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[MAP] Increases size and complexity of boxstation maint [Ready for review/merge] #10723
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Image formatting! It's |
Sometimes dead end rooms in maint are a good thing, as it makes them less apt to be entered randomly on the way to something else. These changes are a bit of a nerf to cults/shadowlings/blobs as a result, and in general will making hiding harder. |
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I think there is more dead ends now |
I honestly don't think it's good to have maint for maint's sake, what we have now is fine. |
The new mapping doesn't look very detailed, they just kinda look like empty tunnels. If we're going to go Meta we might as well go Full Meta |
Yeah I think a bunch more items would make it more interesting, but otherwise HUGE 👍 |
Scones, this doesn't remove anything from bar/chapel maint, much less the blobpoint. Cheridan, I think you're being confused by the fact that ~75% of all our maint is empty tunnels. The only "empty tunnel" bits here actually added were the glass cuthrough in engineering and holodeck tunnel. @Durkel , which part? This edits four distinct parts of the station. |
It's hard to take an in-depth look on my phone but so many windows ahaaaa |
Blame coderbus, they demanded windows for the window gods |
Not fond of it. Feels like we're making maintenance more... 1-tile-wide tunnel-y, and making there be a couple more designated 'HEY I'M KILLING/LINGING/HIDING PEOPLE' places to substitute. Heck, there's even fewer splits than before, especially without doors, meaning it's pretty tough to lose security in maintenance. Top that off with more dead-ends means it's easier to get cornered (especially since almost all the aforementioned places are dead ends OR, likely heavily traversed, large areas (i.e. no cover so you can't even go around a corner and potentially not be seen like you can in say, electrical maintenance), and you have a recipe for disaster if you're trying to hide/dispose of bodies/ling someone/etc. Then there's the windows. God help us - carp, or one dude with an axe can make all of maintenance pretty much permanently uninhabitable in a minute or two. No maintenance, and antags are basically fucked sans the guy with a hardsuit doing it. Please don't merge. It's a net nerf to antags, which we really don't need right now. |
Care to get specific? Again, this PR edits several areas, so if you make a vague sweeping statement, that's unhelpful. Windows: Maint is full to the brim with windows already, especially in the areas I included. I'll post comparison pics with the current map soon. |
Did you get rid of the atmos room in viromaint? If so, why? Atmos rooms are pretty useful in hiding bodies if you have access, or flooding specific areas with plasma. There should be more of em, not less. |
The atmos cubbyhole was untouched, hence why I didn't expand the picture far forewards enough to include it in the 'New' image. Biohazard moved down, and the windy trash corner took it's place, atmos remained untouched |
Don't put blob spawn points near fuel tanks. Its bad mkay. Otherwise I like it. Edit: oh, could you maybe fix the mishap where the two gray tanks in arrivals maint don't actually hook into distro. |
Me and jalleo are pretty sure that the grey tanks aren't meant to be connected to distro by default, due to their differently-colored piping. We thought they were for obtaining clean air if distro is compromised |
[MAP] Increases size and complexity of boxstation maint [Ready for review/merge]
This PR adds several new areas to box's maintenance, and edits some existing areas to make them either more interesting or more complicated to navigate, and attempts to reduce the number of chokepoints that people are funneled into.
LATEST IMAGES INCOMING
New north-west maint:
Includes a new area, the Observatory.
Reroutes traffic flow to lower the probbability of someone walking past while you absorb/convert/debrain/etc
Adds a monkey recycler +cubes to a hidden room, for assistants to take apart/mess around with/start illicit xenobio
New Aft maint:
Adds a maint bar, accessible from the firefighting closet, above the old incinerator
Adds a sealed-off cut-through to engineering maint, lowering the "Corridor of death" effect in blob.
Adds a blob event spawnpoint to the old incinerator
Reshuffles maint slightly to allow the maint bar to fit
Adds a supply closet butting up against the SMES storage's walls, because currently the SMESes are more protected than the singularity.
Virology Maint:
Moves Biohazard Disposals Routing further south, and adds a winding corridor above it, perfect for xeno nests/assistant projects.
Adds an airlock to Biohazard Disposals Routing by request.
Science Maint:
Adds an additional room in science maint, near the old observatory, and gives it an airlock
Adds a blob spawn point to this room
Additionally adds an indestructible wall to the bomb range