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[MAP]Bar Overhaul + Assistant Spawns Changed & More: Part 2 #4854
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Remove the securitron and the detective's hud, the first one isn't needed and the second one was already rejected, the det is not an officer. |
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The Detective receiving a pair of SecHUDs is a good thing, and does not make him a Sec Officer. Its the simple fact that it allows the Detective to report in criminals, set people to arrest, and be better in the loop. As well as a Detective asking for a SecHUd being the most common question I'm personally asked in game. Also for the Securitron, I've removed the Securitron on the Labor Camp as a compromise. So its just moving the Securitron from one place to another. |
Remove the detective's HUD and place back the securitron in the labor camp. |
Every other person has said that there being a Securitron in the Gulag is the main reason against the inclusion of a Securitron in the Armoury. Thus, since the Gulag Securitron is mostly useless, I removed it. I think that is acceptable. |
I'll remove it if need be, I really just want to push for moving it to the Armoury. |
I still think the new bar looks bad and far too empty. The bar we have now looks full and busy (as a bar should be) even when there's nobody there. |
Hokay, here is a very, VERY, basic version of a alternative bar design to my original design. Let me stress, very basic, very rough around the edges. Basically, I'm keeping the original Bar design and working in the rest. I know the Fitness Room and Gambling room are not connected, that will come if I proceed with that design. |
The game room could use a regular and AI status screen, a TV, newscaster, and holopad! Btw, I find the new holodeck position to be highly compatible with "PLASMA.EXE" and "CARP.EXE"! |
I like the last design. Although there needs to be a east maint entrance into the gambling room. |
Remove the sec HUDs from the detective and the extra securitron in the station. |
I like the detective getting a sechud, for the reasons mentioned previously. |
Slightly updated map version: I also want to question why its so negative for the Detective to get a pair of SecHUDs. I would think the Detective having access to a actual ballistic firearm, or the fact he is a member of Security, would make him more of a Sec Officer than access to a utility that helps in identification, which is a massive part of the Detectives job. |
Hey @Miauw62, which of these two designs do you prefer? The original or this mock up? In addition, I'll compromise on the Securitron, even though I think removing the Gulag Securitron is acceptable, but I really want to give the Detective some love. |
I prefer the image you just posted. |
Seems odd that the slot machines aren't in the gambling room though. |
HAHAHAHAHAHAHAHA HOLY SHIT OH MY GOD HAHAHA |
I've been asked to give my opinion here, but it doesn't look like much has changed since the last PR, so most of the issues I had then still apply here. Regarding some of the WIP screenshots, they look to be moving towards a more acceptable direction.
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Balance considerations:
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Currently a Holofire is only dangrous to anyone in the Fitness room and the Dorms, so using the Holo deck to cause destruction is not as useful currently. I like that with this design the Holodeck will affect more areas. I've decided to do a slight redesign, here's the result which I think might be better. Still a work in progress as usual. |
I think you should split the bar overhaul and the other stuff from this PR and try to do a PR for the bar overhaul itself and the other stuff seperatly because a lot of improvements can take place. e.g.if the kitchen and bartender area got changed about slightly it can make it have two openings one for the gambling room and one for the bar for drinks. Secondly why not just merge fitness with the gambling room it will save space and make the design easier. (just make everything outside of the actual ring wood or carpet not to mention it should make it easier to get the holodeck in somewhere) |
Your right. I'm going to go back on my design and work out something better. I think it will be better if I do the bar overhaul seperatly. I'll make a new PR for the other, non bar related changes later on. |
Come on IRC and everyone will pitch in to make a good thought out design also just get the other changes in all seperately now rather than leaving it do the easy stuff quickly then the hard bit. |
…2771 [MIRROR] Webhook processor will comment negative PR balances on unlabelled PRs
Historical Text from prior PR, merge conflicts forced me to redo the PR: #4822
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 Old Design) New Design: https://cloud.githubusercontent.com/assets/6595389/4315496/778359c2-3ef6-11e4-9fad-54b76a02633e.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 #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.