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[MAP]Bar Overhaul + Assistant Spawns Changed & More #4822

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[MAP]Bar Overhaul + Assistant Spawns Changed & More #4822

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Steelpoint
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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.

  • The Bar has seen a massive overhaul, the fitness room and the bar have been combined.
  • A 'gambling room' has been added inbetween the fitness room and the bar. It includes gambling equipment.
  • The new 'officers lounge' has been added, offering a place of relaxation for heads of staff.
  • The holodeck was rotated 90 degrees. This has been accounted for.
  • To ensure proper access, the Clown, Mime and Bartender have access to the Bar Maintenance airlock.
  • A small arcade room has been added at the Bar's entrance.

MAPPING CHANGES

  • The Research Lab's southern windows now have privacy shutters, for total privacy!
  • Maintenance has been slightly streamlined, two obvious changes are a airlock added to the south of the incinerator room and a walkway above Botany. :http://i.imgur.com/yqctzPE.png
  • The Brig's entrance now has a wall mounted flasher, to get rid of non-compliant protesters or released prisoners.
  • The HoP lines southern wall mounted flasher has been returned.
  • Additional fire extinguishers have been added to the brig.

OTHER BIG CHANGES

  • The Detective has been given a pair of SecHUDS.
  • A deactivated Securitron (Securitron Ikarrus has died, yet double-edged shards live on #1138) has been returned to the Armoury. I genuinely believe this should remain in the Armoury, and other players support this. However I admit this may well be denied.

Relevant discussion on the Securitron in Armoury on the forums: http://tgstation13.org/phpBB/viewtopic.php?f=9&t=1417

ASSISTANT SPAWNS!

  • All 24 of the Assistant spawn points in Tool Storage have been spread across the station. The spawn points are all in public access areas, and not inside maintenance (In case SoS removes Assistant maint access).

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.

@Steelpoint
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Pinging @Ikarrus since he has a vested interest in some of my work.

@Donkie
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Donkie commented Sep 14, 2014

👍

@theOperand
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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.

@Incoming5643
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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.

@Incoming5643
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Also critical: Where the hell is the 🏀?

@Dorsisdwarf
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Question: Why didn't you just upload the bar pictures right onto github, instead using an imagehost?
bewm
Like this?

@Steelpoint
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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.

@theOperand
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Just put the enterance to the stage somewhere else.
There's no point in having a tiny officer's lounge, really. There's already the staff meeting room. The bar room IS way too tiny, and doesn't need rwalls. It just needs to be larger.

@ghost
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ghost commented Sep 14, 2014

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
Needs a lot of work.

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

The Research Lab's southern windows now have privacy shutters, for total privacy!

  • Move the button closer to the door, so it's more clearly communicated what it's for

Maintenance has been slightly streamlined, two obvious changes are a airlock added to the south of the incinerator room and a walkway above Botany. :http://i.imgur.com/yqctzPE.png

  • I'd prefer that these changes isn't made. Maintenance of all places is not designed to be streamlined. In fact, it was intentionally designed to be as convoluted and arduous to traverse.

The Brig's entrance now has a wall mounted flasher, to get rid of non-compliant protesters or released prisoners.
The HoP lines southern wall mounted flasher has been returned.

  • Flashers in public areas are nothing more than free flashes for anyone with a wirecutter. Remove these until you find a better solution.

Other Big Changes

A deactivated Securitron (Securitron #1138) has been returned to the Armoury. I genuinely believe this should remain in the Armoury, and other players support this. However I admit this may well be denied.

  • Security already has three securitrons, one of which is already put away in storage. A fourth is meaninglessly excessive. Remove the one on the labour camp if you insist on putting one in the armory. If security wants to over-arm themselves then they will need to put in the effort and cooperate with the rest of the crew.

Other issues

  • You did not test the disposal system. The way it is set up now on your map, most of the garbage is going to be ejected straight into the theatre. Don't place disposal pipe junctions in the map without knowing what they do.
  • Other mapping errors and warnings that need to be looked into. While not all of them are your fault, I'd appreciate it if these were looked in to.
    http://privatepaste.com/6c779db69f

Everything else I didn't address or mention here are things I don't hold an opinion on.

@Steelpoint
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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.

@ghost
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ghost commented Sep 14, 2014

its not my fault someone decided to make Wall Mounted flashers easily stolen.

It's not, but it is your responsibility to make sure your changes are compatible with the rest of the game.

However I never once saw a wall mounted flasher be stolen before they were removed

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 labour camp is meant to remain there to act as a stand in Officer

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.

@Steelpoint
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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.

@Steelpoint
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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.

@JStheguy
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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.

@Steelpoint
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Ok, all the errors listed by Ikkarus have been fixed, disposals works properly. As well as:

  • A SecBelt in the Detectives Office
  • More fire extinguishers in the brig.
  • Suggested improvements to the bar.

New Bar Backroom:
screenshot 2014-09-15 13 09 10

New Theatre, with Theatre Backstage for comparision:
screenshot 2014-09-15 13 25 51

@peoplearestrange
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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?

@Steelpoint
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Good ideas, I'll take a look at them.

@ghost
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ghost commented Sep 15, 2014

Bar backroom needs a windoow for the delivery chute, or people can just walk in and out.

Sent from my iPhone

On Sep 14, 2014, at 11:24 PM, "Steelpoint" notifications@github.com wrote:

Ok, all the errors listed by Ikkarus have been fixed, disposals works properly. As well as:

A SecBelt in the Detectives Office
More fire extinguishers in the brig.
Suggested improvements to the bar.
New Bar Backroom:

New Theatre, with Theatre Backstage for comparision:


Reply to this email directly or view it on GitHub.

@Steelpoint
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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?

@theOperand
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A shutter is really not a good way of preventing people from getting in through the flap, since it also blocks all valid traffic.

@ghost
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ghost commented Sep 15, 2014

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.

@ghost
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ghost commented Sep 15, 2014

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.

@Steelpoint
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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.

@Donkie
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Donkie commented Sep 16, 2014

Send me a message next time you need help and I can probably help you, If
I'm not on IRC you could email me.

2014-09-16 6:52 GMT+02:00 Steelpoint notifications@github.com:

Closed #4822 #4822.


Reply to this email directly or view it on GitHub
#4822 (comment).

tortellinitony pushed a commit to tortellinitony/tgstation that referenced this pull request Nov 18, 2017
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[MIRROR] Fixes a runtime with glowshrooms
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7 participants