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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 ... 10 11 [12] 13 14 ... 22

Author Topic: Glloyd Makes A Map! -From the Darkness, A Map!  (Read 26174 times)

miauw62

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #165 on: June 10, 2013, 11:25:14 am »

Also, I'll try to do a part of medbay, but I may run out of time due to exams.
E: Map won't compile, barsigns.dmi is missing :/
E2: Except for the fact that it's actually there. Maybe it's improperly referenced?
E3: I fixed it. In barsigns.dm, you just put in icon = "barsigns.dmi", should've been icon = "icon/obj/barsigns.dmi"
E4: I made a pull request with just the fix. It's my first time using github, so tell me if I did anything wrong/suboptimal.
« Last Edit: June 10, 2013, 12:15:07 pm by miauw62 »
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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.

scrdest

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #166 on: June 10, 2013, 01:14:48 pm »

Urgh. Replace that tree. It looks... MS Paint-y. As do all the original un-improved sprites, but still.
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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.

Vactor

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #167 on: June 10, 2013, 01:45:33 pm »

One thing I thought I should point out:  The bridge is very removed from the station.  Where the current map has a view of the main crossroads of the station, this map has a very large distance and two solid walls between the bridge and the nearest public space.

This element works two ways, firstly it gives command staff inside the bridge a view of the general traffic in the central corridor.  Secondly it gives the public a view of what is happening on the bridge.

It doesn't matter too much to me, but i thought i'd point it out.
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http://www.bay12forums.com/smf/index.php?topic=141525.0

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miauw62

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #168 on: June 10, 2013, 02:04:12 pm »

Here's a suggestion: seperate the meeting hall table for the heads from the rest with an (electrified) window and give it an acces directly into the bridge. It may be a bit hard to place, tough.

Also, while I would love to do medbay, I have no idea how to start on it.
« Last Edit: June 10, 2013, 02:09:49 pm by miauw62 »
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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.

Glloyd

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #169 on: June 10, 2013, 02:07:29 pm »

Urgh. Replace that tree. It looks... MS Paint-y. As do all the original un-improved sprites, but still.

Yeah, it's since been taken out. I'll have to figure out what to put in its place. Ideas?

Here's a suggestion: seperate the public meeting room table for the heads from the rest with an (electrified) window and give it an acces directly into the bridge.

I could always just turn those two walls separated by space behind their table into two windows separated by space.

Ameablable

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #170 on: June 10, 2013, 02:10:15 pm »

this is looking awesome
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miauw62

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #171 on: June 10, 2013, 02:11:26 pm »

Urgh. Replace that tree. It looks... MS Paint-y. As do all the original un-improved sprites, but still.

Yeah, it's since been taken out. I'll have to figure out what to put in its place. Ideas?
As I said, you can put it back in, but use the sprites that are used for the pine tree mob. It may still look a bit out of place, tough. With the snow and all that.
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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.

Glloyd

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #172 on: June 10, 2013, 02:12:21 pm »

Urgh. Replace that tree. It looks... MS Paint-y. As do all the original un-improved sprites, but still.

Yeah, it's since been taken out. I'll have to figure out what to put in its place. Ideas?
As I said, you can put it back in, but use the sprites that are used for the pine tree mob. It may still look a bit out of place, tough. With the snow and all that.

Yeah, that's the issue. I don't really want some random snow tree there. Hmmm...

Grek

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #173 on: June 10, 2013, 02:15:57 pm »

If you want botany to love you forever, put a sink in the middle of that long row of planting trays.
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miauw62

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #174 on: June 10, 2013, 02:18:46 pm »

So, any ideas on how I should start with medbay?
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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.

Aseaheru

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #175 on: June 10, 2013, 05:21:39 pm »

I was going to sugges tbut i cant spell
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Itnetlolor

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #176 on: June 10, 2013, 05:42:18 pm »

I'm liking it so far. It's pretty, and quite an efficient build it looks like. The environments (like HoS dorms and even the cafe and central garden) make for some good RP places in general. The aesthetic and mechanical flow of everything looks like it would work well in general.

Now I'm curious about the many ways it can all break into a horrible mess in future events, and how the design can also work against us under certain circumstances.

Grek

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #177 on: June 10, 2013, 06:53:15 pm »

How's this look:


Key features include:
Integrated Medical Research Area! With:
-Shared surgical theatre for Medbay and Robotics. Two operating tables, perfect for brain transplants!
-Chemistry Windows leading to R&D, Robotics and the Medbay Treatment Area.
-Lobby Access to the Cloning Department for easy backups/Clone releases.
-Volunteer Waiting Area for Genetic Manipulation/Borging patients.
-Expanded Patient Rooms for Medbay!
-Easy Access to CMO Offices, Toxins Storage, R&D, Patient Dormitory and Space from Virology! Just chop through a single wall!
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Aseaheru

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #178 on: June 10, 2013, 07:23:11 pm »

xeno and virology might want to be farther out... also the morgue needs to be in a spot where the cook and the chaplain can get at it. and the AI needs to be farther out. other than that i like it.
OH! and we need a bomb range.
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Grek

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Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #179 on: June 10, 2013, 07:30:55 pm »

Morgue access for the Chaplain/Cook can be obtained by pushing the wall between the Volunteer Waiting Area and the Mech Bay north a bit and putting in a door. Easy enough. Likewise for moving Xeno/Viro/AI further out. Bomb Range is implied by the Toxins Test Room, I just didn't draw one in.
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