Commit Graph

17 Commits

Author SHA1 Message Date
Gandalf
843cba0e5c updoot + widesplashscreen (#3083) 2021-02-04 23:37:21 +00:00
Gandalf
adfe2f099b DS-1 Assault Group + Skyrat Modular Map System [READY FOR TESTING, MODULAR] (#2317)
* START

* aaaaa

* Update assaultops.dm

* aaa

* Logic Systematic Sense

* Logic v2

* Update assaultops.dm

* Update assaultops.dm

* Update assaultops.dm

* Updates.

* Update assaultops.dm

* a

* Update radial.dmi

* Docs

* Update assaultops.dm

* Update one_click_antag.dm

* shuttle!

* Update syndicate_cruiser.dmm

* Update syndicate_cruiser.dmm

* aaaa

* Update shuttle.dm

* Update syndicate_cruiser.dmm

* aaa

* SMMS+Centcom

* Shuttles now get decals!

* Update to shuttle, centcom level!

* Update CentCom_Skyrat.dmm

* New objectives+win conditions

* a

* Merge branch 'master' into assaultops

* system updates + prison area

* Desc fix

* Delete assaultops_dynamic.dm

* a

* Update assaultops.dm

* Make Ass Team

* Update assaultops.dm

* fixes

* Update syndicate_cruiser.dmm

* watch!

* Update assaultops.dm

* Merge branch 'master' into assaultops

* super datumized

* aaaa

* nothing to see here

* Massive map changes.

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* Update syndicate_cruiser.dmm

* Merge branch 'master' into assaultops

* Merge branch 'master' into assaultops

* aaaa

* Update large_doors.dm

* aaa

* Update assaultops_gamemode.dm

* Update assaultops_datum.dm

* aa

* spawners!

* aaa

* Update assaultops_outfits.dm

* Update assaultops_spawners.dm

* Update assaultops_spawners.dm

* Update assaultops_spawners.dm

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* a

* Base alarm!

* Update base_alarm.dm

* a

* aa

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* aaa

* Update areas.dm

* aaaa

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* WOOO MORE SHIT!

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* aa

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* Update syndicate_frigate.dmm

* a

* Update CentCom_Skyrat.dmm

* Assault Ops Card Stuff (#2803)

* Automatic changelog generation for PR #2803 [ci skip]

* Assault Ops Map Tweaks (#2861)

* Update CentCom_Skyrat.dmm

* Update syndicate_frigate.dmm

* Update CentCom_Skyrat.dmm

* Update CentCom_Skyrat.dmm

* modularmaps

* duisables mining

* Removes the gosh darn Orbital Mech Pad (#2917)

Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
2021-01-30 00:32:04 +01:00
SkyratBot
2dd962a799 [MIRROR] Bring back Kilostation v3.0 (#2107)
* Bring back Kilostation v3.0 (#54588)

This replaces Pubbystation with Kilostation. Kilostation was originally created by Okand, you can read about it [here](https://tgstation13.org/phpBB/viewtopic.php?f=11&t=22551). Kilo has been out of rotation for quite a while, as it was causing out of memory crashes for reasons no one could find. This was recently fixed in #54245 through the effort of quite a few people. Paxilmaniac brought the map back, I've gone through and done the necessary cleanup. Things that were identified from the test merges (including the SM), or I've found elsewhere should now be fixed. All the varedited atmos mixes should be gone, though there may be a few oddly edited icons remaining.

* Bring back Kilostation v3.0

Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
2020-12-10 12:33:29 +00:00
SkyratBot
d89c12eab5 [MIRROR] Completely replace Travis and AppVeyor with GitHub Actions (#1519)
* Completely replace Travis and AppVeyor with GitHub Actions

* Delete .travis.yml

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-11-01 16:41:43 +00:00
Azarak
bb7d31d992 maintained modular maps moment (#890)
* weh

* Update _basemap.dm
2020-09-20 03:04:52 +01:00
Useroth
c5935de7df Initial modularization of the maps. (#487)
* Let's modularize the big 4 maps.

* Let's add a z-level for all our off-station stuff.

* Let's format this to conform to the original

* Rename PubbyStation_Skyrat.dmm to PubbyStation_skyrat.dmm

* did a fucky wucky while renaming maps

* removed unnecessarily changed newline
2020-08-24 03:24:05 +01:00
skoglol
eca1ebad92 Removes BoxStation in favor of IceBox 2020-07-06 15:03:07 +02:00
jdawg1290
a4fe34bf4f Remove kilo and donut maps (#50730)
About The Pull Request

Removes Kilo Station and Donut Station from the game
Why It's Good For The Game

Reduces burden on coders to add and maintain mapping related changes.
Honoring Map vote results.
Changelog

cl

del: Kilo Station decommissioned
del: Donut Station decommissioned

/cl
2020-05-01 09:00:40 +12:00
AnturK
b8d9b2452c Adds donut z2 to travis properly. (#49873)
* Adds donut z2 to travis properly.

