Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Which design is better?

One
- 11 (78.6%)
Two
- 3 (21.4%)
None
- 0 (0%)

Total Members Voted: 14

Voting closed: May 19, 2013, 09:23:48 pm


Pages: 1 ... 6 7 [8] 9 10 ... 22

Author Topic: Glloyd Makes A Map! -From the Darkness, A Map!  (Read 26147 times)

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #105 on: May 27, 2013, 04:17:24 pm »

Except the "new" maintenance I'm referring to is on a completely different z-level, the only maintenance needed on the main z-level are access hatches. It would have to be redesigned, yes, but it would also save space for other things. It looks like from Glloyd's areas we're using the old style. Very well then.


edit: Ah, the red lines. Right.
« Last Edit: May 27, 2013, 04:19:44 pm by wlerin »
Logged
...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #106 on: May 27, 2013, 04:28:49 pm »

Except the "new" maintenance I'm referring to is on a completely different z-level, the only maintenance needed on the main z-level are access hatches. It would have to be redesigned, yes, but it would also save space for other things. It looks like from Glloyd's areas we're using the old style. Very well then.


edit: Ah, the red lines. Right.

Actual tunnels adds more to gameplay then the ladders IMO.

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #107 on: May 27, 2013, 05:09:20 pm »

Okay, so, in preparation for working on engineering, I've been looking over Atmospherics as it exists. Before I launch into what I've noticed, let me first be clear: Electronics has done an excellent job redesigning the department and improving its efficiency. I wish I could emphasize that more but unfortunately I'm an inveterate critic, and the absence of one good thing sticks out to me far more than the presence of a hundred other good things.

Also, I am putting this down here because this is something of a community effort, and while I'm more than willing to fix the problems I see... well, better to put it out there first and get feedback, and maybe let someone more qualified (like Electronics himself) fix it if they desire.

1. Public Oxygen Replenishment Station/Visible Atmos Alert Computers
Any chance that the atmos office can get a window-door-thing out into the main hall like it has in the current map? I know it's not often used, but occasionally people who aren't engineers want their air tanks refilled or topped off.
This is necessary. Ideally it would be on the port side of Atmos, at the end of the Arrivals hall and accessible to everyone. This eliminates the need for non-Atmos/Engineer crew to access the hallway between those departments.

Unfortunately, placing it there would require a redesign of the pipes, basically shifting the entire canister + computer room over to the upper left corner (or anywhere along the left (port) side, but that's the spot with the most vacant space right now), adding windows, and moving what needs to be moved. This has the added advantage of making the atmos computers visible to the rest of the station, and the disadvantage of making them further from main engineering.

The foyer could move there as well, as there's really no need for a formal foyer between Atmos and Engineering, if that middle hallway is kept private. Regardless that single door opening into the main hall is a bad thing.


2. Mobile Air Pumps
Just one thing. It's impossible to pressurize the mobile air dispensers without putting the entire distro system under pressure.
After consideration, I believe this is a significant problem. Current practice is to set the mobile dispenser loop to 4500 psi, so they refill almost instantly. The main distro loop is normally set to 300 psi (much higher and you can't work on the pipes, and a breach risks injury). The mobile air pumps will not fill properly at that pressure.

There MUST be a separate fill loop for the pumps. For the scrubbers it isn't as important, but still might as well.

The mobile pump and scrubber fill stations should ideally remain inside the atmos/engi hall (janitor would also have access). If the other change suggested above is performed, there should be room for separate scrubber and mixed air pipes to these stations.


3. No Disposal Chute.
Not a significant problem, can be dealt with later.



I think that's it for atmos.

For main engineering... like I said there's also no reason for the locker rooms to be outside engineering. It looks like they were just copied from the main map so I'm going to just delete them from my working copy. I'll post... well, something (sketch/outline)... before I start working on engi/telecomms.
« Last Edit: May 27, 2013, 05:32:36 pm by wlerin »
Logged
...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #108 on: May 27, 2013, 08:52:35 pm »

For main engineering... like I said there's also no reason for the locker rooms to be outside engineering. It looks like they were just copied from the main map so I'm going to just delete them from my working copy. I'll post... well, something (sketch/outline)... before I start working on engi/telecomms.

There's no other place they fit. As they are, they're south of the dorms area, and close to the main hallway. As I stated in the commit, it's a placeholder for where I want the locker room to actually be. I imagined engineering being south of that, along with telecomms. I think Electronics already started on engineering though, as I said.

EDIT: You're going to have to update your maps guys. Just merged a pull from Karlito.
« Last Edit: May 27, 2013, 09:21:48 pm by Glloyd »
Logged

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #109 on: May 27, 2013, 11:09:11 pm »

Welp.

Note to self: When copying objects from the main tg-station map, create a new instance of the object before altering its variables.

Or something.



It was an interesting experiment nonetheless. If something still remains to be done once finals are over (~Thursday) I'll hop on again.
Logged
...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!

electronics

  • Bay Watcher
    • View Profile
    • Minecraft Address of the server
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #110 on: May 28, 2013, 09:53:34 am »

Any chance that the atmos office can get a window-door-thing out into the main hall like it has in the current map? I know it's not often used, but occasionally people who aren't engineers want their air tanks refilled or topped off.
Yeah, I just couldn't figure out where to put it. Port side, perfect!
There MUST be a separate fill loop for the pumps. For the scrubbers it isn't as important, but still might as well.
I've already done this actually! Just hadn't done when I took the screenshot/pushed the map.
Logged
1=0

DarkWolfXV

  • Bay Watcher
  • Infernally rotten to the gore.
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #111 on: May 28, 2013, 05:29:09 pm »

Sorry, but I'd like to ask a question. Is this game like SC2 or WC3 Parasite map?
Logged
Goats will ignore your grass and eat the neighbours' roses. They're just evil bastards like that.
Probably thats why they are used with pentagrams on covers of Satanic Black Metal albums.
BURNING SHIT AND EATING ROOSESSSSSS DDOFOFAOAARRRAHYYYE

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #112 on: May 28, 2013, 08:15:11 pm »

Hey, think I can attack the mining outpost? I have some... well, probably really bad, ideas for one.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #113 on: May 28, 2013, 10:14:41 pm »

Hey, think I can attack the mining outpost? I have some... well, probably really bad, ideas for one.

Mining outpost is pretty much staying the same. I held some votes, and people are fine with it.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #114 on: May 28, 2013, 10:50:24 pm »

One thing that would be sort of nice would be a way to control the ore processing line without needing to go through the airlock. Basically an additional set of consoles outside of the outpost. Or maybe just removing that painfully slow glass door from the processing control room.  :P
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #115 on: May 29, 2013, 01:08:56 am »

Or maybe just removing that painfully slow glass door from the processing control room.  :P
Careful application of a welding torch?
Logged
...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #116 on: May 29, 2013, 10:10:18 am »

You'll need to update your maps. Electronics added in engineering, we'll still need telecomms though.

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #117 on: May 29, 2013, 10:48:58 am »

Hmm. Well if Electronics isn't going to add telecomms I can look at it tonight/tomorrow.
Logged
...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -A Wild Design Appears!
« Reply #118 on: May 29, 2013, 11:38:33 am »

Hmm. Well if Electronics isn't going to add telecomms I can look at it tonight/tomorrow.

Alright, sounds good. put it in the southeast corner, across the hall from engineering.

My Name is Immaterial

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #119 on: May 29, 2013, 12:40:11 pm »

Are you going to keep the Telecomm Satellite the same?
Pages: 1 ... 6 7 [8] 9 10 ... 22