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CereStation #15754
CereStation #15754
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COWABUNGA. THE MAD MAN DID IT |
Approving of this as a concept but will put my final approval down once its up to par. |
Landmark update for job spawns. More hardsuits in EVA, engi, and atmos. Disaster counters properly added. Vault is now more spooky. Gamma armoury moved to below gulag shuttle. Sleeping rooms replaced with arcade and swimming pool. Captains ERP nest deleted. Tcomms now looks like it was designed by a functional human being. Mining doesn't need a weird glass box. Shuffled docking ports at arrivals. Windows are now reinforced windows. Mr changs has arrived.
Thanks for the help, the things you've both mentioned have been fixed.
Indeed, the console and mining stuff are gone now. It was meant to be a regular construction area.
It's just fluff for the engi sat, an abandoned shuttle seemed relevant. The console was not meant to be functional, this has been fixed.
I feel this is a map specific thing that fits the style, however I won't object to moving them if there are issues with having them outside of the physical room (area tiles cover them, so they still work as normal for that room). With so much of this map walled in by asteroid, it gives antags an alternative method of break in: de-power the doors and crowbar their way in. |
Our present two maps aren't even up to standard yet nor are they ready for prime-time. We have a small dev team that has a lot of burdens already with maintaining multiple maps---heck, TG only has 2 more maps than we do and their dev team is gigantic. I'd rather not add more to this burden when our affairs are already not in order, not to mention making the turf transition even more of a nightmare to handle. There' also the notion of a map of this size entrenching the idea that 150 or permanent ultra high population status is a good/admirable thing that we should aim for. I'm fundamentally opposed to this, as I firmly believe this will trample RP standards...as has been demonstrated numerous times in the past. And, of course, there's the performance considerations---both memory and CPU. Larger maps inherently are going to use more memory--while that's not a major problem yet, we're only a few major features away from having to given that serious thought and consideration. And, of course, a map with a lot more turfs is just a map with a lot more active turfs--a room twice the size is going to have twice the impact when a window breaks/someone breathes/what else have you. So for reasons for performance, memory, not to mention maintainability (and near-future refactors), I'm going to have to object to this. Our house is far from in order, and I'd rather not add a gigantic additional factor to maintain, on top of it. |
This map can't cope with 150 either, not optimally (What map even can?). Edit: After investigation, it seems actual floor turf count for cere is almost the same as box, just a few hundred more (~10k turfs). So a lot of the additional non-space turfs are just asteroid walls. So I don't actually think the atmos impact will be all that different between the two maps |
The main corridors need vents, scrubbers, and air alarms and would need to be sectioned into separate areas for atmos to fill them properly (one air alarm per area). If I'm not mistaken, right now, the corridors with insulated floors would require folks to be wearing hardsuits, masks, and gas tanks to traverse. |
Personally, I agree with almost all of Affected's feedback on this map, and I also applaud how quickly you've made the desired changes. The only point I disagree with is the out-of-room APCs. I like the antag opportunities this opens up. This also gives maintenance more of a purpose than it has now, as power management is handled via breakers in maintenance instead of inside the shiny space station rooms. Though it does also open things up for griefing, so I'm not totally sure on this one. |
Good point, they would still have air at roundstart but no way of replenishing it. I'll make the changes soon. |
An issue I think you missed. I only count 2 escape pods. |
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While I am generally opposed to non-box maps, especially ones from TG, I have to admit this map looks pretty nice. Perhaps that's because I haven't actually played on it... but it certainly looks more appealing than metastation (though equally, that's a very low bar to pass).
I'm not voting on this yet, but I'd like to see it testmerged a bit before I decide how to vote.
Please modify |
@AffectedArc07 Done and compiles |
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Bar doors are called "Kitchen" and are not common access. Airlocks that the atmos pipes go through parallel to the glass corridors between asteroids seem to have common access, at least near bar. |
Merch vendor missing from near cargo, all external airlocks start unbolted and common access it seems. Map ran super smooth despite pretty high-ish pop, there was absolutely no comparison to the previous TM. So much better. Extremely solid work from S34N upgrading it, reducing the distance between stuff, and just prettying it up with glass floors, colored carpets, railings, and such. Labor of love and it shows. |
IIRC the bridge... lounge/lobby(?) was accessible to anyone, not sure if that was intentional, but figured I'd mention it just in case. (Apologies if it turns out I misremembered as well, there were a lot of people around so I may have caught something else.) Everything else I noticed was already mentioned by Woj. Really great stuff S34N, I'd love to see this map in the standard map rotations in the future. Performance seemed perfectly stable, and it's clear a lot of work has gone into this, excellent job! |
reopening for CI |
We have analyzed the performance metrics on this, and it's not good. Atmospherics is considerably more expensive (30%+) on Ceres, which is what we predicted. It initially seemed to perform equally to box, but it turns out someone did a lot of shenanigans with simple mobs which hugely bloated up the cost and put it in line with Ceres. Performance alone is a huge reason this has been rejected. At this point in time, I do not think we need a 4th map--especially when our affairs aren't in order for the present ones. |
What Does This PR Do
Ports CereStation, an out-of-rotation map from TG. It is a larger map (28k non-space turfs, vs Box's 17k, with about 3k more "playable" aired turfs, 15k vs 12k) that has each major department on its own asteroid.
The map is relatively dimly lit, with a focus on feelings of isolation and loneliness. While box gets cramped at 70+ users, this map will maintain its atmosphere, even on higher pops.
Key map features:
need to be set upnow work at roundstart and work very poorly with stock parts, meaning as the round progresses more use of the quantum pads will be seen.Things that likely should be done in the future:
Brig could be remapped, it is currently quite inefficient in its use of space, while this does contribute to the map aesthetic, functionality should take precedent above form.Since map rotation is not in yet,this map will need to be standardised with any upcoming changes to box that get merged before rotation makes this available.Add more hardsuits and softsuits on the various departments, since this is a space-focused map.Look at escape pod placement.Needs a psych officeNeeds a paramedic officeWhy It's Good For The Game
We currently lack a map that was designed for a higher population. Box was created with <70 people in mind, and while it has been adapted by us to fit our needs, it is still cramped.
Our other potential highpop maps; meta and delta, are severely outdated and need extensive work. While this work is being done, starting from scratch is easier, and having additional maps in rotation will add to variety. The benefits of having this map are, in my opinion, well worth the additional maintenance cost.
Images of changes
Detailed view of the map:
(click to expand)
Size comparison vs. Box
Changelog
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add: Added CereStation, a new highpop map.
/:cl: