CatwalkStation - Testmerge and RELEASE!

Mapping Ideas and Sprite Galleries
Post Reply
User avatar
EuSouAFazenda
Joined: Sat Jul 17, 2021 1:34 pm
Byond Username: EuSouAFazenda
Location: Brazil

CatwalkStation - Testmerge and RELEASE!

Post by EuSouAFazenda » #745280

CatwalkStation is READY!

https://github.com/tgstation/tgstation/pull/86442

This is the thread for any and all feedback! I'll still be listening in other places but this is my main place I'll look for feedback. This thread will serve both for the testmerge and also for when it releases as well. This is the FAQ for Catwalk, with updated list of the feedbacks I already have gotten, have already done or won't https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Let's get this party started :burger: :burger: :burger:
Last edited by EuSouAFazenda on Tue Sep 03, 2024 9:24 pm, edited 1 time in total.
I remade the beach away mission
User avatar
banement
Joined: Thu Nov 24, 2022 7:26 pm
Byond Username: Banement

Re: CatwalkStation - Testmerge and RELEASE!

Post by banement » #745304

im unsure if this is just my tg master but some areas of maintenance lack areas. also, considering you can just use wirecutters on the catwalks, it takes just one bored dude to knock out the power
Attachments
03-09-2024 17-08-56.png
03-09-2024 17-09-10.png
User avatar
TheSmallBlue
Joined: Thu Oct 31, 2019 3:55 pm
Byond Username: SmallBlue

Re: CatwalkStation - Testmerge and RELEASE!

Post by TheSmallBlue » #745436

The github link in your post is wrong!

The right link is https://github.com/tgstation/tgstation/pull/86442
When human I go by Bluti Kabooti, when AI I go by Azure
Image
Comm from
User avatar
EuSouAFazenda
Joined: Sat Jul 17, 2021 1:34 pm
Byond Username: EuSouAFazenda
Location: Brazil

Re: CatwalkStation - Testmerge and RELEASE!

Post by EuSouAFazenda » #745454

banement wrote: Tue Sep 03, 2024 4:28 pm im unsure if this is just my tg master but some areas of maintenance lack areas. also, considering you can just use wirecutters on the catwalks, it takes just one bored dude to knock out the power
Fixed the areas.
The power issue is delicated and requires either some really smart remapping of wires or fully moving the SMES room somewhere else; it's not an easy fix but it is something on my to-do list, thank you
TheSmallBlue wrote: Tue Sep 03, 2024 8:37 pm The github link in your post is wrong!

The right link is https://github.com/tgstation/tgstation/pull/86442
Thank you! Fixed. Okay but https://github.com/tgstation/tgstation/pull/86288 is also a pretty swell PR as well
I remade the beach away mission
User avatar
EuSouAFazenda
Joined: Sat Jul 17, 2021 1:34 pm
Byond Username: EuSouAFazenda
Location: Brazil

Re: CatwalkStation - Testmerge and RELEASE!

Post by EuSouAFazenda » #745469

banement wrote: Tue Sep 03, 2024 4:28 pm im unsure if this is just my tg master but some areas of maintenance lack areas. also, considering you can just use wirecutters on the catwalks, it takes just one bored dude to knock out the power
RE this: I took a look at it and there's a wire under a wall (icky I know but it's the best I could have done) near the SMES so the wires go off in two directions there, so no "rat chew a wire now 100% of the station lost power" shenanigans. Also, most of the wires for the departments are done through the first Z-Level rather than the catwalks so this isn't much of a problem; I checked, it should not be a problem in actual gameplay. Nice catch tho, I definitely should have thought about that before
I remade the beach away mission
User avatar
Ezel
Joined: Wed Jul 23, 2014 12:48 pm
Byond Username: Improvedname
Location: A place where locations are mini-signatures

Re: CatwalkStation - Testmerge and RELEASE!

Post by Ezel » #776132

What i listed in this comment https://github.com/tgstation/tgstation/ ... 2794770709 probaly gonna be a pain to redesign though
The future is horrible!
User avatar
FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
Byond Username: FantasticFwoosh

Re: CatwalkStation - Testmerge and RELEASE!

Post by FantasticFwoosh » #776473

Not to offload anything I think is excessive i focused mainly on my experience of cargo. I would mention that cargo is very much so not OSHA approved on my initial inspection of its workings, some minor changes could be installed such as the use of a suspended ceiling r-wall to control the drop of crates to a single tile from the conveyor into cargo, as they often fly free. I appreciate the gimmick but it is wildly unsafe to slip on the belt or get pelted on from below. A fireman pole would be a funny thing to throw in the middle of cargo.

Also the direct access to the cat-walkway is relatively unclear in places as i literally ran out straight into open corridor not realising that it was exposed, some railing for this deliberate smoke area or using it mainly as a channel for delivering boxes via mules could work. Very few departments are also present on the navigation tab which hindered my first viewing in trying to find cargo.

On the other hand i love the synergy of the cytology pseudolab being across the hall for quick access to sample replication and occasional chicken petting.

Spoiler:
Image
Image
User avatar
Capsandi
Joined: Sat Jan 26, 2019 10:59 pm
Byond Username: Capsandi

Re: CatwalkStation - Testmerge and RELEASE!

