Charlie Station Modernization

Mapping Ideas and Sprite Galleries
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Senefi
Joined: Tue May 30, 2023 8:45 pm
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Charlie Station Modernization

Post by Senefi » #732541

Forgive the rhyme.

Interested in expanding upon the existing station that is Charlie, the map itself lends lots of opportunity to new players as a method of learning how the game mechanics work without worrying about station things. The amount of variety present in the area already lends itself to a good amount of experimentation, but I'm curious.

Has anyone gone through Charlie and thought "This is really annoying." Or "This would be better if it had this." If you have I'd love to hear it.

I'm personally starting work on the exterior, adding in some structure and grilles to make it look a little more modern, plus some exterior lights, and certainly a good amount of damaged/ruin external components.

Additionally, Vekter mentioned changes to the SM. I'm not certain what it could do with in terms of changes, save for being less destroyed and requiring almost an hour to set up due to gathering materials.

Post your thoughts please!
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iwishforducks
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Re: Charlie Station Modernization

Post by iwishforducks » #732546

1. Beta Station atmos is an absolute mess. Barring the obvious visual clutter, it's an awful introductory to atmospheric mechanics. It's spaced, the air tanks are weirdly set up, the piping within the atmos room is jumbled, and there are destroyed pipes everywhere, which makes it even more of a pain to connect it to the rest of the station.

2. The Supermatter room is kind of just unusable because it's spaced and in such disarray. It needs to not be spaced and not littered. An empty space is all I ask for.

3. The PACman. Those things are so ungodly nerfed that it's really difficult to obtain power for Charlie early on, other than the solars. If the Supermatter room doesn't come with all the necessary materials/set-up then a second solar array would be much appreciated somewhere.

In general, Beta could be brought just a little bit closer to the main part of Charlie. It's kind of a pain of an ass to get to since your base of operations is pretty much entirely within Delta. That's always been a sore-point of Charlie for me in general- being stuck within Delta the entire time since that's where all of the materials and equipment are.

But I digress. Here's something I drew up in paint really quickly for Beta re-arrangements. Obviously not to 100% scale- and there's some details not in the drawing. The main thing is the hall being down some tiles should make Beta way more accessible. A second solar for more early power- but again, if the SM is 100x easier to setup then the second solar shouldn't need be.
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iwishforducks
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Re: Charlie Station Modernization

Post by iwishforducks » #732548

also while we're at it HOW THE FUCK DID THAT METEOR HIT THE SUPERMATTER ROOM IT DOESNT MAKE ANY SENSE. IT WOULD HAVE HIT SOLARS.
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norsvenska
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Re: Charlie Station Modernization

Post by norsvenska » #732550

iwishforducks wrote: Tue Jul 09, 2024 8:42 pm also while we're at it HOW THE FUCK DID THAT METEOR HIT THE SUPERMATTER ROOM IT DOESNT MAKE ANY SENSE. IT WOULD HAVE HIT SOLARS.
crazy thing that not many people think about is that there is a third plane, not just north/south and east/west. the meteor could very easily have come from above the station
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iwishforducks
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Re: Charlie Station Modernization

Post by iwishforducks » #732554

norsvenska wrote: Tue Jul 09, 2024 9:10 pm
iwishforducks wrote: Tue Jul 09, 2024 8:42 pm also while we're at it HOW THE FUCK DID THAT METEOR HIT THE SUPERMATTER ROOM IT DOESNT MAKE ANY SENSE. IT WOULD HAVE HIT SOLARS.
crazy thing that not many people think about is that there is a third plane, not just north/south and east/west. the meteor could very easily have come from above the station
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Senefi
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Re: Charlie Station Modernization

Post by Senefi » #732563

Space logic is a hell of a drug lol.

I hadn't considered anything about the PACMANs being nerfed honestly. That's an incredibly good point as I literally forgot it had one lol. Maybe an enclosed engineering space wouldn't be a bad idea. A lot of the station layout hasn't been touched in forever, more extreme changes like in the floor plan you had make good sense. I think it may also possibly work if we move some things out of Delta as it is definitely the place you end up being in the most.

I don't know when we started getting the QOL features like the ore silo as well. Presumably people aboard the station wouldn't have complete access and things would be older than on a regular station, but if the idea is to create something fun and engaging that isn't critical to the base station, it would benefit us to replicate more of the mechanics from the full station just to a lesser extent.

So going with the solar panel and SM adjustments, I had also considered some more mapping helpers to increase variety such as rocks being present on certain tiles, machines being in random states of repair, sheets of material being more randomly placed, but the effort required to coordinate all that and make sure the station is still able to be completed is a little spooky. One step at a time I suppose! I'll definitely be making some SM changes
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Re: Charlie Station Modernization

Post by InariWhitebear » #732824

Senefi wrote: Tue Jul 09, 2024 8:03 pm I'm not certain what it could do with in terms of changes, save for being less destroyed and requiring almost an hour to set up due to gathering materials.
Gathering what? You have Iron and Glass to repair the windows. The meteor walls yield extra plasma should you need it, and that's about all you need to gather for a setup?

Not sure I agree on Beta being not spaced, feels like the point kinda is that you repair it. Nor do I understand what's meant with it having "a lot of destroyed pipes".. theres like, 3.
Besides, even if you don't set up atmospherics, there's an airtank just in the room west of where you wake up.

Solars are okay if you set the SMES up right, and boost it slightly with the Pacman for initial recharging of APCs
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