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Re: Birdboatstation (Done!)
Posted: Sun Oct 11, 2015 12:24 am
by Wyzack
Bottom post of the previous page:
On basil we so rarely have anything interesting to do that having these OP items around will hopefully allow us to do more interesting things. I really doubt that this will win any votes on Sybi due to what i assume will be a population maximum, but maybe if word spreads it might because it is fun. This is a game after all, who gives a shit about balance if people are having fun?
Re: Birdboatstation (Done!)
Posted: Sun Oct 11, 2015 4:57 am
by Tokiko2
To adress some stuff:
The emag and the pepperspray cluster grenades spawn in a safe in the armory that you need to open with a stethoscope. Is this unreasonable? It seems very difficult to open one of these without being caught. There is also one in the captain office which has more gimmicky stuff in it. None of these are guns by the way.
There's no roundstart combat defib or mindflayer, those were probably from a abandoned crate or admin spawned. There is single mind batterer which spawns in the above mentioned safes. It's a 2 use flashbang-like item that can fail to stun for those that don't know. Doesn't seem that overpowered to me. Still, if those are considered overpowered then I will remove them.
I do see a bunch of newscasters, even a security one. Do you mean that there are not enough? Please elaborate!
The lack of extinguishers is due to the fact that plasmafloods are impossible on this map and I do want flamethrowers and other sources of fire to remain dangerous. There is still a bunch of closets with firefighting equipment and you can still print them in the autolathe. This seems to be only a issue in theory, I'd rather not add too many until people actually start to complain about ingame firedeaths.
Please elaborate on the intercom issue. If this is about the wall mounted ones, I explained a bit earlier in the thread that crew start with a radio in their box to replace those entirely.
Re: Birdboatstation (Done!)
Posted: Sun Oct 11, 2015 9:45 am
by Miauw
fire extinguishers are usually used as a) weapons b) to put people out, not to put out actual fires. i guess the other issues would then be resolved.
i do not agree with the safes however. they are apparently easy to crack if you know how, except almost nobody does, which makes them pretty shitty. fairly sure they can also just be opened with explosives. having a roundstart emag is pretty shitty, because it's a fucking /emag/. A RIDICULOUSLY POWERFUL ITEM FOR SEVERAL DEPARTMENTS. RD can make more if it's DAd
Re: Birdboatstation (Done!)
Posted: Sun Oct 11, 2015 2:02 pm
by Tokiko2
Science demanding the emag for R&D and security abusing the emag is a compelling argument for the safe removal in my opinion so I went ahead and removed them in the newest update. The armory one has been replaced with a contraband locker. Instead, there is now a safe in the vault, containing 7 instant concrete grenades. Annoying but far less useful and desireable.
I also did not consider extinguishers as weapons! I've added a good bunch of them to the hallways and other certain areas.
A few more concerns that I have seen brought up in the game:
There is not a single coin in the entire map. Obviously not intended and has been fixed. Miners starting with regular oxygentanks was also an oversight.
Engineering heating up from incorrect supermatter cooling is not a bug, but I have added a wall and doors to the chamber in order to stop the engine from making the entire engineering area deadly hot. There's also a bunch of extra firesuits in secure storage now to help with meltdowns.
Re: Birdboatstation (Done!)
Posted: Mon Oct 12, 2015 3:00 am
by Wyzack
Actually got to play on it today! few notes
Layout is really nice. Maint is quite large, but most of it is off to the left which is a little lopsided. Not sure it is a bad thing
There was an 'Old Dangerous Medibot' in maintenece, he pricked me and i was asleep for a really fucking long time. In a dark corner of maint. It sucked.
No coins or mint, but i think that has already been brought up.
No zippos on map, could use a few i feel
Also no crayon boxes, which kinda sucks as they cannot be ordered
The only ID console onstation is in the hop office, which kinda sucks when you want to all access yourself and there is a hop around. a minor gripe
Over all it is a really fun map for the basil lowpop rounds and i will be keeping it on my favourite
Re: Birdboatstation (Done!)
Posted: Wed Oct 14, 2015 9:54 am
by onleavedontatme
Cramped, confusing/twisting, full of dangerous shit.
Love it.
Re: Birdboatstation (Done!)
Posted: Wed Oct 14, 2015 10:09 pm
by TheNightingale
With regards to the Brig:
The Security lockers already have HUDSunglasses in them; the additional SecHUDs don't do much.
The left cell windoor can be opened by anyone, including the prisoners.
The cells need mounted flashers (ones linked to the cell control).
