The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Hey there, I always want to be improving projects & offering a place for others to provide constructive criticism so I can continue to improve the map. The old thread is over 200 posts long so maybe linking a new fresh feedback thread could get more gears turning.
Here's the original PR!
Here's an up-to-date webmap!
Please, constructive criticism on things I can actually change. "The Map Lags" or "I don't like multiz" don't help me improve this.
Here's the original PR!
Here's an up-to-date webmap!
Please, constructive criticism on things I can actually change. "The Map Lags" or "I don't like multiz" don't help me improve this.
- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I'm a Known Northstar Lover so I don't have a lot to say, I do have two small comments though.
I usually play robo, and for a job so intertwined with science having to go back and forth between robotics and science gets old. Fast. Also since it's basically hidden in a nook of the map not many people visit you barely get any traffic, which is such a shame.
I get maintenence is supposed to be confusing and dangerous, and I'm all for it, but the maintenence tunnels near important points of interest, like science and command/security, come off less as confusing or dangerous and more annoying, simply because you get locked off constantly with either doors dividing maintenence or just dead ends. I'd much rather have pits that make me drop down 4 levels than that
I usually play robo, and for a job so intertwined with science having to go back and forth between robotics and science gets old. Fast. Also since it's basically hidden in a nook of the map not many people visit you barely get any traffic, which is such a shame.
I get maintenence is supposed to be confusing and dangerous, and I'm all for it, but the maintenence tunnels near important points of interest, like science and command/security, come off less as confusing or dangerous and more annoying, simply because you get locked off constantly with either doors dividing maintenence or just dead ends. I'd much rather have pits that make me drop down 4 levels than that
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Maybe I should just set up a quantum thing in robotics roundstart between it and sci. I really don't want to move it since I love giving robotics their own space and increased access to the SAT. Maybe I could make it more visible somehow? Would love ideas.TheSmallBlue wrote: ↑Tue Jan 02, 2024 4:31 pm I'm a Known Northstar Lover so I don't have a lot to say, I do have two small comments though.
I usually play robo, and for a job so intertwined with science having to go back and forth between robotics and science gets old. Fast. Also since it's basically hidden in a nook of the map not many people visit you barely get any traffic, which is such a shame.
I get maintenence is supposed to be confusing and dangerous, and I'm all for it, but the maintenence tunnels near important points of interest, like science and command/security, come off less as confusing or dangerous and more annoying, simply because you get locked off constantly with either doors dividing maintenence or just dead ends. I'd much rather have pits that make me drop down 4 levels than that
As for maint, I'm happy to change things around. Where exactly are those weird breaks of flow that you've noted?
- Jacquerel
- Code Maintainer
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
A quantum thingy is definitely sciency (although higher tech than we usually start ss13) but I am not going to lie... I am always partial to the old Personal Transport Disposals Chute
Maybe that's more of a Birdshot thing than Northstar though
Maybe that's more of a Birdshot thing than Northstar though
- zergking
- Joined: Tue May 09, 2023 7:52 am
- Byond Username: Zergking
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Since the escape shuttle now has 8 ports for escape pods, why not add another escape pod bank or disperse some escape pods across maints?
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
The teleporters fit in with the ship feel, very star trek y'know? Besides Cere used to have like 10 of them roundstart.
- Cheshify
- In-Game Game Master
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- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Good idea, can you think of a good place to add them?
- zergking
- Joined: Tue May 09, 2023 7:52 am
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
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Depends. If you want to do another bank like you have currently, somewhere on the security/command deck would be prudent IMO (Evac important bridge personnel first.) I would suggest personally spreading the four remaining pods between medical, science, the bridge, and security-so each department has a way of escape. Coincidentally, each deck will have a pod too.
Alternatively, you could modify the abandoned hanger bays to have the pods in them, maybe a uniquely shaped pod to represent and old fighter that gets impromptued as a pod
- Cheshify
- In-Game Game Master
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
That sounds cool as hell, and it's getting the creative brain juice flowing. I may take a crack at this when I'm done doing some QOL maintenance on it.zergking wrote: ↑Thu Jan 04, 2024 6:51 am
Depends. If you want to do another bank like you have currently, somewhere on the security/command deck would be prudent IMO (Evac important bridge personnel first.) I would suggest personally spreading the four remaining pods between medical, science, the bridge, and security-so each department has a way of escape. Coincidentally, each deck will have a pod too.
