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[MAP]Bar Overhaul + Assistant Spawns Changed & More #4822
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Pinging @Ikarrus since he has a vested interest in some of my work. |
👍 |
The gambling room is a little too far away from the rest of the bar imo. The officer's lounge is also very cramped and could easily become a deathtrap with those 1-wide paths. The pathway south of the stage seems odd, and the bar in general seems a bit too empty, especially the area just south of the gambling area and west of the officer's lounge and the gambling area itself. (although this is hard to judge when you're not ingame) Also, the bar backroom is now really, REALLY tiny, and lacks a drinks vendor. |
A backroom not actively attached to any maintenance system feels very odd to me, and in the case of the bar backroom it seems like the kind of thing that would get disrespected into oblivion every round being surrounded by low security to public access rooms. The gambling area is massive compared to its function. Also a bit weary about room depth from the hallways. The bar backroom and kitchen and stage backroom are 4(!) doors from the nearest hallway. Also pretty much everything Miauw62 said. |
Also critical: Where the hell is the 🏀? |
In my opinion, for what its worth, it does look better in game. The pathway to the stage does seem small, I'll push the theatre back so its a 2-tile wide corridor. I don't want to make the Officers Lounge any bigger as it would start taking up a lot more room than it needs. The bar back room feels fine to me, but I can look at expanding it, however do note there is a soda machine at the entrance to the bar, but I can add one to the bar room. If Security for the bar back room is an issue, I can use Rwalls on the south side. To be fair though I think the bar back room being connected to the main hallway will make it less likely to be broken into than currently, since its far more obvious. On the basketball, I just noticed that. I'll add a room for that. |
Just put the enterance to the stage somewhere else. |
You could have saved a lot of remapping effort if you had simply discussed this with us on coderbus while you were working on this. But here goes. Bar Overhaul I don't think this is going to be a change that can be easily done simply through patchwork. While I really like the concept of merging all the anemities together, I strongly suggest you scrap the entire sector and start from scratch. You'll avoid all these awkward narrow spaces and other workarounds you would have to make just to save time. Quality and flow will improve from a new design built from the ground-up. Mapping Changes
Other Big Changes
Other issues
Everything else I didn't address or mention here are things I don't hold an opinion on. |
When I did the Bar redesign, I removed the entire section and started from scratch. The only constraints I had were the outer areas (Kitchen/Dorms/Hallways). In addition, its not my fault someone decided to make Wall Mounted flashers easily stolen. However I never once saw a wall mounted flasher be stolen before they were removed. In addition, considering the Sec flasher is already behind a secure door, someone would have to go into Security to steal that flash. On the Securitron issue, I would argue Sec only has one Securitron to draw from. The one on the AI Sat cannot be easily taken on Station, and the one on the labour camp is meant to remain there to act as a stand in Officer. If that Securitron was not there, I personally would not use the Labour camp as much as I do now. Of all the designs I came up with for the new bar, the one presented received the most positive feedback. Other designs either were not as liked, or I did not find suitable. |
It's not, but it is your responsibility to make sure your changes are compatible with the rest of the game.
The players will pick things up over time. They never really got stolen until they started being placed in easily accessible locations.
The one on the labor camp is awful, and is hardly used for anything than griefing prisoners by repeatedly arresting them, not letting them work at all. It also starts off, but hardly anyone ever uses it. It's the most pointless securitron on the map. |
Barring the HoP line. The Sec Flasher is in a good position. It cannot be easily stolen, since it is behind a access restricted door. In any situation where it would be used, there will be at least one Sec Officer observing the flasher. Meaning if a intruder attempted to steal it, they would be doing that in front of a Officer who could close the outer doors. Also, if your going to break into Security, there are far better weapons to steal than a flash. Also, I use the Gulag Securitron whenever I use the Gulag. That's just me. |
Oh, I'll look at fixing all those other errors tomorrow. They tend to pile up as updates pour in, sort of like trimming the hedges. |
It's pretty nice, but I would like to recommend one thing in particular: Make the arcade a bit bigger, as in give it an extra tile of vertical space. Because with your current design, if someone is in, for instance, the far left stool and someone is sitting next to them then they can not get out unless the other guy moves as well, and if there are people in all of the stools then it becomes a massive clusterfuck when someone tries to get out of their stool. |
I'd Suggest maybe having the HoP line flasher behind a single panel of reinforced glass. This means the title is still usable as a walk way, but would slow down any potential thief, whilst not making it completely invincible. The line flashers as the HoP can be so useful when there's a pushing/hitting/general raucous in the line, at least sorting it out until sec gets there. Otherwise the HoP has to run out and around to stop anything happening 2 feet away. Also with the Bar re-work, how does the Chef get to kitchen? Via the bar itself? That seems a little of a long way/annoying the bartender. How about a door leading into the kitchen from the main corridor? |
Good ideas, I'll take a look at them. |
Bar backroom needs a windoow for the delivery chute, or people can just walk in and out. Sent from my iPhone
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You can't walk through the flaps, and there is a shutter there that can be closed. One thing I've noticed. But are the Bartender and Chef meant to have full access to both the Kitchen and Bar? Since I can walk into the Bar backroom as the Chef for example? |
A shutter is really not a good way of preventing people from getting in through the flap, since it also blocks all valid traffic. |
You did not mention that you also changed the HoS's office. There's really no need to symmetry in there, with the amount of stuff he has in there he needs the extra table space. You also took out his filing cabinet. |
I'm fairly certain the Theatre was one of the possible destinations you could send packages. But the disposals setup isn't going to permit this. All theatre packages will just end back up in the delivery office. |
I hate merging errors. No matter what I do nothing will unfuck a merge conflict. Not even that guide on the forums helps. I'm going to close and redo a new PR. Anything else pisses of Git when it refuses anything I do. |
Send me a message next time you need help and I can probably help you, If 2014-09-16 6:52 GMT+02:00 Steelpoint notifications@github.com:
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…2719 [MIRROR] Fixes a runtime with glowshrooms
Several big map related changes here.
As a pre note, all usual mapping checks have been made. Pipes and Wires go under doors and not through walls, etc.
In addition to the usual change list I'm about to talk about, please do take note of the two big changes at the end. These two will undoubtedly be points of contention.
BAR OVERHAUL: http://i.imgur.com/TkUfiru.png
This Bar overhaul has seen discussion on the forums, in game OOC and Facepunch. For the most part people liked my redesign, here it is.
MAPPING CHANGES
OTHER BIG CHANGES
Relevant discussion on the Securitron in Armoury on the forums: http://tgstation13.org/phpBB/viewtopic.php?f=9&t=1417
ASSISTANT SPAWNS!
These spawn locations are:
-7 Arrival
-1 Outside Sec
-8 Bar
-1 Outside Med
-1 Starboard Emergency Storage
-4 Library
-2 Chapel
Relevant discussion on Assistant spawns on the forums: http://tgstation13.org/phpBB/viewtopic.php?f=9&t=1416
No code changes have been made to the assistant spawning, meaning all Assistant players will appear from the Bottom Right spawn and move up from there.