The Armory/Detective's/Warden's offices are locked to basic Security access (meaning each Officer has effectively full Sec access) - is this intentional?
Re: Birdboatstation (Done!)
Posted: Wed Oct 14, 2015 11:40 pm
by Not-Dorsidarf
better than mini/10
Re: Birdboatstation (Done!)
Posted: Sun Oct 18, 2015 12:50 pm
by Tokiko2
Lots of changes and fixes recently:
PR 1:
https://github.com/tgstation/-tg-station/pull/12318
PR 2:
https://github.com/tgstation/-tg-station/pull/12480
There's also a new picture of the whole map without compression artifacts
here.
Stuff planned: Small emergency vent system to help with breaches(read: help ventcrawlers) which starts off and has to be manually connected.
A step-by-step guide with pictures how to set up both engines for the wiki.
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 2:00 am
by Xhuis
Just played a round as a morph.
Absolutely awful. There weren't any vents and the layout was ridiculously confusing with hallways that were too small and placement that made no sense. The worst part is the lack of atmos which means there is literally no way to repressurize areas whatsoever. This map is terrible and you should feel terrible.
Edit: All right, I take it back. I was really salty when I made this post and I didn't mean any offense. I still don't like the map, however, and I think it could use improvement.
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 3:38 am
by Tokiko2
I have received a lot of negative feedback about the whole map being terrible, not just a few things. I am thinking of removing it since many people seem to actually be bothered when it gets played to the point of complaining a lot in OOC and admins forcibly changing the map to something else and that's obviously bad. Thoughts?
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 3:49 am
by Wyzack
Pls no. Can we keep it in the rotation for basil? I have played a shit load of rounds on it and have fun every time, it has seriously become my favorite map
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 4:46 am
by Duncdar
Wyzack wrote:Pls no. Can we keep it in the rotation for basil? I have played a shit load of rounds on it and have fun every time, it has seriously become my favorite map
This please. I haven't seen anyone complain about the map on basil other than reporting general bugs. It's fantastic for low pop as it provides enough interesting public areas (that are actually used) and feels spread out enough to do private/antag stuff. Station repairs are drawn out but that's exactly what we need because it requires engineers on basil to focus on a larger project. Every player on the server can usually be drawn into a single event by virtue of its design, something lacking on the larger, sprawling maps.
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 4:56 am
by newfren
Please at least remove the chem set up in maint above xenobio, there's basically no risk/reward involved in spamming powerful poison grenades/fire chems/lube as an antag.
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 6:39 am
by Zilenan91
Can you also add a scrubber system or something so vent crawling antags don't get fucked
Re: Birdboatstation (Done!)
Posted: Mon Oct 19, 2015 10:56 am
by Not-Dorsidarf
People complaining about birdboat is basically the point.
We LIKE how shitty and awful the layout is, it's brill.
Re: Birdboatstation (Done!)
Posted: Tue Oct 20, 2015 3:36 am
by callanrockslol
Not-Dorsidarf wrote:People complaining about birdboat is basically the point.
We LIKE how shitty and awful the layout is, it's brill.
Its a decent thing in moderation, but if it was the main map being picked constantly it would get old with spiders getting out killing everyone or all the gear hidden in maint making it too easy to cause a real shitstorm as a tator or literally find advanced magboots in a crate somewhere.
A micro atmos hidden in the far reaches of the map might help, even if it doesn't have an effective scrubber system or way to fill canisters.
Re: Birdboatstation (Done!)
Posted: Tue Oct 20, 2015 4:20 pm
by Steelpoint
If there was ever a map that best captured the essence of the station being a 'metal deathtrap' then Birdboatstation is the closet to that honourable goal.
Re: Birdboatstation (Done!)
Posted: Tue Oct 20, 2015 4:47 pm
by onleavedontatme
Please do not remove it.
Re: Birdboatstation (Done!)
Posted: Tue Oct 20, 2015 4:54 pm
by MMMiracles
All the funding that was supposed to be used for atmos construction was used to supply the station with more potted plants.
(like really holy fuck there's so many potted plants)
Re: Birdboatstation (Done!)
Posted: Wed Oct 21, 2015 1:40 pm
by Miauw
maybe we should just make a map that's a tunnel with guns on one side for antags and a holding room for muderbone victims on the other side.
the map really needs a scrubber setup at least unless you WANT all ventcrawling antags to be fucked, also arrows pointing to departments.
Re: Birdboatstation (Done!)
