 2020

You are a good man, thank you.

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Certainly way more interesting than the old one, I like it. My only gripe would be the plain gray flooring for the botany area behind the bar. I think it looks out of place and perhaps wood flooring might look better to fit with everything else.

Also @FreeStylaLT, do note that those two vertical sleepers in the botany area are ghost role spawers. The horizontal one is a real sleeper though.

Comment on lines 74 to 75
//icon = 'icons/misc/beach2.dmi'
//icon_state = "sandwater"
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Is there a reason these are commented out?

Comment on lines 135 to 136
id = pick(list("brassbeachtempledoor1", "brassbeachtempledoor2", "brassbeachtempledoor3", "brassbeachtempledoor4", "brassbeachtempledoor5", "brassbeachtempledoor6", "brassbeachtempledoor7", "brassbeachtempledoor8",
"brassbeachtempledoor9", "brassbeachtempledoor10", "brassbeachtempledoor11", "brassbeachtempledoor12", "brassbeachtempledoor13", "brassbeachtempledoor14", "brassbeachtempledoor15", "brassbeachtempledoor16"))
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A better option of writing this would be to do:

id = "brassbeachtempledoor[rand(1, 16)]"

Cuts down on copy and paste should you need to make adjustments to the list.

Comment on lines 135 to 136
id_tag = pick(list("brassbeachtempledoor1", "brassbeachtempledoor2", "brassbeachtempledoor3", "brassbeachtempledoor4", "brassbeachtempledoor5", "brassbeachtempledoor6", "brassbeachtempledoor7", "brassbeachtempledoor8",
"brassbeachtempledoor9", "brassbeachtempledoor10", "brassbeachtempledoor11", "brassbeachtempledoor12", "brassbeachtempledoor13", "brassbeachtempledoor14", "brassbeachtempledoor15", "brassbeachtempledoor16"))
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Ditto for what I said about the list in door_control.dm.

@variableundefined variableundefined added the Map Edit This PR will modify a map label Mar 17, 2020
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Please:

  • remove disco ball, it should be a rare thing and this makes it too common
  • remove the voodoo doll from the deathsquid loot drop list
  • remove at least 2 (possibly all) of the sleepers, and most of the medkits - this place should not have more medical supplies freely available than the secure brigbay on station has
  • rebalance the syndie undersea base (and call it that, NOT the infiltrator base) to have loot that's more useful for the station and not just for the explorer who finds it. Also rebalance its risk/reward ratio to be closer to the existing pirate area in this away mission. Currently it has too much loot for little risk.
  • check on tg what the status of clockcult is - if its going to be axed on TG maybe we don't want to support it more. If its going to be further developed maybe we should avoid adding stuff that conflicts with what they have, etc.
  • don't add a 4th full hydro set up when we already have 3 (hydroponics, garden, lavaland pod people spawn)
  • alter the beach host roles so that they can only spawn after someone has entered the mission, and they spawn with exile implants so they cannot just abandon the beach and go back to the station

code/game/area/Space Station 13 areas.dm Outdated Show resolved Hide resolved
code/game/turfs/simulated/walls_misc.dm Outdated Show resolved Hide resolved
code/game/turfs/simulated/walls_misc.dm Outdated Show resolved Hide resolved
@Darkmight9
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Darkmight9 commented Mar 21, 2020

remove disco ball, it should be a rare thing and this makes it too common
remove the voodoo doll from the deathsquid loot drop list
remove at least 2 (possibly all) of the sleepers, and most of the medkits - this place should not have more medical supplies freely available than the secure brigbay on station has
rebalance the syndie undersea base (and call it that, NOT the infiltrator base) to have loot that's more useful for the station and not just for the explorer who finds it. Also rebalance its risk/reward ratio to be closer to the existing pirate area in this away mission. Currently it has too much loot for little risk.
check on tg what the status of clockcult is - if its going to be axed on TG maybe we don't want to support it more. If its going to be further developed maybe we should avoid adding stuff that conflicts with what they have, etc.
don't add a 4th full hydro set up when we already have 3 (hydroponics, garden, lavaland pod people spawn)
alter the beach host roles so that they can only spawn after someone has entered the mission, and they spawn with exile implants so they cannot just abandon the beach and go back to the station

@Kyep

  • The first thing I did when I mapped in the disco ball was I gave it infinite move resist so that thing isn't going anywhere unless advanced nonsense happens. I edited it's description to show that too

  • I'll replace the voodo doll with something else. Got any ideas?

