Page 2 of 4
Re: Homestation development thread
Posted: Sun Jul 20, 2014 2:37 am
by Steelpoint
Bottom post of the previous page:
Take a hint from my AI Core's design.
The AI Core proper should at least be 2 R-Walls strong on all corners. Also be sure to test the firing ranges of the turrets so they don't accidentaly hit the AI, there's a problem on Box where if someone is standing in a certain area the Turrets will hit the AI instead, which can be surprising if you left the turrets on lethal setting.
Re: Homestation development thread
Posted: Sun Jul 20, 2014 11:32 am
by allura
the screenshot is outdated. the walls have always been 2 r-walls thick, i just didnt feel like getting online to do a new screenshot.
Re: Homestation development thread
Posted: Mon Jul 21, 2014 10:29 pm
by allura
Re: gripstation development thread
Posted: Mon Aug 04, 2014 11:45 am
by allura
alright, dumped old design once again

Re: gripstation development thread
Posted: Mon Aug 04, 2014 5:13 pm
by Cipher3
There's a lot of blank spaces (like the entire area around the bridge).
Re: gripstation development thread
Posted: Mon Aug 04, 2014 5:15 pm
by allura
its space
Re: gripstation development thread
Posted: Mon Aug 04, 2014 10:44 pm
by Tokiko2
I like that last layout a lot. Please don't scrap that one.
E: And by that I mean the one you posted two posts above.
Re: gripstation development thread
Posted: Tue Aug 05, 2014 8:36 pm
by allura
construction is finished, as well as area since i decided to just do that as i made the map. time for the horrible parts!

Re: gripstation development thread
Posted: Tue Aug 05, 2014 9:35 pm
by allura
screenshot added
Re: gripstation development thread
Posted: Tue Aug 05, 2014 9:57 pm
by paprika
Hard to tell what white space is, hallways or space?
Re: gripstation development thread
Posted: Wed Aug 06, 2014 1:13 pm
by allura
both
Re: gripstation development thread
Posted: Wed Aug 06, 2014 2:38 pm
by allura
also sorry tokiko, but this map is basically an in-between stage. in no way is the eventually finished gripstation going to resemble this.
Re: gripstation development thread
Posted: Thu Aug 21, 2014 3:31 pm
by allura
Re: gripstation development thread
Posted: Thu Aug 21, 2014 3:51 pm
by Hibbles
Would bother SoS to run it on the main servers/10
Cargo looks especially cool with that layout. The whole thing gives me serious Efficiencystation vibes, for some reason. Also older design vibes, the way things are just a bit more compact all around. One thing I will note, though, is the gravgen was moved away from Engienering on Sibyl fast for a very good reason. Losing gravity tends to suck for most players, it was critically vulnerable to bombing... and a loose singulo had an even or better chance at eating it.
Artyom didn't have this problem as much because that would require something to ever happen on Artyom.
Re: gripstation development thread
Posted: Thu Aug 21, 2014 8:22 pm
by allura
Hibbles wrote:Would bother SoS to run it on the main servers/10
Cargo looks especially cool with that layout. The whole thing gives me serious Efficiencystation vibes, for some reason. Also older design vibes, the way things are just a bit more compact all around. One thing I will note, though, is the gravgen was moved away from Engienering on Sibyl fast for a very good reason. Losing gravity tends to suck for most players, it was critically vulnerable to bombing... and a loose singulo had an even or better chance at eating it.
Artyom didn't have this problem as much because that would require something to ever happen on Artyom.
idk where i would move the grav gen that would be a secure location. i would move it though. also it probably gives efficiency station vibes because i used efficiency for reference in a lot of places, but i also used meta, tg1.0, and tg2.0 just as much.
the screenshot posted is already damn outdated because ive completely filled maint and added maint doors and gotten some places powered finally. ill put the new screenshot when im home.
edit:
http://puu.sh/b2mpf/2fd04ebd67.png
Re: gripstation development thread
Posted: Thu Aug 21, 2014 10:10 pm
by Cipher3
Takes maintenance to a whole new level of random, complex jumble.
To me:
-The Security layout is weird
-Likewise those dorms just kinda stuck in there are bland and uninspired, should be swapped with the maint next to primary tool storage or something.