Posted: Thu Oct 22, 2015 1:58 am
by Tokiko2
https://github.com/tgstation/-tg-station/pull/12556
Newest update adds a vent system to crawl around in, or use it to repressurize the station. No air alarms though because lowpop traitor AI plasma floods are incredibly unpopular.
Many other changes that were suggested by people too, like a medbay desk, crusher blast doors, portable chem dispenser replacing the maint regular one and a simpler TEG heat loop.
Re: Birdboatstation (Done!)
Posted: Thu Oct 22, 2015 6:11 am
by callanrockslol
You don't need air alarms to plasma flood if you pipe it properly.
Re: Birdboatstation (Done!)
Posted: Thu Oct 29, 2015 8:16 am
by oranges
also bear in mind a lot of people will be playing this at super high pop, which won't be quite as smooth as the smaller pops it was designed for.
Re: Birdboatstation (Done!)
Posted: Thu Oct 29, 2015 3:24 pm
by Wyzack
I thought population minimums and maximums for each map were going to be enacted
Re: Birdboatstation (Done!)
Posted: Tue Nov 03, 2015 8:16 pm
by TheNightingale
There aren't any intercoms in the AI core (the AI actually needs these)
The turret controls don't control the turrets
There aren't any holopads
The table between the Armory and Warden's Office doesn't have a windoor/shutter (so anyone can just climb over)
There's a door in the middle of the AI core for some reason
Nobody knows how to use the engine (maybe put a piece of paper with instructions on it)
There aren't any solars (I think?)
Air alarms are used for more than plasma flooding - add a manual valve to atmos instead if you're worried about AIs
Re: Birdboatstation (Done!)
Posted: Wed Nov 04, 2015 2:15 am
by Tokiko2
You're in luck, half the suggestions are already done and ready to be merged:
https://github.com/tgstation/-tg-station/pull/12828
Turret control issues should have been fixed already by
https://github.com/tgstation/-tg-station/pull/12720. I'll look into this.
Solars exist, but they're not assembled: In maint, there are some airlocks with wires leading outside. Nearby are solar assembly crates that can be used to build solars.
For the air alarms, I am kind of waiting on
https://github.com/tgstation/-tg-station/issues/11953 to get fixed so I can set the vents to a different frequency and still have air alarms without allowing plasma floods(atleast without construction work). What functions are you missing from the lack of air alarms exactly? Maybe I can find a solution to it.
Re: Birdboatstation (Done!)
Posted: Wed Nov 04, 2015 10:20 pm
by lzimann
Not sure if you just forgot or was intended. But mining(either mining station or mining dock) could sure use a mech recharging bay so you don't have to go all the way to robotics everytime.
Re: Birdboatstation (Done!)
Posted: Thu Dec 10, 2015 8:29 pm
by Whoisthere
Birdboat is the best. Aside from box.
Desperately needs some way of finding depts and so on. Arrows and colored tiles.
Re: Birdboatstation (Done!)
Posted: Thu Dec 24, 2015 7:28 am
by callanrockslol
Whoisthere wrote:Birdboat is the best. Aside from box.
Desperately needs some way of finding depts and so on. Arrows and colored tiles.
Confirming birdboat is second best map. Fuck the signs though it would make the map seem like something that isn't a deathtrap.
Re: Birdboatstation (Done!)
Posted: Fri Jan 08, 2016 4:14 am
by Kel-the-Oblivious
A couple problems I have with mining on this station
Asteroid field is far to easy to exploit. Without having any hazards in it, and moving at the speed of space walk, it is very easy to quickly cleave out a huge swath of it for anything useful. Maybe add a few space carp to give some form of risk.
Then the main asteroid: TOO. MUCH. FUGU! My god ,those purple fuckers are the single most annoying mining creature you could have to face. First, their QUICK when small, making it near impossible to hunt them down when they are mini sized while wearing a mining rig. Combined with their immunity to almost all damage when in mega form, and you honestly can not fight them. Maybe putting one or two deep inside, near the huge diamond chamber and xeno egg, while putting normal goliaths inside. Honestly, the mob population is mostly Fugu and Basks, with maybe one or two hivelords and MAYBE a single goliath.
And considering that the Fugu give you as an implant (HUGE boost to melee damage) there should not be that many. They should be the end game of mining mobs, not the swarm.
Also, having it be hard vacuum right outside of the shuttle, and having a tiny outpost with almost nothing on it really is a downer. Makes it a whole hell of a lot easier for people to steal the mining hardsuits from the main station, and will depressurize the shuttle constantly.
Re: Birdboatstation (Done!)
