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Author Topic: Space Station 13: Urist McStation  (Read 2148352 times)

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #18450 on: August 21, 2014, 03:53:47 pm »

What ever happened to the underwater station idea?
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Fniff

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Re: Space Station 13: Urist McStation
« Reply #18451 on: August 21, 2014, 05:00:25 pm »

You can tell a veteran BS12 player by the way they shudder when you say "atmos on the Luna".
Stairs restricted atmos, didn't they?
And it still lagged to shit.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18452 on: August 21, 2014, 06:20:22 pm »

You can tell a veteran BS12 player by the way they shudder when you say "atmos on the Luna".
Stairs restricted atmos, didn't they?
And it still lagged to shit.

It wasn't just the atmos, it was powernets flowing between z-levels as well. The whole thing was fucked. It was poorly designed too. Unimportant rooms had tons of empty space, and the important ones were cramped to shit. Maint was cool, for the time. Even the engine was fucky, although it was cool blowing a hole right through the floor.

It was really cool at the time, because there was nothing else like it, but nowadays I wouldn't go near it, even for nostalgia value.

Fniff

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Re: Space Station 13: Urist McStation
« Reply #18453 on: August 21, 2014, 06:30:05 pm »

You can tell a veteran BS12 player by the way they shudder when you say "atmos on the Luna".
Stairs restricted atmos, didn't they?
And it still lagged to shit.

It wasn't just the atmos, it was powernets flowing between z-levels as well. The whole thing was fucked. It was poorly designed too. Unimportant rooms had tons of empty space, and the important ones were cramped to shit. Maint was cool, for the time. Even the engine was fucky, although it was cool blowing a hole right through the floor.

It was really cool at the time, because there was nothing else like it, but nowadays I wouldn't go near it, even for nostalgia value.
I value it for the great experiences I had playing there. I hopped off BS12 when traitors became unable to do anything that disrupted RP (AKA, anything involving conflict or interesting things occurring) and thus resulted in the traitor quietly doing their objective and the rest of the round having a tightknit group of players having their own little story while the rest could go swing or SSD.

Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18454 on: August 21, 2014, 09:36:09 pm »

That round. I don't even...

Aedel

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Re: Space Station 13: Urist McStation
« Reply #18455 on: August 21, 2014, 09:42:44 pm »

That round. I don't even...

DEPARTMENT OF TRUTH REPORT.

In a joint op with the DoD[1], DoT[2] Death Commandos put Space Station 13[3] and Central Command into martial law after reports of cultist presence. Initial assaults succeeded, with heavy casualties among cultists but at the cost of Bravo and Zulu, a total of six casualties to the DoD. DoT Death Commandos secured four loyalists, but only two were managed to be rescued. On arrival to Central Command, what is believed to be a singularity was formed from bluespace disruptions. This singularity dissipated after killing twenty nine DoT Death Commandos. Station was nuked and all witnesses eliminated. All blame was passed onto Syndicate[4] forces.

[1] Department of Defense. [2] Department of Truth. [3] Former research station, manned by now dead traitors and cultists. [4] Hostile terrorists.

I kinda wanna make one of these for every round. Or at least event.
« Last Edit: August 21, 2014, 09:48:34 pm by Aedel »
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18456 on: August 21, 2014, 09:50:43 pm »

That round. I don't even...

DEPARTMENT OF TRUTH REPORT.

In a joint op with the DoD[1], DoT[2] Death Commandos put Space Station 13[3] and Central Command into martial law after reports of cultist presence. Initial assaults succeeded, with heavy casualties among cultists but at the cost of Bravo and Zulu, a total of six casualties to the DoD. DoT Death Commandos secured four loyalists, but only two were managed to be rescued. On arrival to Central Command, what is believed to be a singularity was formed from bluespace disruptions. This singularity dissipated after killing twenty nine DoT Death Commandos. Station was nuked and all witnesses eliminated. All blame was passed onto Syndicate[4] forces.