Alternatively, you could modify the abandoned hanger bays to have the pods in them, maybe a uniquely shaped pod to represent and old fighter that gets impromptued as a pod
- Xkallubar
- Joined: Fri Oct 13, 2023 7:46 am
- Byond Username: CrazyPro
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Okay, hear me out. What if you could repair the fighter in the abandoned hangar bay? You could add unique new parts for the consoles and hide them around maintenance, under tiles, in walled off abandoned areas, etc. Players will have to find these, and jam them into the nav and shuttle consoles on the abandoned fighter, and they will magically become fully operational, letting you go out and explore space in your extremely small ship. Bonus points if the parts are in random set possible locations each round.
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I'm only worried that this would require code, and we're currently on a feature freeze.Xkallubar wrote: ↑Thu Jan 04, 2024 5:02 pm Okay, hear me out. What if you could repair the fighter in the abandoned hangar bay? You could add unique new parts for the consoles and hide them around maintenance, under tiles, in walled off abandoned areas, etc. Players will have to find these, and jam them into the nav and shuttle consoles on the abandoned fighter, and they will magically become fully operational, letting you go out and explore space in your extremely small ship. Bonus points if the parts are in random set possible locations each round.
- Super Aggro Crag
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
its my favorite station but i really dang hate when blobs are on it!
- Cheshify
- In-Game Game Master
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- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Do you have any ideas on how we could solve this?Super Aggro Crag wrote: ↑Thu Jan 04, 2024 11:14 pm its my favorite station but i really dang hate when blobs are on it!
- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Maybe don't move robotics itself, but move the rooms around it? Right now there isn't much reason to go into that nook of the station at all, all there is there is a garden which leads to stairs which lead to the library (none of these places usually attract people) and an entrance to the ai sat, when people (from what i've seen) usually use the one in the 4th floor (I dont blame them, in any other map the entrance to the sat is in or near command, no wonder people are going to look in there). Putting a more important room right where the garden is now would help. Maybe tool storage or a miniature version of it? It'd probably make it stand out, as it is right now I cant remember from the top of my head where tool storage is.
I usually find them in the 3rd/4th floor, specifically when playing as a paramedic that is trying to retrieve a body in xenobio/toxins. I follow my pinpointer signal up until I get to a bit with a set of stairs going up to the 4th floor, which lead to a hallway, which lead back down to the 3rd floor. Those stairs confuse the hell out of me, when on different floors you lose your pinpointer signal, and due to where xenobio is I go up the stairs with the pointer pointing towards northeast, then when i go down the stairs its pointing northwest, so I know that the body is north of those stairs but its. in the floor below. but there is no way to head back down while going north when in that catwalk, and there are no alternative paths to go north in that bit, since thats where the RD office is.
Now, i might be a bit very stupid, but this MAN has this tripped me up so many times. the big issue is trying to find out when maintenence ends and science begins, and when maintenence ends and SPACE begins. It'd be helpful to have some sort of decals on the floor or a placque on the wall saying "hey dipshit, science is behind this door" (im the dipshit).
Honestly I thought it was a bigger issue but when i looked at the map it seemed like areally sensible layout decision so idk, i really truly do get constantly lost in that bit
- EuSouAFazenda
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- Location: Brazil
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I feel like the map really does not use multi-Z in a good or satisfying way.
The map suffers from a lack of verticality - it has 4 floors, yes, but it feels more like 4 hallways you teleport between with elevators than a real place with height. For example, in floor 1 you have cargo and directly above it in floor 2, you have the bulk of sci. That's, really boring and not using multi-Z to its full potential.
What if you cut Cargo in half, placing the mining section and the QM office on floor 2, and the sci stuff dislodged go to where the mining areas were? The total area of Cargo and Sci didn't change, they just were distributed differently between two Z-levels. Not only would this make the departments more dynamic and help with a sense of verticality but also it'd help with sense of directions - now, you can access Sci or Cargo from two different spots rather than just one, making the flow of people more dynamic and easier to stumble your way into where you want to go, as there's now two opening to those departments in two different floors.
The map suffers from a lack of verticality - it has 4 floors, yes, but it feels more like 4 hallways you teleport between with elevators than a real place with height. For example, in floor 1 you have cargo and directly above it in floor 2, you have the bulk of sci. That's, really boring and not using multi-Z to its full potential.
