Commit Graph

8 Commits

Author SHA1 Message Date
MMMiracles
db1b9b0965 Tramstation: Science Rework & other stuff i guess (#73753) 2023-03-12 12:54:50 -07:00
MMMiracles
97f567fdc7 Tramstation: Growing Pains (#72331)
## About The Pull Request


![image](https://user-images.githubusercontent.com/9276171/209841644-3e8be93c-7903-4eb4-85bf-cc582248a9fa.png)

## Why It's Good For The Game

Lots of QoL and structural changes in attempt to make the cool map even
cooler.

## Changelog
🆑 MMMiracles
add: Tramstation has received a substantial overhaul! Please consult
your local tour guide and station maps for changes.
/🆑

**Changes (as of so far)**
- The Tramstation tunnels have been extended 6 tiles each way, making
that trek across the central rail a little more dangerous.
- No more mid-way safety net on the transit rails. You're either making
it or you're jumping to the bottom floor to avoid the tram.
- The central rail apparently had a negative slowdown, meaning you
actually WERE faster to just run the gauntlet because it literally made
you faster. This has been reverted because I want you to get hit by a
train.
- The side routes are now a bit more dangerous since you can get pushed
off into the lower floor
- Fauna overhaul! Several locations including the transit tunnels have
gotten some greenery to help liven up transit between sectors. Please do
not rip up the AstroTurf it is very expensive in space.
- Handicap-accessible departments! Every major wing and departments with
multiple floors has been given a 2x3 elevator segment for those among
the crew who have been hit by the tram a few too many times. Handicap
inaccessible staircases may or may not come after this (i hate the
handicapped)
- Expanded Security wing! You know that lame hallway between
interrogation and the courtroom access? Now its a whole holding wing fit
with essentials to keep your inmates content while waiting for their due
process (never ever).
- Reworked Bridge! Front row seats to the western tram dock as well as a
furnished meeting room with various corporate memorabilia!
- The HoP's office has been moved to function more as an arrival gate
for late joining crew! Scenic queue lines and an option to block off the
lower dorm access if you really want to enforce the 'Papers, Please'
roleplay you've always wanted out of your HoP experience.
- Combined the teleporter/gateway/eva access into one special external
operations room. All you off-station needs in one convenient place!
- More multi-z integration! Several segments (mainly maintenance level
transfers) have been given overhangs and better methods to move between
levels. This is still being expanded upon as of current PR posting.
- The power/pipe access shafts have been changed to be more
public-facing and now also act as another inbetween for
maintenance-dwelling crew to shift between floors.
- Multi-z solars! Both solar wings have been extensively overhauled to
include multi-z structuring and easily doubled the amount of roundstart
panels on the map.
- Escape pod bay! [Casually borrowing from a certain ship
map](https://tgstation13.org/phpBB/viewtopic.php?t=32834), there is now
a centralized location for all station escape pods on the floor below
Arrivals. Honestly makes more sense thematically instead of having a
bunch of scattered bays.
- MULEBOT integration! Each major department now has delivery drop-off
points along with Cargo getting a minor restructuring to fit 4 MULEBOTs.
Seedy side-tunnels and drop points have been added for departments that
aren't normally accessible from upper maintenance so they can still
properly deliver cargo if sent this way. I can't guarantee this won't
end in MULEBOTs getting ran over by a tram because they're fickle
beasts.
- Complete rework of the disposals/piping/wirenet! I literally ripped
everything up and rebuilt it with (hopefully) better stability in mind.
Disposals is now also set up in that it'll try to avoid going through
departments unnecessarily if your package isn't marked for it.
- Cargo's mail room and trash room has been overhauled to be more easily
accessed for cargo techs and for routing mail.
- The chef has access to the morgue's back door via the front
maintenance hatch while Robotics can now access the same back door via
their maintenance shaft.
- The chem lab's starting area has been expanded so chemists don't have
to worry as much about digging if they don't have large projects.

