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CallStation
Posted: Sat Oct 28, 2017 7:51 pm
by Calibraptor
CallStation is my current pet mapping project that I'll be working on in my free time. I have some previous mapping experience, having redesigned both the engineering and security departments for HippieStation back in the day. However this is my first legitimate attempt at making a full, functioning station.
I have no overarching plan for CallStation other than gearing it towards high population rounds, no schematics made ahead of time. Mostly just a collection of ideas that I feel would be fun to see in a station layout.
Callstation Repo:
https://github.com/calibraptor/tgstatio ... allStation
Screenshots
Current Arrivals/Bar
Central Civilian Area? This is just a mess???
Current ideas that I'd like to possibly include
- A conveyor belt table for the chef to display his food, much like conveyor sushi places in Tokyo and other locales.
- People needing to walk through civilian areas/departments in order to get to major areas, rather than said areas being off to the side and easily ignored.
- Psyche ward with cells to
ERP in throw shitters into
Re: CallStation
Posted: Sat Oct 28, 2017 8:43 pm
by Okand37
If you're going for high population, I suggest gearing arrivals towards the mindset that you'll have a lot of people pushing and shoving through it, so perhaps trying to widen the halls to 3 wide (if possible) might be a better alternative than your current two wide halls. I do like the middle checkpoint design though, reminds me of Omega! It's interesting that you have arrivals lead straight into the bar, I like the idea but one thing you'll want to keep in mind is additional routes due to the "don't recruit in arrivals" policy and the fact it'll bottleneck any new arrivals straight into conversion if they're forced into what is generally a densely populated area straight out of arrivals.
The conveyor belt idea seems pretty quirky and neat, but I like it! Maybe have a door from hydroponics out into the bar for easier access through the department block?
Re: CallStation
Posted: Sat Oct 28, 2017 10:23 pm
by Calibraptor
Okand37 wrote:If you're going for high population, I suggest gearing arrivals towards the mindset that you'll have a lot of people pushing and shoving through it, so perhaps trying to widen the halls to 3 wide (if possible) might be a better alternative than your current two wide halls. I do like the middle checkpoint design though, reminds me of Omega! It's interesting that you have arrivals lead straight into the bar, I like the idea but one thing you'll want to keep in mind is additional routes due to the "don't recruit in arrivals" policy and the fact it'll bottleneck any new arrivals straight into conversion if they're forced into what is generally a densely populated area straight out of arrivals.
The conveyor belt idea seems pretty quirky and neat, but I like it! Maybe have a door from hydroponics out into the bar for easier access through the department block?
Chances are just about everything will look completely and utterly different by the time I'm done with this project, but I definitely plan to widen some halls in arrivals, the ones leading to the escape pods for sure!
The bar and a lot of other locales are easily ignored by a great deal of players, I figure forcing these locations to have more foot traffic will ensure more player interaction for all them lonely barmen/curators/chaplains/cooks.
Re: CallStation
Posted: Sat Oct 28, 2017 10:28 pm
by DemonFiren
One thing I liked about Assstation was the open-plan bar. Just a buncha bar tiles and a counter in the middle of a H intersection.
Re: CallStation
Posted: Mon Oct 30, 2017 3:30 am
by Okand37
Calibraptor wrote:
The bar and a lot of other locales are easily ignored by a great deal of players, I figure forcing these locations to have more foot traffic will ensure more player interaction for all them lonely barmen/curators/chaplains/cooks.
Oh no, I don't at all disagree with this idea-infact, I love it! It's a great way to have people interact with these kind of jobs, its just important that there is also another way around (no access required maintenance tunnel, for example) so people aren't forced to bottleneck through these areas and be subjected to conversation right off the bat.
Re: CallStation
Posted: Mon Oct 30, 2017 8:52 pm
by Calibraptor
Callstation 'This is just a fucking mess???' update.
Scrapped the central Medbay/Security idea, deciding to try and squish some civilian departments into the middle/keep them as close to the middle as possible.
So, centralizing the civilian departments and also trying to force nerds to walk through them. Updated images of my atrocity in the OP.
Re: CallStation
Posted: Wed Nov 01, 2017 2:08 am
by Gobblesmack
i really like your progress so far dude, keep it up

Re: CallStation
Posted: Wed Nov 01, 2017 11:00 pm
by Armhulen
agreed, this has some really sweet ideas i might implement into other maps if you don't get this in.
Re: CallStation
Posted: Thu Nov 02, 2017 12:10 am
by BeeSting12
make disposals emagged roundstart
Re: CallStation
Posted: Mon Nov 13, 2017 3:39 pm
by Calibraptor
Quick Update
Moving things around a bit, also a peek at the WIP for the central recreation area. I'll have to stick the dorms elsewhere due to lack of adequate space.
Currently planning out where I want each department, at the moment.
Re: CallStation
Posted: Fri Nov 17, 2017 8:00 am
by Bawhoppennn
Would be really great if you could actually get some unique sprites, or atleast features for your map. I hate how all of our existing maps are just rearranged same exact stuff. (And then even when someone DOES try and add something new, some asshole just goes and makes a PR and adds it to every other map anyways because of """Consistency""")