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Nvm we have a freeze now.Delta Station
- Denton
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Re: Delta Station
can i bump this? im bumping this
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Deitus wrote:If your signature is scrollable it's too long and fucking obnoxious and you should feel bad
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Link to my feedback thread. Go there.
PKPenguin321 wrote:I've been had by yet another tg boondoggle
- Okand37
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Re: Delta Station
You ever put a dog down, Jim? A three legged puppy is not a happy puppy.Doctor Pork wrote:can i bump this? im bumping this
Are you being the neighbour Mr. Rogers would've wanted you to be?
- Mark9013100
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- Denton
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Re: Delta Station
Configs are scheduled to be unified around early 2060Mark9013100 wrote:So why do Bagil and Terry have Delta in rotation but not Sybil?
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Re: Delta Station
Sybil Snakes rule.Denton wrote:Configs are scheduled to be unified around early 2060Mark9013100 wrote:So why do Bagil and Terry have Delta in rotation but not Sybil?
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Deitus wrote:If your signature is scrollable it's too long and fucking obnoxious and you should feel bad
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Link to my feedback thread. Go there.
PKPenguin321 wrote:I've been had by yet another tg boondoggle
- Mickyan
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Re: Delta Station
Is one of the lockers in the maint kitchen supposed to be ID locked? Makes the whole place unusable since you don't even get flour to work with
Everything else in maint is free access so this seems like an oversight
Everything else in maint is free access so this seems like an oversight
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- Mark9013100
- Joined: Sat Dec 27, 2014 6:06 pm
- Byond Username: Mark9013100
Re: Delta Station
Once I get my fork up to date, I'll fix that when I get the chance.
Edit: PR to fix it is up.
Edit: PR to fix it is up.
- mysteryman sideburns
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Re: Delta Station
this is probably the worst map in the rotation
- Farquaar
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- Location: Delta Quadrant
Re: Delta Station
Worse than Omega?mysteryman sideburns wrote:this is probably the worst map in the rotation
► Show Spoiler
- mysteryman sideburns
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Re: Delta Station
yeahFarquaar wrote:Worse than Omega?mysteryman sideburns wrote:this is probably the worst map in the rotation
- Mark9013100
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- Byond Username: Mark9013100
Re: Delta Station
As to why? Saying 'it's bad' doesn't mean anything without saying why.mysteryman sideburns wrote:this is probably the worst map in the rotation
- mysteryman sideburns
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Re: Delta Station
maintenance is too big and stupid and theres no reason for there to be a million fucking assistant medbays everywhere and also research is a goddamn shitshow
- Mark9013100
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Re: Delta Station
Maintenace is big because the station is big, and there's only a handful of medkits outside medbay. Though I agree science could stand from having a remap.mysteryman sideburns wrote:maintenance is too big and stupid and theres no reason for there to be a million fucking assistant medbays everywhere and also research is a goddamn shitshow
- angelstarri
- Joined: Sun Aug 26, 2018 4:03 am
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Re: Delta Station
Necro. Needs to be updated to include a nanite lab.
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Code: Select all
I strongly suspected the borgs were one humaned by the Captain because of their increasingly strange behavior throughout the round after the Captain had entered their upload and seemingly changed the laws. I had asked twice if I could blow the borgs to no response (because there was no admin online apparently). They were constantly complimenting the Captain and calling her pretty and essentially threatening people who called the Captain ugly - Pepper Oni.
- Denton
- Joined: Wed Aug 23, 2017 3:53 pm
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Re: Delta Station
I'll get around to it on the weekend or so. Looks like it's best to cut the EXPERIMENTOR lab in half and use the space for a nanite lab.angelstarri wrote:Necro. Needs to be updated to include a nanite lab.
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- Joined: Fri Sep 25, 2015 12:18 am
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Re: Delta Station
Does this map really need to have double extended capacity emergency oxygen tanks in the arrivals shuttle and gateway? not even EMERGENCY RESPONSE PARTIES get those.
- Mark9013100
- Joined: Sat Dec 27, 2014 6:06 pm
- Byond Username: Mark9013100
Re: Delta Station
IIRC, it's the same emergency crate that the mining shuttles have.confused rock wrote:Does this map really need to have double extended capacity emergency oxygen tanks in the arrivals shuttle and gateway? not even EMERGENCY RESPONSE PARTIES get those.
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Re: Delta Station
Pretty sure that emergency crate is only on the Delta mining shuttle. Something something powercreep
- Mark9013100
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Re: Delta Station
The Deltastation entry for the Guide to the Supermatter needs updating, engine room layout has been different for quite a while.
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Re: Delta Station
Delta doesn't seem to have pill bottle boxes in chemistry.
- Okand37
- Joined: Sat Feb 20, 2016 5:37 pm
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Re: Delta Station
Although my main focus has been on a different mapping project, I'd like to take some time to address Delta Station in its current state and what's planned. After the aforementioned project, I'll be shifting attention towards Delta Station to work on a large batch of updates including some structural and aesthetic changes. Some of the proposed ideas by department are as follows:
Command:
Moving the AI upload back onto the station in order to ensure it's more accessible and usable by players.
