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Random Room Mapping Contest: 3x3 Room Submission "Undying Computer" #14563

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191 changes: 191 additions & 0 deletions assets/maps/random_rooms/3x3/undyingcomputer_80.dmm
@@ -0,0 +1,191 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/obj/decal/cleanable/blood/drip/med{
dry = 1
},
/obj/item/disk/data/floppy/read_only/network_progs{
pixel_y = 0;
layer = 4;
shrunk = -1;
desc = "A collection of network management tools, found wedged in an engineer's chest cavity. You swear you can hear it breathing.";
uses_material_appearance = 1
},
/obj/cable/yellow{
icon_state = "1-2";
default_material = "bone";
uses_material_appearance = 1;
insulator_default = "flesh"
},
/obj/dialogueobj/engineerscorpse{
pixel_y = -5;
desc = "A dead engineer with a gnarly dent in their head and a floppy disc...imbedded in their chest. Eugh..."
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},
/obj/decal/cleanable/blood/drip/high{
pixel_y = -18;
dry = 1
},
/turf/simulated/floor/industrial,
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})
"c" = (
/obj/decal/cleanable/robot_debris{
pixel_y = 11
},
/obj/item/paper/thermal{
pixel_y = 15;
pixel_x = -7;
info = "<center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center><center>I WILL NOT DIE</center>"
},
/obj/decal/cleanable/molten_item,
/obj/cable/yellow{
icon_state = "0-2";
uses_material_appearance = 1;
insulator_default = "flesh"
},
/obj/item/cable_coil/yellow/cut{
spawn_insulator_name = "flesh"
},
/turf/simulated/floor/industrial{
burnt = 1
},
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 12
})
"m" = (
/obj/decal/cleanable/blood/gibs/core{
pixel_x = -6;
pixel_y = -8
},
/obj/item/raw_material/scrap_metal{
pixel_y = -4;
pixel_x = -12;
layer = 4
},
/turf/simulated/floor/industrial{
burnt = 1
},
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})
"r" = (
/obj/decal/cleanable/oil/streak,
/obj/decal/fakeobjects/operatorconsole{
pixel_y = -1;
pixel_x = -1;
name = "dusty computer tower";
desc = "An old computer operating console. Most of the lights have gone out, except for one that's gently flashing red. You can hear a faint humming coming from it..."
},
/obj/overlay/simple_light/disco_lighting/oscillator{
color_1 = "#000000";
color_2 = "#BB0B05";
pixel_y = -39;
pixel_x = -24;
shrunk = 5
},
/obj/machinery/power/terminal/netlink,
/turf/simulated/floor/plating/scorched,
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10;
sound_loop = 'sound/ambience/station/Machinery_Computers1.ogg'
})
"B" = (
/obj/decal/cleanable/robot_debris/limb{
pixel_x = -7;
pixel_y = 23
},
/obj/decal/cleanable/dirt/dirt5,
/turf/simulated/floor/industrial,
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})
"D" = (
/obj/decal/cleanable/dirt,
/obj/item/crowbar/yellow{
pixel_x = -10
},
/turf/simulated/floor/industrial,
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})
"G" = (
/obj/decal/cleanable/dirt/dirt3,
/obj/item/circuitboard{
pixel_x = -17;
layer = 2;
name = "melted circuit board";
anchored = 1;
default_material = "flesh";
material_applied_appearance = 1;
uses_material_appearance = 1;
desc = "It's melted straight into the drive and won't budge."
},
/turf/simulated/floor/industrial{
burnt = 1
},
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})
"T" = (
/obj/decal/cleanable/molten_item,
/turf/simulated/floor/industrial,
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})
"X" = (
/obj/item/cable_coil/yellow/cut{
amount = 3;
pixel_x = 1;
pixel_y = 7
},
/obj/decal/fakeobjects/skeleton{
layer = 2;
pixel_y = 4;
pixel_x = -3;
desc = "The remains of a human. Their bones look scorched.";
color = "#404040";
name = "burnt skeleton"
},
/obj/decal/cleanable/blood/drip/high{
color = "#2c0e0e";
dry = 1;
mat_changename = 0;
desc = "Blood, dried and burnt.";
mat_changedesc = 0;
name = "burnt blood"
},
/obj/item/wirecutters/yellow{
pixel_y = -5;
pixel_x = 4
},
/turf/simulated/floor/industrial{
burnt = 1
},
/area/dmm_suite/clear_area{
sound_fx_1 = 'sound/ambience/station/Machinery_Computers1.ogg';
sound_environment = 10
})

(1,1,1) = {"
r
c
a
"}
(2,1,1) = {"
G
m
T
"}
(3,1,1) = {"
X
B
D
"}