  • the two vertical sleepers are the spawners for the resort hosts. The horizontal one is a real sleeper though. The tracking gear(the crew monitor and pin pointer) is meant for finding bodies lost at sea.

  • yeah I'm gonna re-balance the base

  • the stuff I did to the clockwork items was just make it so that you can build the fancy looking structures and stop the issues with the clockwork walls and floors . The structures aren't functional and if we want the real deal we can do what's done with the cult structures and make functional subtypes. As for the status of clockwork cult on tg it's been long dead. The dead Rat'var ruin exists for a reason.

  • how are the hosts going to be able to feed the guests then without a hydroponics setup? Just give them select seeds to grow?

  • I don't know how I'd go about making it so that resort hosts can only spawn when players come in. I'll give them exile implants but that means they'll have to toss recovered bodies out of the gateway.

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Mar 21, 2020
@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Mar 25, 2020
@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Apr 11, 2020
@github-actions github-actions bot added Merge Conflict This PR is merge conflicted and removed Merge Conflict This PR is merge conflicted labels May 2, 2020
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Kyep commented May 2, 2020

@Darkmight9

  1. I don't know if the disco ball having infinite move resist is enough to stop it being moved by pushing, pulling, grabbing, being placed in an open locker, and many other tricks. Have you tested all that?
  2. I'm not sure it needs more loot.
  3. Please don't have identical looking objects which are in fact totally different.
  4. Okay, I guess the hydroponics setup is needed.
  5. Yeah, maybe exile implants would be a good idea to stop them just being used by ghosts as 'respawn at will and join crew' machines.

@Fox-McCloud
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conflicts.

I'm kinda not inclined to dramatically expand the beach--I personally think we need less loot from away missions, not more.

@Darkmight9
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Darkmight9 commented Jun 16, 2020

I'll have to do some thinking on the various rewards for the beach but I do think it deserves better than the state it currently is.

@github-actions github-actions bot added Merge Conflict This PR is merge conflicted and removed Merge Conflict This PR is merge conflicted labels Jun 27, 2020
@github-actions github-actions bot added Merge Conflict This PR is merge conflicted and removed Merge Conflict This PR is merge conflicted labels Jul 26, 2020
@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Oct 17, 2020
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I have a few small changes I'd like to see in this. First. Make the underwater area the opposite of lava lands, make it high pressure, but not damaging high pressure. After all, the further underwater you are, the higher the pressure is. (this will probably make KA's useless, which, I think gives miners good reason to avoid the location)

Maybe add a craftable harpoon gun to launch harpoons, give some better ranged viability other than chucking them. Make it like a powered crossbow, but for harpoons as ammo. Give it a minor damage boost slightly above thrown damage.

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Kyep commented Oct 23, 2020

Post-TM thoughts:

  • weird crabs need to not be player-controllable
  • either the trees around the beach need to be unbreakable, OR there needs to be unsimulated rock walls in all directions past the trees. Currently I saw people breaking trees, which is a problem because if you break the trees in the NE area you can potentially create a shortcut to another area that's not meant to be connected that way.
  • cult runes heal everyone, not sure if this is intentional
  • hopefully clockcult/etc areas are randomized in terms of where the loot is - otherwise people will memorize which levers to pull

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Kiyahitayika commented Oct 23, 2020

I don't play on Paradise too much currently. I've been quite irritable and little things seem to upset me. I decided to hop on tonight and this PR just happened to be undergoing a testmerge.

@Darkmight9 Thank you <3 This was amazing. It evoked the sense of wonder I love to find in video games and I really, really appreciated it. <3

As @Kyep mentioned, I found it weird that you couldn't break the trees. Or even attack them. Also, there being boundaries in front of what I could see confused me, I'm not going to lie (I have a small brain at times).

KozackWolf's idea of higher pressure is very neat! ~~Maybe even some sort of diving suit :? ~~

@HelmeHaffax
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Playing as one of the resorts hosts was really fun.

My only real complaint is that the disposals lead to the backroom of the bar so you have to deal with a lot of trespassers that are sneaking in - on accident or with intent.

Another thing is that you are affected by the dancing orb when you are standing in the kitchen area so you often drop what you where holding when you try to cook.

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moxian commented Oct 23, 2020

Please remove the chasm traps in ratvar ruins. They work fine on lavaland which is BIG. You can plan around creating them, and then you can easily maneuver your way around them. Neither is the case for a space-constrained ruin, that have chasms appear unexpectedly.

Separately, currently the east and west borders of the main beach area are each a vertical column of rocks. This works, but can be a bit spiced up by making the pattern less regular. (Though this is a very minor thing).