What if you cut Cargo in half, placing the mining section and the QM office on floor 2, and the sci stuff dislodged go to where the mining areas were? The total area of Cargo and Sci didn't change, they just were distributed differently between two Z-levels. Not only would this make the departments more dynamic and help with a sense of verticality but also it'd help with sense of directions - now, you can access Sci or Cargo from two different spots rather than just one, making the flow of people more dynamic and easier to stumble your way into where you want to go, as there's now two opening to those departments in two different floors.
I remade the beach away mission
- Xkallubar
- Joined: Fri Oct 13, 2023 7:46 am
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
This is the only map where the chaplain gets no smoke spellbook.
- Constellado
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- Location: The country that is missing on world maps.
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
As an engineer, I never go into maints other than to get into the back side of toxins, to fix a breach, or to go to the gravgen.
Maints do not give any real shortcuts. The fastest way between departments is the hallways, each, and every time. It's basically not possible to have maints shortcuts to places. However, I do like how it is fast to get to places in general for a high pop map because of how efficient the corridors and z levels are.
Because of its size, adding reasons to go into maints for engineers such as adding places for rats to eat cables will be a HUGE pain. Searching 4 whole z levels of a full sized maints is a lot. This is also why Blobs are so poweful here. There is simply too many places to check.
I do like this map for high pop, however engineering's lobby is far too small for a high pop map in my opinion. There is no real spot to relax and talk between engi members, so engineering crews is then forced to walk to the other size of the station and up 3 z levels to go to the bar or kitchen if they want to talk in a non cramped space. There also not enough engineering lockers in the locker area. There is lots of space south to expand it, so it should not be too difficult to change.
By the way i love the SM setup do not change it. I do not care what other people say. I can set it up faster than other stations because no pumps need to be replaced, and putting on the spacesuit outside the door is not hard at all to go and turn on the emitters. It also allows for wonderful emitter art as can be been in my signature. I do wish there was cameras for the AI to see the emitters, though. Would be helpful in delam situations, and will allow for people that hate space a way to get them turned on without having to go out there.
Maints do not give any real shortcuts. The fastest way between departments is the hallways, each, and every time. It's basically not possible to have maints shortcuts to places. However, I do like how it is fast to get to places in general for a high pop map because of how efficient the corridors and z levels are.
Because of its size, adding reasons to go into maints for engineers such as adding places for rats to eat cables will be a HUGE pain. Searching 4 whole z levels of a full sized maints is a lot. This is also why Blobs are so poweful here. There is simply too many places to check.
I do like this map for high pop, however engineering's lobby is far too small for a high pop map in my opinion. There is no real spot to relax and talk between engi members, so engineering crews is then forced to walk to the other size of the station and up 3 z levels to go to the bar or kitchen if they want to talk in a non cramped space. There also not enough engineering lockers in the locker area. There is lots of space south to expand it, so it should not be too difficult to change.
By the way i love the SM setup do not change it. I do not care what other people say. I can set it up faster than other stations because no pumps need to be replaced, and putting on the spacesuit outside the door is not hard at all to go and turn on the emitters. It also allows for wonderful emitter art as can be been in my signature. I do wish there was cameras for the AI to see the emitters, though. Would be helpful in delam situations, and will allow for people that hate space a way to get them turned on without having to go out there.
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
The idea with the engineering lobby being small is to force engies to spend less time in engineering outside of stocking up supplies. They should be out on the station, building shit in the many available places to build. I don't intend on adding places for rats to spawn in maint because it's just not the style I like. The intent of maint is moreso a very interconnected and secretive place for projects & antaggery. The main selling point is that you can go to any part of maint from any part of maint without being visible on a security camera or going into a main hall.Constellado wrote: ↑Tue Jan 09, 2024 2:56 am As an engineer, I never go into maints other than to get into the back side of toxins, to fix a breach, or to go to the gravgen.
Maints do not give any real shortcuts. The fastest way between departments is the hallways, each, and every time. It's basically not possible to have maints shortcuts to places. However, I do like how it is fast to get to places in general for a high pop map because of how efficient the corridors and z levels are.
Because of its size, adding reasons to go into maints for engineers such as adding places for rats to eat cables will be a HUGE pain. Searching 4 whole z levels of a full sized maints is a lot. This is also why Blobs are so poweful here. There is simply too many places to check.
