Kilo Station

Mapping Ideas and Sprite Galleries
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stan_albatross
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Re: Kilo Station

Post by stan_albatross » #582076

Bottom post of the previous page:

all of kilos "soul" came from funny decals and funny maint mobs

you know what map really had soul? box (and donut)

nuff said
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Okand37
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Re: Kilo Station

Post by Okand37 » #582684

hey look snazzy multi-z head of staff offices (sorry no rd yet)

other parts of the lower area also have progress including security/medical which will also have elevators, yay elevators

Captain's Office (Upper) & Quarters (Lower)
Spoiler:
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Head of Security's Office (Upper) & Quarters (Lower)
Spoiler:
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Chief Medical Officer's Office (Upper) & Quarters (Lower)
Spoiler:
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Head of Personnel's Office (Upper) & Quarters (Lower)
Spoiler:
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p.s. an inspection by a nanotrasen legal team has determined that the station is not that much of a safety hazard and has removed a majority of the caution tape warning otherwise
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Okand37
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Re: Kilo Station

Post by Okand37 » #582730

Timonk wrote:How many times has kilo been played during its testmerge?
unsure? if you mean when it was merged near the start of the year, it'd been played quite a bit and was generally received pretty well, barring hazard lines, some differing opinions over maint, and the bugs that led to it crashing

currently as far as im aware it was test-ran on bagil/basil today two times to "good reception" i am told
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Re: Kilo Station

Post by Timonk » #582734

suggestion: remove warning labels from firelocks, most "barrier" markings from doors, lables from holopads, scrubbers and vents, vending machines, some of the maint stuff and most lockers.

warning label problem isnt solved yet IMO
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Okand37
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Re: Kilo Station

Post by Okand37 » #582791

Timonk wrote:suggestion: remove warning labels from firelocks, most "barrier" markings from doors, lables from holopads, scrubbers and vents, vending machines, some of the maint stuff and most lockers.

warning label problem isnt solved yet IMO
my current branch for multi-z is a bit different from the branch we're using for the test-merge

i intend on minimising some of the visual clutter (to a degree); i'll likely be keeping "bot" turf-decals (squares) below lockers and (certain) machinery but i'll remove them below any tables, vending machines, computers and so on
i've erased all the hazard lines on my own version and placed them (more limitedly) in a few areas, but i do intend on keeping them for open firelocks because they can crush people--this'll only apply to hallways, however
Last edited by Okand37 on Sun Dec 06, 2020 3:51 am, edited 1 time in total.
Reason: clarity
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stan_albatross
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Re: Kilo Station

Post by stan_albatross » #582819

My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.

Turns out I just didn't see the plant there. There is a plant in every single one.
Last edited by stan_albatross on Sun Dec 06, 2020 7:15 pm, edited 1 time in total.
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Re: Kilo Station

Post by Misdoubtful » #582830

stan_albatross wrote:My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.
Yeah but plants help you breathe.

Seriously though, is there a better opinion for decor? The selection available is kind of limited, it just really shows in an instance like this where its used a ton. But that isn't really a problem, is it?
Last edited by Misdoubtful on Mon Dec 07, 2020 8:23 am, edited 1 time in total.
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Okand37
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Re: Kilo Station

Post by Okand37 » #582877

stan_albatross wrote:My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.

Turns out I just didn't see the plant there. There is a plant in every single one.
are you allergic to plants--if so, pick them up and put them in the disposals bin
Last edited by Okand37 on Mon Dec 07, 2020 4:57 am, edited 1 time in total.
Reason: clarity
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Re: Kilo Station

Post by actioninja » #582891

stan_albatross wrote:My main problem with kilo (as well as with delta station to extent) is just the massive overuse of potted plants. Just from those small screenshots of the head of staff offices there is a potted plant in every single one except the lower HOP's office.

Turns out I just didn't see the plant there. There is a plant in every single one.
...what?
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Re: Kilo Station

Post by TheFinalPotato » #582954

This is sad, stop being sad
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Re: Kilo Station

Post by oranges » #583007

The amount of offtopic nonsense and random attacks on the map editors is completely out of control, timonk has been dev forum banned and the rest of you are warned to stay on topic
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Re: Kilo Station

Post by XivilaiAnaxes » #583022

oranges wrote:The amount of offtopic nonsense and random attacks on the map editors is completely out of control, timonk has been dev forum banned and the rest of you are warned to stay on topic
lol

On topic - I actually loved Kilo station back when it was in rotation. The vegetation makes it feel so much more lively, and the asteroid construction made it feel more natural as opposed to stations like Meta where it doesn't even try to hide the fact the station is designed around 'how to make an efficiently designed map'.

The only thing I hated about it was that the hallways were all over the place - in Meta they're all perfectly straight which hides the limitation of a square grid layout, in Kilo it highlights how awkward pixel curves are.
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Re: Kilo Station

Post by Cartographer-D » #583716

Anyone who has a problem with the decals hasn't actually played on Kilo since its merge. I put a lot of work into finalizing the new decaling to make it fit the theme without having it be overbearing. Hazard stripes only exist near actual hazards, don't exist in impractical areas, and have been incredibly toned down from previous versions. Actual departmental decaling has also been changed to give Kilo its own special image.