Reallocating telecomms from the center of the brig to somewhere else on station to ensure it's more of a reasonable candidate for sabotage without reducing the accessibility of it to ensure it can be given repairs when needed.
Engineering:
Configuring the added tech room and power tools area to more seamlessly integrate them into the engineering department.
Replacing the current defunct engine with a second supermatter for engineering to work on. When delta was introduced, the supermatter wasn't our primary engine, so when the supermatter took over it left a jarring imbalance in the engineering department. The atmospherics supermatter will either be kept or reconfigured into a TEG, depending on how everything goes.
Medical:
Adjusting the bottom right portion of medical and reducing some of the dead space added on by the unnecessary surgical observation room and patient rooms.
Reallocating/removing the maintenance room connecting medical to the morgue and making the morgue easier to find for medical players (and new players especially). I might look into re-angling departures and connecting the chapel across from medical so the morgue is shared between the two.
Possibly adding one-to-two more sleepers and cryotubes to the existing areas to compensate for the increased player count.
Science:
Updating the layout and rearranging some of the additional labs such as the nanite lab and experimentor lab, bringing them more into the department and reducing some of the dead space.
Might look into swapping the position of the mech bay and robotics, or making the mech bay slightly smaller so robotics is more visible and accessible to players.
Cargo:
I may reduce the size of the cargo bay, or at least turn the office inside of the bay into its own room so it doesn't feel as glaringly empty as it does now.
Security:
Add additional cells plus a properly sized holding cell into security. Although part of delta's design was to ease into a shift towards departmental security posts, this has left the actual brig itself mostly unable to deal with the high demand of players (and dirty criminals) as a result.
Other than all of this, with the introduction of the turf_decal system I'd like to clean up some of the more jarring graphics and make the station a bit prettier. There might be a few other bits and bobbles to edit and re-arrange here and there, but I'm not certain yet. I'd love to hear your thoughts on the above and welcome any additional suggestions, ideas, or concerns.
Command:
Moving the AI upload back onto the station in order to ensure it's more accessible and usable by players.
Reallocating telecomms from the center of the brig to somewhere else on station to ensure it's more of a reasonable candidate for sabotage without reducing the accessibility of it to ensure it can be given repairs when needed.
Engineering:
Configuring the added tech room and power tools area to more seamlessly integrate them into the engineering department.
Replacing the current defunct engine with a second supermatter for engineering to work on. When delta was introduced, the supermatter wasn't our primary engine, so when the supermatter took over it left a jarring imbalance in the engineering department. The atmospherics supermatter will either be kept or reconfigured into a TEG, depending on how everything goes.
Medical:
Adjusting the bottom right portion of medical and reducing some of the dead space added on by the unnecessary surgical observation room and patient rooms.
Reallocating/removing the maintenance room connecting medical to the morgue and making the morgue easier to find for medical players (and new players especially). I might look into re-angling departures and connecting the chapel across from medical so the morgue is shared between the two.
Possibly adding one-to-two more sleepers and cryotubes to the existing areas to compensate for the increased player count.
Science:
Updating the layout and rearranging some of the additional labs such as the nanite lab and experimentor lab, bringing them more into the department and reducing some of the dead space.
Might look into swapping the position of the mech bay and robotics, or making the mech bay slightly smaller so robotics is more visible and accessible to players.
Cargo:
I may reduce the size of the cargo bay, or at least turn the office inside of the bay into its own room so it doesn't feel as glaringly empty as it does now.
Security:
Add additional cells plus a properly sized holding cell into security. Although part of delta's design was to ease into a shift towards departmental security posts, this has left the actual brig itself mostly unable to deal with the high demand of players (and dirty criminals) as a result.
Other than all of this, with the introduction of the turf_decal system I'd like to clean up some of the more jarring graphics and make the station a bit prettier. There might be a few other bits and bobbles to edit and re-arrange here and there, but I'm not certain yet. I'd love to hear your thoughts on the above and welcome any additional suggestions, ideas, or concerns.
Are you being the neighbour Mr. Rogers would've wanted you to be?
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Re: Delta Station
Is telecomms really that challenging to sabotage?
While it is in the middle of the station, it's a relatively low traffic area that people pretty much only ever use to access the stuff that is directly there or as an occasional shortcut. It's not exactly visible from the bridge either, in my experience people don't really look at tcomms.
The best other station tcomms to compare it to would be Boxstation. Is it *really* that much harder than box to sabotage? Because I feel like people navigate the engineering/atmos entrance significantly more than they navigate the central hallwayh of Delta.
While it is in the middle of the station, it's a relatively low traffic area that people pretty much only ever use to access the stuff that is directly there or as an occasional shortcut. It's not exactly visible from the bridge either, in my experience people don't really look at tcomms.