-The Centrality of Command is rather impressively done. It makes it a focal point in a way Box and Meta fail to, in both those maps it is more a large hindering block in the middle of everything.
-Small addition: The chapel's front walls should be made into windows.
-that random maintenance area above security and dorms seems uninspired, but the gibber is a huge tool.
-Speaking of which the nearest access to that maint area is all the way at medbay. Maintenance is large and stuff but that seems tediously circuitous.
-Surgery and the morgue really need to be separated. That's just depressing.
-While the ruined mech isn't really useful, it seems a bit ostentatious for the ruined maint. Too high-key.
-The only windows in perma (read: escape routes for daring prisoners/entrance routes for rescuers) are through the hydroponics trays, which need a wrench to move.
Note that while I've been highlighting flaws and lowpoints, it really is a good map and there's a lot to respect. I see still those roots in Meta and Box, a couple similar layouts, but that's hardly a bad thing at many times. Certain areas seem very inspired, however the Captain's quarters and the HoP's quarters are bland and uninspired - in need of touching up. In addition, Security doesn't really feel like Security - the floors are all standard tileset, and the flash/sunglasses/cuffs should in no way be in the same room as the cell block exits.
So the biggest things to work on, in my opinion, are security/dorms and the fact that that huge unique med area of maintenance is ultimately a linear route just going deeper and more tediously circuitous.
Edit: Of course the new screenshot you inb4'ed me with solved a lot of those Security issues, but the table with important stuff lying around and the perma setup are still present issues.
Re: gripstation development thread
Posted: Fri Aug 22, 2014 5:43 pm
by Scott
I like it, but it's really just a different looking Box to me.
Time to replace Box.
Re: Sandra BullockMap development thread
Posted: Sat Aug 23, 2014 11:27 am
by Tokiko2
I love it very much.
There's two things that bother me though:
First, virology has 3 maint doors leading to it. You should probably only leave the one connecting to the backroom.
Second, the medbay counter looks really cramped, maybe move it out like box has it?
Re: Sandra BullockMap development thread
Posted: Sat Aug 23, 2014 12:47 pm
by allura
i've fixed virology, and i'll look into making desk bigger.
Re: Sandra BullockMap development thread
Posted: Sat Aug 30, 2014 10:20 am
by Miauw
You should probably make the enterance area for the tube to the AI sat a little bit bigger, just make it one or two tiles wider. I'd also recommend placing at least one camera on the inside but there's probably a reason you didn't place a camera there.
Re: Sandra BullockMap development thread
Posted: Sat Aug 30, 2014 3:27 pm
by allura
sorry to say, this map is dead. im currently thinking up something all new, and you of everyone should know that the best
Re: Culdesac Station development thread
Posted: Sun Sep 21, 2014 11:08 pm
by allura
screenshots

Re: Culdesac Station development thread
Posted: Mon Sep 29, 2014 6:46 pm
by Hibbles
I like the restrooms, a nice quiet place to do villainous things. Very important in a map layout to have those.
Re: Culdesac Station development thread
Posted: Mon Sep 29, 2014 9:12 pm
by paprika
keep it up mang
Re: Culdesac Station development thread
Posted: Tue Sep 30, 2014 2:04 am
by allura
Re: Culdesac Station development thread
Posted: Tue Sep 30, 2014 4:19 am
by WJohnston
Looks awesome! You're almost there, man. Keep going!
A few things of note:
The science restroom should be flipped upside down, so that you don't have that problem with sinks.
The flowers in the central hub will default to ugly no-flower shrubs, ask a coder to fix this!
You've still got a lot of tile coloring to do with every department, though I know you plan to do this at a later date.
Great work so far, I look forward to playing on this map!
Re: Culdesac Station development thread
Posted: Tue Sep 30, 2014 5:04 am
by paprika
>cap spare ID 1 r-wall from hallway access
>c4 costs 1tc
>1tc for all access when there's no cap
Also all departmental security outposts need to be connected to the main lobbies of their respective departments to watch for breakins and looters.
Re: Culdesac Station development thread
Posted: Tue Sep 30, 2014 5:50 am
by allura
on box the only difference is a single windoor that can be easily broken with a wrench. i dont see the problem.
as for sec, my mistake.
Re: Culdesac Station development thread
Posted: Tue Sep 30, 2014 5:50 am
by Septavius
lookin good so far, keep it up bud.