There was an opinion in dchat that strange crabs should not be NPC-respawnable.

There was also an opinion that Death Squid area does not look menacing enough, and have lured way too many clueless people in. (Then again, it's a videogame and there's very often a huge disconnect between how scary the area looks and how scary the area actually is. Chances are, those people would wander in especially if the area was more terrifying).

There was also an opinion that Death Squid should have less HP and that KA should do more damage to it (by reducing the air pressure under the sea or something), but personally I disagree with that. Squid is not meant to be killed by KA. We have not seen "real" weapons used against it and don't know how effective they are (and if they aren't - then yeah, nerfing squid might be in order).

@Darkmight9
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Firstly I have to say it, this test merge was a glorious success that lead to an amazing round! And thank you all for the feedback! If people have more ideas or suggestions for the PR please post them here!

@marlyn-x86 marlyn-x86 dismissed their stale review October 25, 2020 00:31

Changes made

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Nov 6, 2020
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Please fix conflicts and address TM concerns within 14 days

@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Nov 18, 2020
@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Dec 13, 2020
@Darkmight9
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Let me know when the PR has been reviewed and is ready to be merged and I'll deconflict it

. = ..()
id = "brassbeachtempledoor[rand(1, 12)]"

/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob)
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Don't need the as mob since it's already defined as mob/user.

Suggested change
/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob)
/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user)


/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob)
. = ..()
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps!
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Spacing

Suggested change
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps!
var/temple_traps = rand(1, 10) //no forbidden temple is complete without some traps!


/obj/machinery/door_control/brass/beach_brass_temple_switch/attack_hand(mob/user as mob)
. = ..()
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps!
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You've got a lot of separate get_turf(src) here. It'd be better to just make it a variable next to temple_traps and use that instead.
e.g.

Suggested change
var/temple_traps = rand(1,10) //no forbidden temple is complete without some traps!
var/turf/T = get_turf(src)
var/temple_traps = rand(1, 10) //no forbidden temple is complete without some traps!

(Also, spacing)

return
if(6 to 8)
new /mob/living/simple_animal/hostile/poison/giant_spider(get_turf(src))
visible_message("<span class='boldannounce'>A hatch opens above you and a giant spider falls down on your head!</span>")
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Might want a different span class here for consistency. boldwarning or userdanger maybe.

new /mob/living/simple_animal/hostile/poison/giant_spider(get_turf(src))
visible_message("<span class='boldannounce'>A hatch opens above you and a giant spider falls down on your head!</span>")
playsound(get_turf(src), 'sound/effects/bin_close.ogg', 200, TRUE)
if(9,10)
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Spacing

Suggested change
if(9,10)
if(9, 10)

Comment on lines +124 to +125
density = 1
opacity = 1
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Since they're booleans

Suggested change
density = 1
opacity = 1
density = TRUE
opacity = TRUE

Comment on lines +137 to +138
density = 1
opacity = 1
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Same here

Suggested change
density = 1
opacity = 1
density = TRUE
opacity = TRUE

Comment on lines 146 to 147
density = 1
opacity = 1
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And here

Suggested change
density = 1
opacity = 1
density = TRUE
opacity = TRUE

health = 80
gold_core_spawnable = NO_SPAWN
projectilesound = 'sound/weapons/laser.ogg'
ranged = 1
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Suggested change
ranged = 1
ranged = TRUE


/obj/structure/clockwork/decorative/deconstruct()
// If we have materials, and don't have the NOCONSTRUCT flag
if(buildstacktype && (!(flags & NODECONSTRUCT)))
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One too many brackets here.

Suggested change
if(buildstacktype && (!(flags & NODECONSTRUCT)))
if(buildstacktype && !(flags & NODECONSTRUCT))

@Darkmight9
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To make sure people are on the same page about my beach revamp PR I'm waiting to deconflict it until after I've been notified that the PR has been looked over and will soon be merged once deconflicted. The reason for this is that I've gotten worn out from deconflicting it several times.

@Darkmight9
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To give people a head's up about the long delay we've had a loss in the family, my dad. I've been handling affairs and once done I'll be back to try and deconflict this project

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KozackWolf commented Mar 7, 2021 via email

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S34NW commented Jun 8, 2021

image

I'm a little bothered by these under-wall disposals pipes, on the off chance someone wants to modify them it creates issues...
Apart from that, I think the map is fine

@Darkmight9
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I think I'm gonna split this PR up into chunks. Do it piecemeal like it should have in the first place

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Going to close this given the above statement and its very stale nature.

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