I do like this map for high pop, however engineering's lobby is far too small for a high pop map in my opinion. There is no real spot to relax and talk between engi members, so engineering crews is then forced to walk to the other size of the station and up 3 z levels to go to the bar or kitchen if they want to talk in a non cramped space. There also not enough engineering lockers in the locker area. There is lots of space south to expand it, so it should not be too difficult to change.
By the way i love the SM setup do not change it. I do not care what other people say. I can set it up faster than other stations because no pumps need to be replaced, and putting on the spacesuit outside the door is not hard at all to go and turn on the emitters. It also allows for wonderful emitter art as can be been in my signature. I do wish there was cameras for the AI to see the emitters, though. Would be helpful in delam situations, and will allow for people that hate space a way to get them turned on without having to go out there.
Honestly maybe security should just have better gear if they're expected to tackle antags in there.
- Cheshify
- In-Game Game Master
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- Byond Username: Cheshify
- Super Aggro Crag
- In Game PermaBanned
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- Byond Username: Super Aggro Crag
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
remove blobs from the game!Cheshify wrote: ↑Sat Jan 06, 2024 4:03 amDo you have any ideas on how we could solve this?Super Aggro Crag wrote: ↑Thu Jan 04, 2024 11:14 pm its my favorite station but i really dang hate when blobs are on it!
- RedBaronFlyer
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- Byond Username: RedBaronFlyer
- Location: SS13, Manuel Division, Roaming the halls looking for messes
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I'm unsure if this is still the case but it seems like the disposal system in cargo is partially broken broken. Some tagged packages end up in the bitrunner room for whatever reason. Two days ago I tried sending a coffeemaker to the HOP's office via disposals and it ended up in the bitrunner den. Sorry, I forgot to take pictures.
WARNING, Prolonged exposure to my opinions can be mentally scarring or in some cases, FATAL
Cleaner of floors, eater of beef jerky, and long time coward.
I play Eugine Adrian Hynes on Manuel, I'm very uncool.
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Cleaner of floors, eater of beef jerky, and long time coward.
I play Eugine Adrian Hynes on Manuel, I'm very uncool.
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Super Aggro Crag wrote: ↑Fri Mar 03, 2023 5:11 pm I assume he did it elsewhere because it's fucking goofball and he never half-asses his shitty ideas, he full asses them so both cheeks are absolutely slathered in shit
- Cheshify
- In-Game Game Master
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- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
It is, it's being fixed in the new PR I am procrastinating onRedBaronFlyer wrote: ↑Sun Feb 04, 2024 6:51 am I'm unsure if this is still the case but it seems like the disposal system in cargo is partially broken broken. Some tagged packages end up in the bitrunner room for whatever reason. Two days ago I tried sending a coffeemaker to the HOP's office via disposals and it ended up in the bitrunner den. Sorry, I forgot to take pictures.
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- Joined: Fri Jan 14, 2022 7:42 am
- Byond Username: Longestarmlonglaw
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
my feedback is removing the population lock on it, making it votable at any population.
Other than that, promising map.
Other than that, promising map.
- Xkallubar
- Joined: Fri Oct 13, 2023 7:46 am
- Byond Username: CrazyPro
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Lowpop northstar is a ghost town. Northstar only really works on highpop.Longestarmlonglaw wrote: ↑Tue Feb 06, 2024 2:41 am my feedback is removing the population lock on it, making it votable at any population.
Other than that, promising map.
- Zytolg
- Joined: Thu Mar 26, 2020 1:13 am
- Byond Username: Zytolg
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Entirely relatable. On the other hand Northstar should circulate it's trash via bluespace-hyperspace. I love this map.
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- Byond Username: Kitfox88
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Twice now on northstar after returning to the ship from lavaland as a cyborg everything has gone almost completely see-through and had very limited interaction, as seen here. I like the idea but two of the three times the map's come up while I've been playing I've had this happen and it makes it kind of hard to enjoy it. 