Re: Culdesac Station development thread
Posted: Tue Sep 30, 2014 9:05 pm
by Cipher3
Respect for that bridge WJohnston.
Updated full map?
Re: Culdesac Station development thread
Posted: Thu Oct 02, 2014 5:22 pm
by allura
made this for fun, unrelated to map
Re: Culdesac Station development thread
Posted: Thu Oct 02, 2014 11:41 pm
by miggles
that looks really neat
Re: Culdesac Station development thread
Posted: Fri Oct 03, 2014 9:37 am
by Psyentific
allura wrote:
made this for fun, unrelated to map
Isn't that just Cogstation? The one the Goons are running?
E: Escape along the bottom, overall C-shape, engineering above Escape, that bit of space/maint in the center, the mass drivers around the edges for rapid-transit, the fucking garden,
this is goonstation you fuck
Re: Culdesac Station development thread
Posted: Fri Oct 03, 2014 9:52 am
by Steelpoint
You can even see the delivery systems in space, those free-standing structures.
Re: Culdesac Station development thread
Posted: Fri Oct 03, 2014 12:41 pm
by allura
no shit its cogmap. i made it for fun, it took like a week
Re: Culdesac Station development thread
Posted: Fri Oct 03, 2014 3:07 pm
by paprika
I think the disposal system on box should run out into space a bit. Makes travelling down disposals more dangerous because you might get jettisoned into space should an antag cut a hole in a pipe.
Re: Culdesac Station development thread
Posted: Fri Oct 03, 2014 3:20 pm
by allura
paprika wrote:I think the disposal system on box should run out into space a bit. Makes travelling down disposals more dangerous because you might get jettisoned into space should an antag cut a hole in a pipe.
that's certainly an interesting concept, however, it makes modification of disposals more difficult. restricting disposals as well as atmos to maintenance is usually the best way to go about it.
why not just do what bay does and make disposals damage you as you travel through them?
Re: Culdesac Station development thread
Posted: Fri Oct 03, 2014 5:53 pm
by paprika
That used to be the case but we removed it.
Re: Culdesac Station development thread
Posted: Sat Oct 04, 2014 12:18 am
by miggles
i dont really think there should be more downsides to traveling disposals
you already end up in the mail room which either leads to security coming and fucking you up if youre being chased, or being stuck in the mail room for like 5 minutes because nobody wants to help you
Re: Culdesac Station development thread
Posted: Sat Oct 04, 2014 12:59 am
by allura
you can climb the table to lead now, since there's no windoors or anything
Re: Culdesac Station development thread
Posted: Sun Oct 12, 2014 6:48 am
by allura
Re: Culdesac Station development thread
Posted: Sun Oct 12, 2014 7:39 am
by miggles
everything there is good except there's too much room in the back of botany that could be used for extra space in the main room
you could also try moving all the machinery to the top and having a long line of trays vertically
Re: Culdesac Station development thread
Posted: Sat Sep 19, 2015 1:12 am
by allura
Re: Culdesac Station development thread
Posted: Sat Sep 19, 2015 3:47 am
by JackHunt
Wow, good to see this isn't dead. Hopefully getting it up to speed with a few months of tg code updates isn't too much of a nightmare.
Re: Culdesac Station development thread
Posted: Wed May 11, 2016 4:59 am
by allura
Re: Culdesac Station development thread
Posted: Wed May 11, 2016 5:01 am
by ShadowDimentio
Looks good see you in a year
Re: Culdesac Station development thread
Posted: Wed May 11, 2016 7:19 am
by oranges
Culdesac is real, don't' believe the box illuminati
Re: Culdesac Station development thread
Posted: Wed May 11, 2016 5:17 pm
by Ikarrus
Box virology is perfect and will never ever change
Re: Culdesac Station development thread
Posted: Wed May 11, 2016 5:19 pm
by Zilenan91
You can't really make viro better than it is on box/meta
Re: Culdesac Station development thread
Posted: Wed May 11, 2016 11:58 pm
by allura
Re: Culdesac Station development thread
Posted: Thu May 12, 2016 12:58 am
by ShadowDimentio
>Windows in toxin storage
>Non reinforced walls
>LITERALLY CONNECTED TO THE RD'S OFFICE
The map is shit just because of this