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 ... 11 12 [13] 14 15 ... 22

Author Topic: Glloyd Makes A Map! -From the Darkness, A Map!  (Read 26144 times)

Karlito

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #180 on: June 10, 2013, 07:35:42 pm »

The rough mockup does for virology to extend out into space, which might be a good idea. Mechbay should be adjacent to a public hallway, so mechs can get in and out. It might be a good idea to have some maintenance tunnels in there somewhere.

I'm also not liking the placement of the AI core/upload. There should at least be some empty space in there to provide a buffer.

(Grek ninja'd me here with his reply)
Logged
This sentence contains exactly threee erors.

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #181 on: June 10, 2013, 08:18:44 pm »

Yeah, the routes to breaking into the AI need to be a bit more protected.  It should be either heavily fortified, or in relatively plain sight of a high traffic area.  Or both, like the current map.  As it is nobody will bother breaking through the foyer, they will just pop in from space through the wall into whatever room they want to be in.
Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Grek

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #182 on: June 10, 2013, 08:24:43 pm »

The Volunteer Waiting area is supposed to be a semi-public area, sort of like the Medbay Lobby or the front part of Cargo where the requests console is. While it's part of the Research department, it doesn't have a door blocking it off from the main hall, so anyone can just waltz right in and ask a scientist for stuff. Or go into the Mech Bay, if the doors are open.

If a maintenance tunnel needs to be run through Medbay/Science instead of going around, a pretty need split can be had by running one along the east side of the Science Hallway, past Xenobiology, past Toxins, then between Toxins Storage and R&D going west and finally around Virology and the patient rooms to go back into the main hall on the far side of Medbay. This requires two of those maintenance/Science juncture/airlock/emergency shower rooms like we have on the current station, one leading into Toxins and one leading into Xenobiology.

Adding a layer of space between the AI rooms and the rest of Research is easy enough.
Logged

Karlito

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #183 on: June 10, 2013, 08:50:07 pm »

Oh right, fair enough.

Note: Miauw's fix doesn't actually correct the problem. The correct path is 'icons/obj/barsigns.dmi' rather than 'icon/obj/barsigns.dmi'.

I'm looking over the kitchen quadrant, and I think it would be good to add direct access from the kitchen to the cafe, and perhaps also from behind-the-bar to the bar itself. Sometimes you might want to play waiter or have to step out and deal with an unruly patron. I also notice that the kitchen currently lacks a kitchen cabinet.

Logged
This sentence contains exactly threee erors.

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #184 on: June 10, 2013, 09:49:00 pm »

Oh right, fair enough.

Note: Miauw's fix doesn't actually correct the problem. The correct path is 'icons/obj/barsigns.dmi' rather than 'icon/obj/barsigns.dmi'.

I'm looking over the kitchen quadrant, and I think it would be good to add direct access from the kitchen to the cafe, and perhaps also from behind-the-bar to the bar itself. Sometimes you might want to play waiter or have to step out and deal with an unruly patron. I also notice that the kitchen currently lacks a kitchen cabinet.

Yeah, all that stuff's fixed in my working copy. Just hasn't been added to the repo yet. I'll push the barsigns fix right now though.

Grek

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #185 on: June 10, 2013, 09:59:15 pm »

Update on the Medbay/Research map thing:



Changes include:
-Maintenance tunnel!
-RD's office moved across the hall.
-Toxins Burn Room/Test Chamber moved clockwise.
-Xenobiology moved down some.
-AI core rotated clockwise and surrounded with vacuum.
-Science Security office installed!
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #186 on: June 10, 2013, 10:05:34 pm »

Well, besides virology being as safe as a atom bomb it looks fine to me... unless that test room is as small as it looks...
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Grek

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #187 on: June 10, 2013, 10:14:40 pm »

The test room should be the same size as it is now, a 3x3 viewing room plus a 1x3 Mass Driver on one side to launch the bombs to the bomb range.

Virology is no more unsafe than it is on the current map. It'll have R-walls, an airlock and a disposals chute into space. Safer, even, since it doesn't share a space chute with Xenobiology.
Logged

My Name is Immaterial

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #188 on: June 10, 2013, 11:19:13 pm »

I'm mostly worried about a traitor Xeno-biologist with an yellow EMP slime.

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #189 on: June 10, 2013, 11:31:13 pm »

I like it. The AI core may need some tweaking though, because where it is right now is pretty much where telecomms is ATM. But I need to move some stuff anyways. I'll post some pics tomorrow to show where I am at.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #190 on: June 11, 2013, 07:24:22 pm »

I really think that the AI needs to be at the bridge...
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Grek

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #191 on: June 11, 2013, 07:42:43 pm »

I really think that the AI needs to be at the bridge...
Agreed, but the specs said to put it next to research, so next to research it went.
Logged

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #192 on: June 11, 2013, 08:51:34 pm »

I really think that the AI needs to be at the bridge...


Yeah... I'm going to tweak a few things. Leave the AI areas to me.

EDIT: I'm horrible at spriting, but I put together some alternate tree sprites. What do you think?

« Last Edit: June 11, 2013, 09:25:42 pm by Glloyd »
Logged

My Name is Immaterial

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #193 on: June 11, 2013, 10:29:03 pm »

I like it. That said, I think it would be funny if it was a pine tree, and was coupled with a random event where the pine tree came to life.

That also said, I think that if this could turn into an ent, I would laugh my pants off.

Grek

  • Bay Watcher
    • View Profile
Re: Glloyd Makes A Map! -From the Darkness, A Map!
« Reply #194 on: June 11, 2013, 10:52:21 pm »

Tree sprite looks good. I'd like it if there were a windoor leading to the tree, though.
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 22