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- Cheshify
- In-Game Game Master
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- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
This isn't an issue with the map, but with multiz code. I am afraid I cannot do anything to fix this.Kitfox wrote: ↑Wed Feb 14, 2024 10:31 pm Twice now on northstar after returning to the ship from lavaland as a cyborg everything has gone almost completely see-through and had very limited interaction, as seen here. I like the idea but two of the three times the map's come up while I've been playing I've had this happen and it makes it kind of hard to enjoy it.![]()
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Ah, I'd only seen it crop up on Northstar so I was wondering if it was directly related to the map. It sucks cause I really like the idea but I suppose I'll just try to avoid mining whenever it's on rotation, maybe cover the entire roof of the ship in solar panels instead.
- Cheshify
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
The internals of maintenance needs to be mostly public access like every other map, once you get into maintenance you can go anywhere else in that section of maintenance aside from a select few rooms that are meant for engineers.
Having to hack literally every single airlock vs just one airlock to get into maintenance is a big fucking deal for antags that use maintenance. I dont care if you section off a few portions of maint so there is an access requirement between large sections but im not playing a game of hack 20 airlocks.
Also maintenance airlocks directly connected to a department should have that department as granted access, a scientist should be able to go into toxins or xenobio maintenance just like every other map. Cytology was literally implemented into the game with the fundamental rule that scientists can at least access their own maintenance tunnels.
Having to hack literally every single airlock vs just one airlock to get into maintenance is a big fucking deal for antags that use maintenance. I dont care if you section off a few portions of maint so there is an access requirement between large sections but im not playing a game of hack 20 airlocks.
Also maintenance airlocks directly connected to a department should have that department as granted access, a scientist should be able to go into toxins or xenobio maintenance just like every other map. Cytology was literally implemented into the game with the fundamental rule that scientists can at least access their own maintenance tunnels.
List of my favorite TG Staff.
Spoiler:
- Cheshify
- In-Game Game Master
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Good feedback, will try to add it to a future PR
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Cheisfy, the map is bad because i cant play it because of population locks, remove it and its gucci.
- TheSmallBlue
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I miss the star trek uniforms :(
- massa
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- xzero314
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Please consider adding three cameras. One to the main hall faced at the gateway. Another with vision on the doors before the ordnance lab. For the 3rd one, in the telecomms room so that it is possible to see both of the inner doors. I often find myself having to tell people “sorry no cam view there” as the AI
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Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
This has just struck me, but why was Northstar made to be the only map where fore/aft/port/starboard don't match with north/south/west/east directions? Obviously that cant be changed now but maybe thats why people get lost so much?
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
- Jacquerel
- Code Maintainer
- Joined: Thu Apr 24, 2014 8:10 pm
- Byond Username: Becquerel
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
It's because the front of the ship is in the "West" part of the station. Most of our stations don't even have a front so which part is Port can be totally arbitrary.
As to why it is oriented this way, it is because you can see more tiles horizontally than vertically. If you rotated the station 90 degrees, the sightlines would be worse than they are with the current orientation.
As to why it is oriented this way, it is because you can see more tiles horizontally than vertically. If you rotated the station 90 degrees, the sightlines would be worse than they are with the current orientation.
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- Joined: Sat Mar 04, 2023 2:13 pm
- Byond Username: KickPaw
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
It feels like community (and me) doesn't like multi-Z stations unless station itself is contained only on two layers (ice box, tram). It's too enormous map for TG, even if there are 80+ players (that only 2/3 will play on this map instead of observing in the best scenario). People like compact, mobile, functional and comfortable maps.
So the issues: there are elevators, nobody uses them and they're slow. 1/4 of the map is dorms - the area nobody visits. Xenobiology somehow is the smallest out of every map. A lot of liminal spaces like science's open areas with access for everyone and huge long tables everywhere that just irritate players. Having plasmaflood on 4 Z-level map is just unplayable not just because of lags but the mapmaker decision where you can move down/up and where it's not possible. Maints are massive and take too much space for them (imho). Having emmiters in space is good looking idea, but in practice we have non-spaceproof engi flying around them because no sane person will spend time every time on this map changing MODs just for emitters. Map is too big - people need more time to get to the places they want - you can cry in radio for help but nobody could catch you alive because it takes too much time moving between floors and departments and there are too many sneaky places (not mentioning that playing contractor or heretic is so painful there because of layout).
