Improved Cabin Away Mission (#45618)

* The map itself

I hope it won't PR on /tg/station immediately.

* ok lavaland monster dmi thank you

"bruh you added two sprites oh shit im about to m-m-m-malfuncti-" *BOOM*

* cabin building stuff

Still need to merge master.

* Ninja's uniform PR got merged.

Good thing I used, like, only one jumpsuit for the entire map. I hope this merges before someone changes winter coats though.

* lmao

* MrDoomBringer forgot a few things

obj/iced_abductor. that's an ayy lmao moment.

Besides that, the block should work. Just don't destroy it before the round begins otherwise you see this: https://i.imgur.com/K3GGnqy.png

Proof that this works: https://i.imgur.com/MxVO0Og.png

* no more claustrophobic medbay

It doesn't look as good as I want it to. It also feels way too fucking cramped.
This commit is contained in:
ishitbyabullet
2019-08-05 01:37:11 -07:00
committed by Rob Bailey
parent ff75a1977e
commit 71277af9d3
9 changed files with 71174 additions and 66496 deletions
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@@ -287,3 +287,8 @@
name = "snowman"
desc = "Several lumps of snow put together to form a snowman."
icon_state = "snowman"
/obj/structure/statue/snow/snowlegion
name = "snowlegion"
desc = "Looks like that weird kid with the tiger plushie has been round here again."
icon_state = "snowlegion"
@@ -0,0 +1,12 @@
/obj/structure/fluff/iced_abductor ///Unless more non-machine ayy structures made, it will stay in fluff.
name = "Mysterious Block of Ice"
desc = "A shadowy figure lies in this sturdy-looking block of ice. Who knows where it came from?"
icon = 'icons/effects/freeze.dmi'
icon_state = "ice_ayy"
density = TRUE
deconstructible = FALSE
/obj/structure/fluff/iced_abductor/Destroy()
var/turf/T = get_turf(src)
new /obj/effect/mob_spawn/human/abductor(T)
. = ..()
@@ -1,20 +1,39 @@
/*Cabin areas*/
/area/awaymission/snowforest
name = "Snow Forest"
icon_state = "away"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/cabin
name = "Cabin"
icon_state = "away2"
requires_power = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowforest/lumbermill
/area/awaymission/cabin/snowforest
name = "Snow Forest"
icon_state = "away"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/awaymission/cabin/snowforest/sovietsurface
name = "Snow Forest"
icon_state = "awaycontent29"
requires_power = FALSE
/area/awaymission/cabin/lumbermill
name = "Lumbermill"
icon_state = "away3"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/awaymission/cabin/caves/sovietcave
name = "Soviet Bunker"
icon_state = "awaycontent4"
/area/awaymission/cabin/caves
name = "North Snowdin Caves"
icon_state = "awaycontent15"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/awaymission/cabin/caves/mountain
name = "North Snowdin Mountains"
icon_state = "awaycontent24"
/obj/structure/firepit
name = "firepit"
@@ -92,7 +111,7 @@
egg_type = null
speak = list()
/*Cabin's forest*/
/*Cabin's forest. Removed in the new cabin map since it was buggy and I prefer manual placement.*/
/datum/mapGenerator/snowy
modules = list(/datum/mapGeneratorModule/bottomlayer/snow, \
/datum/mapGeneratorModule/snow/pineTrees, \
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@@ -19,5 +19,5 @@
#_maps/RandomZLevels/caves.dmm
#_maps/RandomZLevels/snowdin.dmm
#_maps/RandomZLevels/research.dmm
#_maps/RandomZLevels/Cabin.dmm
#_maps/RandomZLevels/SnowCabin.dmm
_maps/RandomZLevels/VR/snowdin_VR.dmm
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@@ -1222,6 +1222,7 @@
#include "code\modules\antagonists\_common\antag_spawner.dm"
#include "code\modules\antagonists\_common\antag_team.dm"
#include "code\modules\antagonists\abductor\abductor.dm"
#include "code\modules\antagonists\abductor\ice_abductor.dm"
#include "code\modules\antagonists\abductor\abductee\abductee_objectives.dm"
#include "code\modules\antagonists\abductor\equipment\abduction_gear.dm"
#include "code\modules\antagonists\abductor\equipment\abduction_outfits.dm"