* And fixes it.
2020-03-13 16:08:26 +08:00
81Denton
632094e557 Adds directional stair subtypes, fixes missing icon states (#48400) 2019-12-27 10:35:07 -05:00
Okand37
3451a1f919 Kilo Station (#46968)
About The Pull Request

Reboot of #43876

Adds a brand new map into rotation: Kilo Station! This map is intended as a medium population map that introduces a new and exciting formula to the cast of stations.

You can access a mostly up-to-date map on Renderbus
Forum Post
Why It's Good For The Game

This map focuses on a few simple principals to help create a unique but enjoyable experience:

1. Compartmentalization: Cutting out the middle man of hallways, departments are organised on a room-to-room basis, and most rooms have multiple ways in and out. This reduces dead space and brings the department closer together while allowing for more ways to move around the department. Ideally, this transcribes into your co-workers being less "out of sight, out of mind" and keeping engagement, as you're constantly in a workspace instead of an empty hallway. I think this will open up a lot of interesting venues for gameplay of all sorts!

2. Organization: Kilo Station strives to deviate from the formula popularized by Meta Station, but not without reason. It brings a more technical mindset to map organization, re-arranging areas and placing others in ways that boost their usability. Security posts are organized within the departments in a way bring their relevancy up by boosting their coverage and visibility. Low traffic areas like the library, surgery recovery room, courtroom, council chamber and chapel are re-arranged in ways to not only boost their visibility but increase their functionality. Some minor areas like the medbay patient rooms and the cargo warehouse have passed away.

3. Resource Allotment & Scarcity: In previous iterations of my maps, I've toyed with the balance of scarcity regarding both essential and non-essential items. Kilo Station focuses on having less non-job essential items strewn about the station while increasing some of the volume of certain job essential items, specifically in relation to engineering and atmospherics players.

4. Functionality & Purpose: In addition with the organisation changes made above, "maintenance loot" and their respective gimmick rooms have been overrun with simplemob NPCs. While not overtly destructive, the NPC mobs provide no loot of their own, but provide enough challenge to gate certain rare but useful items while providing a new point of interest for certain players to engage with. As well, a number of asteroids and rocks are placed around the station with low-mineral chance, opening up the venue of opportunity while allowing more ways for players to contribute to the round meaningfully.

5. Atmosphere: Last but not least, these various motifs along with the general appearance and environment serve to cultivate a specific lived in atmosphere where destruction, murder, and intrigue is just another day on the job. This aims to give the station a more unique personality to help it become a new and fresh experience for players.
Recent Updates

Kilo Station was received fairly well during its initial PR and testmerge. As I now have time to properly contribute and maintain the map, I am PRing it again. 

cl Okand37
add: Central Command has commissioned a new brand of Kilo-class stations. Rumours report the station design will be used in the up and coming Space Station 13 plasma research station.
/cl
2019-11-14 09:18:47 +13:00
MMMiracles
a5f5aee5a2 [READY]New Map: Donutstation V.5 (GOLD) (Platinum Hits) (#41099)
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl

Map Image
Comparison Image of Original

Progress

Departmental Layout
Atmos
Wiring
Detailing/fluff

    Floor tiling

A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
2018-12-16 12:47:27 +13:00
Denton
a7fa8933ab Pulls the plug on Omegastation 2018-09-19 16:35:00 +02:00
KorPhaeron
8e692e6c02 Only load Reebe during clock cult (#38156)
* Only load clock cult during clock cult

* Return FALSE
2018-06-03 15:23:37 +12:00
Tad Hardesty
bbe4d12d13 Support stations with multiple z-levels (#35339)
* Remove ZLEVEL_STATION_PRIMARY

* Add Up and Down traits for use by ladders and chasms

* Give map_config creation its own proc

* Combine LoadConfig and ValidateJSON and remove transition_config

* Make space linkage a z-level trait

* Remove ZLEVEL_EMPTY_SPACE

* Update uses of GetFullMapPath

* Handle multi-Z stations and load Lavaland and Reebe at runtime

* Remove unused space maps

* Fix inappropriate z-expansion in map reader, improve logging

* Update comments relating to z-level configuration

* Add Lavaland and Reebe to ALL_MAPS
2018-02-15 10:21:25 +01:00
Tad Hardesty
79f208482e Move the whiteship dock to a space ruin (#35128) 2018-01-31 02:51:43 -05:00
MrStonedOne
7343464228 Low memory mode
Adds define to run the world in a reduced memory usage mode by skipping the creating of the space zlevels loading only centcom and runtime station. Mainly for lummox.
2018-01-17 22:19:04 -08:00