It's a good map for MRP-HRP server with 140+ pop, but not for fast-paced server like TG
So the issues: there are elevators, nobody uses them and they're slow. 1/4 of the map is dorms - the area nobody visits. Xenobiology somehow is the smallest out of every map. A lot of liminal spaces like science's open areas with access for everyone and huge long tables everywhere that just irritate players. Having plasmaflood on 4 Z-level map is just unplayable not just because of lags but the mapmaker decision where you can move down/up and where it's not possible. Maints are massive and take too much space for them (imho). Having emmiters in space is good looking idea, but in practice we have non-spaceproof engi flying around them because no sane person will spend time every time on this map changing MODs just for emitters. Map is too big - people need more time to get to the places they want - you can cry in radio for help but nobody could catch you alive because it takes too much time moving between floors and departments and there are too many sneaky places (not mentioning that playing contractor or heretic is so painful there because of layout).
It's a good map for MRP-HRP server with 140+ pop, but not for fast-paced server like TG
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- Joined: Sat Apr 10, 2021 11:08 pm
- Byond Username: MooCow12
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
The only fun i had was abusing trap doors, I think maps that heavily use multiple z levels are held back by limited mechanics that are actually made for them and the fact that they tend to break alot of existing mechanics or make them alot less effective.
Also an issue i found with northstar specifically is that it takes alot of effort to retrofit the rooms that were heavily trashed, i understand that there was a clear design purpose to make rooms in maintenance hard to develop because there is just so many rooms, but this doesn't really hurt antagonists that only care about moving into those rooms (heretic/cult) and instead just hurts anyone building regular machines in them.
Also the ai apc needs to be taken off of the exterior wall and put next to the ai if that wasnt done already.
Also an issue i found with northstar specifically is that it takes alot of effort to retrofit the rooms that were heavily trashed, i understand that there was a clear design purpose to make rooms in maintenance hard to develop because there is just so many rooms, but this doesn't really hurt antagonists that only care about moving into those rooms (heretic/cult) and instead just hurts anyone building regular machines in them.
Also the ai apc needs to be taken off of the exterior wall and put next to the ai if that wasnt done already.
List of my favorite TG Staff.
Spoiler:
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I'm out of college and now (slowly) working on North Star 2, that's the update!
- TheSmallBlue
- Joined: Thu Oct 31, 2019 3:55 pm
- Byond Username: SmallBlue
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Map so good it's getting a sequel
- Bepis
- Joined: Wed Feb 26, 2020 7:05 am
- Byond Username: AurumDude
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
do you still intend to have as many z-levels on the next iteration?
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I want more, but I'm kind of forced to cut down to 3 until byond/whatever can reasonably handle 4+ zs
- Bepis
- Joined: Wed Feb 26, 2020 7:05 am
- Byond Username: AurumDude
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
It's unfortunate but probably the best case scenario for the map.
Please don't trim down the kitchen/restaurant area, I love how open it is and the server's area in the upper right of the floor is executed well. If people actually played out hibachi, I'd die happy. Conceptually I think your kitchen is the best one of the current rotation.
Please don't trim down the kitchen/restaurant area, I love how open it is and the server's area in the upper right of the floor is executed well. If people actually played out hibachi, I'd die happy. Conceptually I think your kitchen is the best one of the current rotation.
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
I want to design things around service being more open and central, so the kitchen's feel is likely going to stay.
- Not-Dorsidarf
- Joined: Fri Apr 18, 2014 4:14 pm
- Byond Username: Dorsidwarf
- Location: We're all going on an, admin holiday
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
this might sound embarassing but I only realised Northstar has a massive service department just now when i looked it up on the webmap. I dont think i ever go there, or really to the entire zlevel.
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kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
- Cheshify
- In-Game Game Master
- Joined: Sat Oct 17, 2020 6:42 pm
- Byond Username: Cheshify
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Then that's part of my failure, and why I want to make a better map!Not-Dorsidarf wrote: ↑Fri May 10, 2024 2:38 pm this might sound embarassing but I only realised Northstar has a massive service department just now when i looked it up on the webmap. I dont think i ever go there, or really to the entire zlevel.
- Sonnzer
- Joined: Thu Mar 28, 2024 4:52 pm
- Byond Username: Sonnzer
- Location: Aft Maintenance
Re: The North Star: A Nanotrasen Exploratory Vessel [FEEDBACK]
Northstar is cool, it has a nice design. My main gripe with it is the lag, which I think is just due to it having lots of Z levels. Other than that, I think it's a really cool map. I like the dining hall area.
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