Posted: Sun Feb 05, 2017 8:50 pm
by Tokiko2
One last bump.
As the creator of this map I'd recommend that this map should be removed.
1. I have not maintained the map in years and I do not plan on doing this again. A few people have pushed some updates but the point is that the map is awfully outdated and broken, even disregarding the balancing problems. There are even potential server crashes with the mess the TEG is and I fear that it may even break configs since the job screen is just...broken.
2. I've already tried to get it removed but it was denied. It was decided that maps would only get removed if they were unmaintained, which this map has been for quite a long while now.
3. Nobody likes it. I don't like it either. A few people claim to like it, ironically or not, but if nobody bothered to maintain/remake/rebalance this, it's a good indication that nobody wants it around.
4. A lot of other better and more popular maps got removed. Dream, Efficiency, Asteroid, Disc and Mini. All of these were better maintained, more popular and better balanced than this. There is no reason why this map should get a pass. Seriously, why did you remove mini but leave this in?
5. No more reason to keep it around. Omega is an amazing alternative and I love it, as is Pubby for lowpop servers. TG also no longer has a perma lowpop server so you probably only see this 15 pop map being forced by admins whenever there's 70 players online which results in an awful experience, no matter if you dislike or genuinely like this map.
Re: Birdboatstation (No longer maintained)
Posted: Sun Feb 05, 2017 11:49 pm
by Thunder11
Time to put the birdie out to pasture
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 2:51 am
by Qbopper
Thunder11 wrote:Time to put the birdie out to pasture
i've been waiting for this day
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 2:55 am
by Wyzack
I thought birdboat was great because it embodied the "metal deathtrap with no handrails or safeguards" feeling of the game works best with, and i feel like a good amount of the hate it received was due to the nonstandard engine. Will be sad to see it go
Also welcome back tokiko
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 3:02 am
by Weepo
Birdboat, I fucking hated you the most.
This map was nice thematically in that you really felt like you were trapped on an underfunded rickety piece of shit where even if you legitimately wanted to do your job, you just couldn't. Just take the feeling of being a roboticist with no metal or glass, or a medical doctor with no patients and copy paste it for every job and you're basically birdboat. This fuckin' map is the Staff Assistant of maps.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 10:15 am
by Iatots
Remember when This game was tedious at times because of lack of features, and people justified it with Nanostrasen being a cheapskate? Now we have feature creep up the ass. The game has changed and birdboat's ideals have been replaced.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 2:48 pm
by InsaneHyena
RIP Birdboat, unironically the best map of them all.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 2:57 pm
by Weepo
Birdstation: Ironic badstation is still badstation
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 2:58 pm
by onleavedontatme
Iatots wrote:Remember when This game was tedious at times because of lack of features, and people justified it with Nanostrasen being a cheapskate? Now we have feature creep up the ass. The game has changed and birdboat's ideals have been replaced.
Birdboat had better ideals though
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 3:12 pm
by captain sawrge
Weepo wrote:Birdstation: Ironic badstation is still badstation
What's the point in being an asshole like this when the creator is already in the process of getting it removed from rotation?
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 3:42 pm
by Sweets
Rest in peace best station. And I disagree about Omega. It is garbo.
Fucking BAWKS babies kill another station with their whining. (Astroid, Pubby(Life support), Dream)
I guess the silver lining is I can switch my prefered station to Meta so we dont have to be on stale old box as much.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 3:42 pm
by Saegrimr
Department layout was my only gripe.
Oh and no atmos, or was that another tiny station that has no pipes?
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 3:52 pm
by InsaneHyena
Sweets wrote:Rest in peace best station. And I disagree about Omega. It is garbo.
Fucking BAWKS babies kill another station with their whining. (Astroid, Pubby(Life support), Dream)
I guess the silver lining is I can switch my prefered station to Meta so we dont have to be on stale old box as much.
What are you even talking about, I don't remember the last time I've seen box.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 3:56 pm
by Sweets
InsaneHyena wrote:
What are you even talking about, I don't remember the last time I've seen box.
Bagil nerds get out. Stop stealing our meme players. Reeeeeeeeeeeeeee.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 6:41 pm
by bandit
the only meme players on sibyl are lizards and kat richards
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 7:05 pm
by Sweets
bandit wrote:the only meme players on sibyl are lizards and kat richards
Because Bagil stole Pax.
Free Pax.
Re: Birdboatstation (No longer maintained)
Posted: Mon Feb 06, 2017 8:19 pm
by danno
cancerous community