I do hope that someone adds an object that can clean rust soon, though.
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Re: Kilo Station

Post by cacogen » #583724

I like that if you latejoin on this map after the emergency shuttle has docked it's right there
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Re: Kilo Station

Post by legoscape » #584911

Did okand die? He hasn't been making cool stations in a while now.
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Okand37
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Re: Kilo Station

Post by Okand37 » #608365

feeling cute might work on kilo multi-z a little bit more again
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Okand37
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Re: Kilo Station

Post by Okand37 » #608638

Hey all! It's been a bit since we've had a proper progress shot. I've been working with Maurukas as of this month on implementing multi-z for Kilo.

Here's a few (low quality) in-progress previews!

Upper & Lower Medical
Spoiler:
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Upper & Lower Security
Spoiler:
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Re: Kilo Station

Post by sinfulbliss » #608714

Oh shit OKAND is back
Oh shit SEC HAS ANOTHER ELEVATOR

So many good things are happening.
Spoiler:
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Okand37
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Re: Kilo Station

Post by Okand37 » #611356

Howdy all. Here are a few more (low quality) in-progress shots of multi-z. I'll explain a few of the accompanying changes aside each picture:


Lower Security
- Prison wing, sanitarium, prison lockers, and the justice chamber have been moved downstairs on their own level. Prison wing escapes (for prisoners) are yet to be fully implemented pending development of the surrounding areas.
- Sanitarium and previous isolation cells were expanded into a small sanitarium wing.
- Armoury contents have been separated with less secure or hazardous gear (deployable flashers, implants, spare flashbangs and handcuffs) being placed in a secure gear room down below.
- Secways have been moved into their very own secway garage!
Spoiler:
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Spoiler:
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Upper Security
- Secure equipment within the armoury have been more evenly distributed within the space, allowing for greater accessibility.
Spoiler:
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Upper Engineering
- Engineering and atmospherics have swapped sides to create greater space between the supermatter and the shuttle lounge.
- Gravity generator is now accessible directly from engineering using a foyer attached to the equipment area.
- Secure gear storage has been moved to the engineering department hallway; accessways to the lower podbay were installed in its place.
- Supermatter engine has proper radiation airlocks and a control room with power control units. Kas7/Maraukas and I are working to implement a multi-z supermatter with main piping on the lower level.
- Atmospherics has been slightly crunched to account for the new positioning and has accompanying two-by-two cells. Incinerator and fusion reactor have been placed down below. Pipes are pending adjustment.
Spoiler:
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Spoiler:
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Lower Engineering
- Lower engineering features a centrally-placed thermoelectric generator (approved by Kas7/Maraukas) as a secondary project and source of power. It is currently running an adapted setup of MiniStation's thermoelectric generator and is prone to change.
- Pipings for the supermatter loop are placed below. Supermatter waste has pipes directly to the incinerator and fusion reactor rooms for greater cohesion of the engine systems.
- Stairwell and elevator placement, alongside any additional lower engineering buildings, are still in the planning phase.
Spoiler:
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Podbay
- Previously accessible only through maintenance, the emergency escape pods have been moved to a centralised pod bay underneath command, accessed by a stairwell and elevator directly below the bridge.
- E.V.A. has been moved into the lower area. It will be accessible from the planned lower bridge area.
- The centcom ferry has been moved out of ferry and into the centre of the pod bay for greater access to the station.
- Public mining shuttle is expected to be moved to the lower portion of the cargo department in future installations.
Spoiler:
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Re: Kilo Station

Post by cocothegogo » #611616

do you not think putting all 4 pods in one place is a bad idea? like xenos can just camp it or one bomb kills all 4 pods
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Okand37
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Re: Kilo Station

Post by Okand37 » #611621

cocothegogo wrote:do you not think putting all 4 pods in one place is a bad idea? like xenos can just camp it or one bomb kills all 4 pods
I do not think life aboard Space Station 13 is particularly sacred nor should escape be so easily guaranteed. I moved the pods to a more centralised location to increase access for the wider crew. I also believe escape pods are an easy way to detach from the ending of the round in a way that isn't interactive. Kilo's design principles have always been about pushing players together through limited spaces and greater visibility and the pod bay aims to reflect that change.
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Re: Kilo Station

Post by MMMiracles » #611629

I think a pod bay is a pretty unique design choice that I secretly wish I thought about first but I can see it getting pretty rough for people to escape if shit really hits the fan. Usually if you really wanted a safer escape, each map typically had at least 1 pod that was out of the way enough compared to the others. This layout will probably screw over some antags too if they got too much heat to get on the main shuttle since now all pods are easily checked by the roaming mob.
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Okand37
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Re: Kilo Station

Post by Okand37 » #612850

Cross-posting from my response to the thread regarding mapping Cytology:
Implementing a sort of prototype cytology laboratory underneath a reworked xenobiology laboratory for multi-z Kilostation. Essentially moved the existing cytology equipment on other stations to its own distinct area below the xenobiology labs with its own assortment of pens for experimentation. I've included no additional job-specific equipment compared to existing station's cytology setups.

Xenobiology & Cytology Labs
Spoiler:
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Re: Kilo Station

Post by Nabski » #613245

I don't like that the arrivals shuttle is in the blast range of a fucked up engine, so if the engine is fucked it's really hard for new players to join.
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Okand37
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Re: Kilo Station

Post by Okand37 » #613767

Nabski wrote:I don't like that the arrivals shuttle is in the blast range of a fucked up engine, so if the engine is fucked it's really hard for new players to join.
This has largely been addressed in the in-progress Multi-z update, and may be viewed above in post #611356.
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