![2023 02 02-18 15
45](https://user-images.githubusercontent.com/9276171/216472805-77074a12-d653-41c4-b730-f26f93c27d3b.png)
![2023 02 02-18 15
38](https://user-images.githubusercontent.com/9276171/216472852-555e6ca9-e967-4915-9555-e29cfc99393d.png)
2023-02-08 15:58:25 -07:00
MMMiracles
f923f61011 Tramstation: Modular Maintenance Insanity (#69000)
About The Pull Request
Every single part of maintenance has been segmented into modules with multiple variants with different themes. As it stands, there are currently 80 modular parts that come together to form the entire maintenance layout for both levels. Part 1 of a 2 part PR set, requires #69486 to have full effect.

Why It's Good For The Game
Maintenance as it stands is a bit barren, not much reason to explore it with boring same-same rooms despite current randomized modules. With these issues in mind, I completely scrapped maintenance as it was and rebuilt it in mind with full modular segments with proper documentation on what each piece is and where it is located. These changes were also designed to make maintenance more friendly for our dark-dwelling antags and xenos alike, as each major module now has an air vent and scrubber.

Fixes #68320

Main Event:

Every single part of maintenance was turned into module chunks. Sections of the map that originally had maintenance was traced out with checkered flooring so mappers can still see the general layout of the tunnels when making larger edits.
Every module has been documented with proper nodes with descriptions of where each module is located on the map.
Each main module has a regular variant and an abandoned variant. Abandoned variants have blocked access routes and look more like unfinished carved out tunnels than regular maintenance.
Each module has 2 attachment points barring 2. Each attachment has 3 potential layouts that are chosen each round. A storage room with construction supplies one round might be a carved out room with minerals the next.
QoL/General Fixes:

Maintenance should have much more xeno/antag spawns to give various mid-round antags better chances at starting.
Camera network has been given a once-over with duplicate/floating cameras fixed.
The helpful bots in the lower tunnel should now actually do full rotations instead of whatever the hell they were doing before.
I still need to do some testing with disposals and final touch ups to make sure there aren't any weird overlaps, but as of right now the actual mapping quality is ready for review.
2022-09-17 18:28:07 -06:00
MMMiracles
1821291b3c Tramstation: Service Wing Overhaul (again hhhhhh) (#68084)
This PR re-arranges the service departments in a way that pushes the bar/kitchen upfront and center with Hydroponics and the less important rooms taking a backstage on the lower floor.

The kitchen and bar should be front-and-center attraction for easy access and crew interaction. The fact something like aux storage was more easily accessible/visible than the bar was a weird choice ultimately. Hydroponics is still a department that gets visited by other crew, so ideally their presence on the lower floor will still suffice for giving active reason to see traffic on the lower floor.

Main Changes:

The bar is now a centralized layout that sits in front of the kitchen segment, giving a combined department area that both the chef and bartender control.

The gambling/card game tables have been moved to the side to their own 'skill game' room with dimmed lighting.

The theatre now has a more proper main stage that is easily seen from the new area entrance.

Hydroponics, custodial closet, law/courtroom and tool storages were moved downstairs as they aren't as active but still allow quick access via direct stair access from the central dock.

The surrounding maintenance was re-arranged a bit to accommodate these changes with some modular maintenance changes/removal (mainly the weird additional cave between cargo/service).

To help associate product movement between the chef and botanists now that they're on different floors, the smart fridge now has a dumbwaiter that both departments can call up/down to their room to access. Adequate protection has been added to prevent people from somehow accidentally getting crushed by said new dumbwaiter.

The service lathe has been moved downstairs with a general access room between the barman's storage room and the freezer.

The kitchen freezer is now a snow-filled room that is actually colder than the normal rooms, but not cold enough to be uninhabitable.

The one-way access helpers on sensitive maintenance doors like power hatches have been removed.
2022-07-06 20:03:40 -06:00
MMMiracles
bf4463dac0 Tramstation Dorm Rework (#65188) 2022-03-06 10:25:14 -07:00
MMMiracles
682730c02f Tramstation Modular Maintenance Pass 1 (#64296) 2022-01-31 18:35:55 -07:00
BluBerry016
6d5569770d Syndie Lavaland Base - Modular Room Expansion (#64182) 2022-01-23 13:11:39 -07:00
Thunder12345
9dc96a68f5 Adds Modular Ruins (#64077)
Adds a new system to allow mappers to randomly load modular map segments.

For implementation details and a tutorial check the included README.md.
2022-01-16 15:50:40 -08:00