The best other station tcomms to compare it to would be Boxstation. Is it *really* that much harder than box to sabotage? Because I feel like people navigate the engineering/atmos entrance significantly more than they navigate the central hallwayh of Delta.
my greatest accomplishments
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
viewtopic.php?p=447507
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
viewtopic.php?p=447507
- Vile Beggar
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Re: Delta Station
the thing is, box's tcomms is right next to maintenence as well, you don't have to go through the hallways to go into tcomms, you can just break down a rwall in maint to get in.subject217 wrote: The best other station tcomms to compare it to would be Boxstation. Is it *really* that much harder than box to sabotage? Because I feel like people navigate the engineering/atmos entrance significantly more than they navigate the central hallwayh of Delta.
compare that to delta, where there's no maint to hide in while you're breaking into comms.
Spoiler:
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Re: Delta Station
Okand niggas be like:
"Sure I'll add a bottle of fucking bacchus' blessing, the most potent alcohol in the game, very difficult to make, and just slap it in the dorms and call it 'delta down' as a joke because metacide added a bottle of regular beer called 'meta-cider' to metastation. That's very balanced, I'm not enforcing powercreep so players eventually complain about any map that doesn't come with two free space cleaners in the brig medical ward."
"Sure I'll add a bottle of fucking bacchus' blessing, the most potent alcohol in the game, very difficult to make, and just slap it in the dorms and call it 'delta down' as a joke because metacide added a bottle of regular beer called 'meta-cider' to metastation. That's very balanced, I'm not enforcing powercreep so players eventually complain about any map that doesn't come with two free space cleaners in the brig medical ward."
- Okand37
- Joined: Sat Feb 20, 2016 5:37 pm
- Byond Username: Okand37
Re: Delta Station
lolconfused rock wrote:Okand niggas be like:
"Sure I'll add a bottle of fucking bacchus' blessing, the most potent alcohol in the game, very difficult to make, and just slap it in the dorms and call it 'delta down' as a joke because metacide added a bottle of regular beer called 'meta-cider' to metastation. That's very balanced, I'm not enforcing powercreep so players eventually complain about any map that doesn't come with two free space cleaners in the brig medical ward."
Are you being the neighbour Mr. Rogers would've wanted you to be?
- Denton
- Joined: Wed Aug 23, 2017 3:53 pm
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Re: Delta Station
Yeah. With Box tcomms, you just CLF3/thermite/deconstruct one wall and can take the whole thing apart. Delta tcomms has space, motion-sensitive cameras, Pingsky, turrets, the whole thing.subject217 wrote:The best other station tcomms to compare it to would be Boxstation. Is it *really* that much harder than box to sabotage? Because I feel like people navigate the engineering/atmos entrance significantly more than they navigate the central hallwayh of Delta.
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Re: Delta Station
you're mixing up delta station with meta station, meta has it on the ai sat and delta has it in the middle of the station. I dont think any of the cameras on delta tcomms are motion sensitive either.Denton wrote:Yeah. With Box tcomms, you just CLF3/thermite/deconstruct one wall and can take the whole thing apart. Delta tcomms has space, motion-sensitive cameras, Pingsky, turrets, the whole thing.subject217 wrote:The best other station tcomms to compare it to would be Boxstation. Is it *really* that much harder than box to sabotage? Because I feel like people navigate the engineering/atmos entrance significantly more than they navigate the central hallwayh of Delta.
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Re: Delta Station
Box tcomms is good because on other maps antags have basically no reason to sabotage it since it’s so out of the way, unless they’re already tearing shit up. On box tcomms in comparison traitors can jack the APC to disble comms with a signaller, without the ai necessarily yeeting. Not like tcomms is unfixable. Shit, I found something I like about delta.
- Denton
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Re: Delta Station
Man, I can't read today. I'm more of a fan of Box style tcomms, since the only way non-Box ones ever get sabotaged is if someone just bombs the whole area.Karp wrote:you're mixing up delta station with meta station, meta has it on the ai sat and delta has it in the middle of the station. I dont think any of the cameras on delta tcomms are motion sensitive either.Denton wrote:Yeah. With Box tcomms, you just CLF3/thermite/deconstruct one wall and can take the whole thing apart. Delta tcomms has space, motion-sensitive cameras, Pingsky, turrets, the whole thing.subject217 wrote:The best other station tcomms to compare it to would be Boxstation. Is it *really* that much harder than box to sabotage? Because I feel like people navigate the engineering/atmos entrance significantly more than they navigate the central hallwayh of Delta.
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Re: Delta Station
the thing is with delta tcomms if you can get past 3 airlocks you can sabotage tcomms. it's especially easy if you're an engineer, who can just waltz in with access.
if I had to guess, I would say okand wants to put the AI upload where tcomms is right now, which is basically what PubbyStation does, and what Omega did IIRC. This is okay, but otherwise I think tcomms is balanced excellently on Delta.
if I had to guess, I would say okand wants to put the AI upload where tcomms is right now, which is basically what PubbyStation does, and what Omega did IIRC. This is okay, but otherwise I think tcomms is balanced excellently on Delta.
my greatest accomplishments
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
viewtopic.php?p=447507
https://tgstation13.org/phpBB/viewtopic ... 27&t=20553
viewtopic.php?p=447507
- Helios
- Joined: Mon May 05, 2014 5:07 pm
- Byond Username: Shodansbreak
Re: Delta Station
Please give miners some cargo bay access.
Please.
Please.
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