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Author Topic: Space Station 13: Urist McStation  (Read 2164878 times)

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #2190 on: March 25, 2013, 03:22:07 pm »

On that save there are some messed up stuff such as the Mining/Research shuttle had no glass or anything to keep it safe when the shuttle left. It's fixed now. And so are the lights.

I'll put in an atmos system for the asteroid tomorrow. Also, that round was insane.
Just post when you want a better save.
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Spaghetti7

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Re: Space Station 13: Urist McStation
« Reply #2191 on: March 25, 2013, 03:52:15 pm »

I managed to win a replica red space suit, a cap gun and a toy energy sword in an arcade machine, before I was beaten to death by the detective and an engineer.
Great game. :D
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That's nothing. I had something mate with a pile of dead meat.

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #2192 on: March 25, 2013, 03:56:10 pm »

I managed to win a replica red space suit, a cap gun and a toy energy sword in an arcade machine, before I was beaten to death by the detective and an engineer.
Great game. :D
Ah yes, The arcade. I've won everything besides the balloon, If you can even win that.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #2193 on: March 25, 2013, 03:56:36 pm »

Joined as Virologist to show someone else how to do it, got Blood Vomit symptom, got traitored by admins, released Spess Ebola, DIED TO STUPID GODDAMN SLIME.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #2194 on: March 25, 2013, 03:57:27 pm »

Nienhaus, here's my map edit of the permabrig. http://www.mediafire.com/?ytbb61zwg5e6rtr

Want me to work on a penal colony on the asteroid?

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #2195 on: March 25, 2013, 04:09:50 pm »

Sure, Don't make it do big, We still need some place for miners to mine.
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Donuts

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Re: Space Station 13: Urist McStation
« Reply #2196 on: March 25, 2013, 04:17:07 pm »

Snake is OP. Vent crawl, Rations, fucking everything. Fuck yeah.
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"Oh shit, they've got a slogan! It means they're serious!"

Aklyon

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Re: Space Station 13: Urist McStation
« Reply #2197 on: March 25, 2013, 04:20:13 pm »

So, we had a crab rocket. We later had an anti-crab hardsuiter. I took over the last crab and fled into the mess arrivals was, found out that crabs can open the pod doors.

Crab rocket. :)
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #2198 on: March 25, 2013, 04:31:15 pm »

Alright. I'll probably put it in the south or the northwest. Should I wait for you to incorporate my changes, or should I just add on to what I have?

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #2199 on: March 25, 2013, 04:34:11 pm »

Just added then send me the file and I'll put it on.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #2200 on: March 25, 2013, 04:35:26 pm »

Alright, sounds good. Did you get my PM by the way?

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #2201 on: March 25, 2013, 04:51:13 pm »

Did you get my PM by the way?
Yeah, I just responded.

Also were going is a singularity on the Research station.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #2202 on: March 25, 2013, 05:00:02 pm »

A singu eh? A micro one, like the one that vactor set up the other night, or a full scale one?

Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #2203 on: March 25, 2013, 05:05:16 pm »

A singu eh? A micro one, like the one that vactor set up the other night, or a full scale one?
Full scale. Half scale.
« Last Edit: March 25, 2013, 05:23:03 pm by Nienhaus »
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #2204 on: March 25, 2013, 08:14:10 pm »

Alright Nienhaus, I'm uploading my map with the penal colony. It's more of a penal outpost really, it's quite small, but I think it works. The only thing is it's borked in play, because there's no way to actually get there yet, because I wasn't sure where to add the shuttle Probably should be somewhere near Sec, and Sec Officers can have access. I'll leave inputting that up to you. The airlocks on the outpost don't need access, so you can keep the prisoner's ID, but there are doors in there that Sec Officers can open. Also, it's intentional that there's no console on the Penal outpost, mainly so if a prisoner does somehow escape, they can't go far. Let me know what you think.

Updated map file is here: http://www.mediafire.com/?ytbb61zwg5e6rtr

EDIT: Just realized I didn't put cameras in there or label the rooms. I don't know if I'll have time tonight to fix that, so I'll leave that up to you. I've got some good ideas for the Illicit Wing, and I'll probably get it started tomorrow.
« Last Edit: March 25, 2013, 11:53:30 pm by Glloyd »
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