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 ... 8 9 [10] 11 12 ... 22

Author Topic: Glloyd Makes A Map! -From the Darkness, A Map!  (Read 26169 times)

Karlito

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #135 on: June 03, 2013, 06:49:47 pm »

So you can fill three canisters while also draining three canisters?
Logged
This sentence contains exactly threee erors.

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #136 on: June 03, 2013, 07:00:11 pm »

I'd like to throw it out there that New Atmosia is way easier to understand than Current Atmosia.

Because Electronics is awesome. New Engineering is also a lot more efficient.
Er... in some ways. In others... well, for example, both power monitoring computers are useless. It's only going to monitor input/output over the line underneath it, so both cables leading out from the SMES to the rest of the station aren't monitored at all, and the monitor in the CE's office does nothing.

CE's monitor can just be replaced with an atmospherics monitor, like it has in /tg/ (unless we're introducing a Chief Atmosphericist, he needs one anyway). The main monitor is a little trickier. All output should pass under the monitor to the rest of the station. The only exceptions in tg station are parts of the engine itself (collectors, PA, and I think the emitters). Unfortunately, positioned as it is, doing this is not going to look pretty.


Atmospherics looks good, except of course that the air tank refilling station on the port side needs an oxygen canister to refill from. And a sliding glass door.


Now, as to telecomms and AI... Any preferences as to how these two are positioned? I know you said across the hall from Engineering for telecomms, but on the diagram that's also where the AI is supposed to be. Does the AI need to be surrounded by space?
« Last Edit: June 03, 2013, 07:31:07 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!

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #137 on: June 04, 2013, 02:06:11 pm »

It would be nice if the robocop board was introduced in the AI upload, because it seems to be a board that actually has a legitimate reason to exist in-universe. (It's currently spawn-only, so it should probably also be introduced into circuit imprinters)
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #138 on: June 04, 2013, 02:52:55 pm »

Does the AI need to be surrounded by space?
It's a useful barrier to help prevent break-ins. The current AI room requires you to either have access, hack/emag a visible door, thermite/C4 a visible wall, or have a space suit and break in somewhere slightly less secure. If you could get at the AI upload by going through walls away from the main corridors it would be much easier to steal the AI/upload new laws.
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

My Name is Immaterial

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #139 on: June 04, 2013, 02:58:10 pm »

Will Cent-Comm be left the same?

Nienhaus

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #140 on: June 04, 2013, 03:07:52 pm »

Will Cent-Comm be left the same?
Pretty sure, Yeah.
Logged

wlerin

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #141 on: June 05, 2013, 04:36:54 pm »

Welp. Doesn't look like I'll be doing telecomms after all. Still interested to see the finished product.
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! -From the Darkness, A Map!
« Reply #142 on: June 06, 2013, 02:18:48 pm »

Welp. Doesn't look like I'll be doing telecomms after all. Still interested to see the finished product.

Ah, that's a shame. I appreciate your interest though.

Will Cent-Comm be left the same?
Pretty sure, Yeah.

Well, for the most part.



I've been pretty inactive for a free days. My internet has been having issues, and I haven't had a chance to post any updates. Also, BYOND crashed and my map file became corrupted, so I lost a fair amount of work. I'm going to power through some stuff right now, then post some screenshots later tonight. Basically, I've finished command, fixed up engineering and atmos a tad, added some piping and wires to some areas. There were some issues with engineering which I fixed, added some new sprites for the pool area and added ashtrays, in which you can butt out cigarettes. There was some other super minor stuff, but I can't think of it off the top of my head. Once I clean up the captain's office, and finish the teleporter, I'll be working on the recreation area.

Again, anyone who wants to help is welcome. For those who hate git, just make your changes then upload the map file somewhere and I can incorporate the changes.

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #143 on: June 06, 2013, 03:42:50 pm »

Alright, so I finally got to this~

Halfway through mapping something decent though, I discovered transit tubes. The wonders of transit tubes and their utter glory.

h e h

e: transit tubes too dense, resorting to traditional disposal unit setup
« Last Edit: June 06, 2013, 03:45:22 pm by LordSlowpoke »
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #144 on: June 06, 2013, 03:45:26 pm »

hey, think some of the more painful things on the 'stroid get fixed? like some of the problems with the ore pipes. mainly the west outpost. like the conveyor system on it. and the fact that unloading a crate means you have to go in to retrieve it.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #145 on: June 06, 2013, 03:54:09 pm »

hey, think some of the more painful things on the 'stroid get fixed? like some of the problems with the ore pipes. mainly the west outpost. like the conveyor system on it. and the fact that unloading a crate means you have to go in to retrieve it.

band-aid fix deployed

i'm totally not redesigning the whole west outpost as would be needed for this to be decent without at least a word of consent from the other mappers
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #146 on: June 06, 2013, 03:57:18 pm »

just having two conveyors will fix it... extend one hand have each lever do a different belt.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #147 on: June 06, 2013, 03:58:01 pm »

just having two conveyors will fix it... extend one hand have each lever do a different belt.

what exactly do you think is the band-aid fix friend

i'm also going to try importing some turf sprites from my own codeset because yeah the stuff you have . . . :3c
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #148 on: June 06, 2013, 04:00:05 pm »

Dunno. I was worried you might just remake the thing.
hell, it hasn't even have a place to dump diapers. since thats what im assuming the miners use while mining.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #149 on: June 07, 2013, 12:19:55 pm »


just a quick update to show off progress

and yes i do hate atmospherics and everything they stand for why do you ask designing the pipe network is so amusing though
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 22