[1] Department of Defense. [2] Department of Truth. [3] Former research station, manned by now dead traitors and cultists. [4] Hostile terrorists.

I kinda wanna make one of these for every round. Or at least event.



I̯̙̜ ̲̙̼̱̘̀w̢i̫̦̖̘l̨̠̬̳͍͖l̷͉̝̜͕ͅ ̵r̰̲̫̺̳̩͝èͅtur͔̲͙ṉ̡̝͓̗̜̘


Vakothu

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Re: Space Station 13: Urist McStation
« Reply #18457 on: August 22, 2014, 01:15:03 am »

Ooh, the RUST engine?  Has it been properly completed?
Also, I found the cause of the problems with the toxin airlocks, and the one tile of the Nuke-Op Ship not going into hyperspace with the rest of it.
« Last Edit: August 22, 2014, 02:19:34 am by Vakothu »
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #18458 on: August 22, 2014, 05:16:55 am »

You can tell a veteran BS12 player by the way they shudder when you say "atmos on the Luna".
Stairs restricted atmos, didn't they?
And it still lagged to shit.

It wasn't just the atmos, it was powernets flowing between z-levels as well. The whole thing was fucked. It was poorly designed too. Unimportant rooms had tons of empty space, and the important ones were cramped to shit. Maint was cool, for the time. Even the engine was fucky, although it was cool blowing a hole right through the floor.

It was really cool at the time, because there was nothing else like it, but nowadays I wouldn't go near it, even for nostalgia value.
Paraphrasing Mloc:
"Luna was supposed to be a test station. But then nobody ever made another multi-z station so we stuck with it."
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LordSlowpoke

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Re: Space Station 13: Urist McStation
« Reply #18459 on: August 22, 2014, 05:18:30 am »

let's not forget that the entire game was supposed to be an atmosphere test thing 'kay
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #18460 on: August 22, 2014, 05:22:51 am »

let's not forget that the entire game was supposed to be an atmosphere test thing 'kay

SS13 is basically held together by spit and duct tape references.
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TGameCo

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Re: Space Station 13: Urist McStation
« Reply #18461 on: August 22, 2014, 06:20:24 am »

That round. I don't even...
Yes, It was Odd.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #18462 on: August 22, 2014, 10:18:43 am »

Also, I found the cause of the problems with the toxin airlocks, and the one tile of the Nuke-Op Ship not going into hyperspace with the rest of it.

I'm assuming the one tile is just an area derp on my part. What's the issue with the toxin airlock? I could have sworn I fixed it.

That round. I don't even...
Yes, It was Odd.

You missed the end, you missed the monster it turned into.
« Last Edit: August 22, 2014, 10:37:27 am by Glloyd »
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TGameCo

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Re: Space Station 13: Urist McStation
« Reply #18463 on: August 22, 2014, 02:59:41 pm »


That round. I don't even...
Yes, It was Odd.

You missed the end, you missed the monster it turned into.

What Happened? My parents were almost ready to cut off the power to my computer if i didn't get off.
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'Hang on, I need to set off this EMP... FUCK! MY PACEMAKER!'

Quote from: miauw62
i think humphrey would be a good last name for somebody called Penis.

Vakothu

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Re: Space Station 13: Urist McStation
« Reply #18464 on: August 22, 2014, 03:17:17 pm »

Also, I found the cause of the problems with the toxin airlocks, and the one tile of the Nuke-Op Ship not going into hyperspace with the rest of it.

I'm assuming the one tile is just an area derp on my part. What's the issue with the toxin airlock? I could have sworn I fixed it.

That round. I don't even...
Yes, It was Odd.

You missed the end, you missed the monster it turned into.
Yeah, the one tile is an area derp, but the problem with the toxin airlocks is that the vent, the doors, the sensor, and the control are not on the same frequency.  If I remember correctly, the vent is on frequency 0, the doors on 1449 (or something similar) and the control and sensor on the default.
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