Post by Capsandi » #776497

You have unrestricted access exits from cargo bay to the hallway including out of the mailroom. Just an interesting map observation not even telling you to change it like you could haha.
Surpassed my expectations.
Timonk wrote:
Wesoda25 wrote:Genuinely think they should be blacklisted.
You have clearly never seen his dick
Lower your tone with me if your tracked play time doesn't look like this:
Image
Flatulent wrote:of course you can change religion doing it while islamic however makes you lose your head from happiness
BaronOBeefdip
Joined: Thu Jun 08, 2023 3:35 am
Byond Username: BaronOBeefdip

Re: CatwalkStation - Testmerge and RELEASE!

Post by BaronOBeefdip » #776669

Having played a decently long round as a medical doctor on Catwalk, here's my two cents so far. From what I can see, there are two obvious flaws, one being the lack of showers in the main treatment area, and the cold storage being located in the maintenance BEHIND the break room. The only showers in medical are one in the surgery, and two in the lower chemistry, which regular doctors cannot access and are therefore useless. Showers are important for mass radiation events and if a disease mutates to cause people to burst into flames, so I'd recommend setting up two showers in the relatively wide-open space of the main treatment center.

As for the cold storage, I didn't even know there was a cold storage until I ghosted in a later round, I full-on thought the station lacked a blood storage completely. The only marked door is on the 2nd z-level in the medical escape pod hallway across from Virology. If you don't know it's there, you most likely won't find out very easily, and it is an extremely dangerous place to have to retrieve necessary medical supplies from in the event of a Nightmare, Changeling, or Blood Cult. Unless there's a way of securing the area between cold storage and the main medbay, I think it'd be best to move it, maybe where the medical order console is now.
User avatar
EuSouAFazenda
Joined: Sat Jul 17, 2021 1:34 pm
Byond Username: EuSouAFazenda
Location: Brazil

Re: CatwalkStation - Testmerge and RELEASE!

Post by EuSouAFazenda » #776733

BaronOBeefdip wrote: Wed Apr 16, 2025 3:39 am Having played a decently long round as a medical doctor on Catwalk, here's my two cents so far. From what I can see, there are two obvious flaws, one being the lack of showers in the main treatment area, and the cold storage being located in the maintenance BEHIND the break room. The only showers in medical are one in the surgery, and two in the lower chemistry, which regular doctors cannot access and are therefore useless. Showers are important for mass radiation events and if a disease mutates to cause people to burst into flames, so I'd recommend setting up two showers in the relatively wide-open space of the main treatment center.

As for the cold storage, I didn't even know there was a cold storage until I ghosted in a later round, I full-on thought the station lacked a blood storage completely. The only marked door is on the 2nd z-level in the medical escape pod hallway across from Virology. If you don't know it's there, you most likely won't find out very easily, and it is an extremely dangerous place to have to retrieve necessary medical supplies from in the event of a Nightmare, Changeling, or Blood Cult. Unless there's a way of securing the area between cold storage and the main medbay, I think it'd be best to move it, maybe where the medical order console is now.
RE showers, will add so! Good catch, thank you.
About the cold room, I feel like eventually people will learn the layout. I forgot the name of it, but I'll add one of those signals thingies so you can more easily locate it.

As for its location, being sabotageable and a hotspot of antagonistic action is intended (Science has a similar thing with Ordnance). It adds a small touch of paranoia and fear, that every time you go grab a blood bag you can be jumped on.
I remade the beach away mission
User avatar
Lullaby
Joined: Sun Dec 29, 2019 7:24 pm
Byond Username: EldritchLullaby

Re: CatwalkStation - Testmerge and RELEASE!

Post by Lullaby » #776749

quartermaster office doesnt have an announcement console. please and thanks
have'st thou considered placing thineself among a quantity of bitches
User avatar
RedBaronFlyer
Joined: Wed Jun 22, 2022 2:41 am
Byond Username: RedBaronFlyer
Location: SS13, Manuel Division, Roaming the halls looking for messes

Re: CatwalkStation - Testmerge and RELEASE!

Post by RedBaronFlyer » #776942

Like the one round I've played of it so far! I could be entirely misremembering but from the looks it seemed like that center table in the middle is supposed to be loaded with food and lowered to the bar area below via an elevator, but I haven't seen that done yet. Granted, that shift didn't had a chef that kept going SSD so barely anything was being made, on top of fact the station being relatively new so it will take time for that info to be passed around. Unfortunately people were stuffed into that dinning area on the upper z-level constantly bumping into each other as a result of that table elevator not being utilized. It's a very cool and scenic spot but it can be a bit of an issue on a 60-70 pop round. The bar area feels a bit small as well for a dinning room/bar hybrid but I haven't seen it used by multiple people at the same time so I'm not sure how it plays.

Looking forward to seeing how this develops!
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.
Image
Image
Image
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
lorwp wrote: Wed Oct 23, 2024 8:56 am
Sacko wrote: Wed Oct 23, 2024 8:32 am yes it it like the meatball faggot thing that was changed due to forces higher than ours
i am feeling so gay today! I am going to smoke some fags outside while i wait for my faggots to cook in the oven.

Has anyone seen my car? I think it got raped.
Post Reply

Who is online

Users browsing this forum: No registered users