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docs: submap design guide (#28394)
* docs: submap design guide * formatting fix
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@@ -179,3 +179,77 @@ If a map manipulation fails, it should do both these things:
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- Alternative possible layouts for the whole map, where rooms and departments
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are in different places every round.
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- The sky is the limit, literally.
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# Submaps Design Guidelines
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1. Currently, while they do not have to be exactly rectangular, submaps cannot
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be larger than 24x24 tiles. This is in order to prevent them from being too
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difficult to review or navigate and get used to in-game.
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2. Submaps are **not** to be used as a proxy to change something you do not like
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about a map. If you have issues with the balance or design of a map, those
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issues should be addressed with ordinary remap PRs.
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## Stations
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1. For the time being, submaps on stations may only be used in maintenance
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tunnels, and only one submap per area (i.e. fore, aft) is permitted.
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2. Submaps in maintenance tunnels should continue to comply with existing rules
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about signposting. Areas in maints should remain recognizable regardless of
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submap configuration. This means that pre-existing signposts should be
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respected, such as the abandoned medical area in Box medmaints, the mining
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equipment in Cere cargo maints, etc.
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3. To prevent overuse of submaps, there is currently a restriction of three per
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station. This limit may be raised depending on how submaps are received by
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players. The areas chosen are first-come, first serve. Whoever gets their
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changes mapped in first sets the available submaps.
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4. Submaps should be used to increase variety and add an element of chance to
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player mechanics. They should not be used with an intention to confuse
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players, or to cut off the primary path through the maintenance tunnels.
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Primary paths through maints can make detours but must return to their
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original ingress and egress points. Paths which lead to department maints
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airlocks must remain obvious and easily accessible.
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5. Submaps may not replace tiles which have atmos pipes, power cables, or other
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engineering/atmospherics equipment. This is to prevent this equipment from
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being hidden with walls or no longer accessible via their pre-existing
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primary paths through maintenance.
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6. All pre-existing balance guidelines regarding mapping apply to submaps:
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https://devdocs.paradisestation.org/mapping/design/#balance-guidelines
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Loot counts must remain consistent. Walls should only be reinforced in
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appropriate places. There should be no "treasure troves" or hoards only
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accessible with detailed map knowledge. AI cameras cannot be placed in maints
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submaps. Antag/sec balance, tactical flexibility, and navigability must be
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considered. Dead ends are to be avoided. Department maintenance airlocks may
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not be moved or removed.
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7. One submap must be an exact duplicate of the original area's contents. A
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submap will never not be chosen, and so it's necessary there be a submap of
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the original area's contents so that a variant with those contents spawns.
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8. The original contents of the submap's area should remain as is. This is so
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that in the event mapmanip fails, the original area's contents can still be
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used.
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9. Currently, submaps which replace entire areas of maints are discouraged until
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we see a design that will not frustrate players or become a balance problem
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regarding sec/antag navigability. If someone is willing to create a PR to
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prototype this, they are welcome to, but there is no guarantee it will be
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accepted. A PR of this kind is not subject to the 24x24 size constraint rule.
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## Ruins
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1. Submaps on ruins are allowed to be more flexible. There's currently no limit
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on how many submaps may be used on a given ruin, however the 24x24 tile limit
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remains.
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2. Submaps should be used to increase the number of unique ways a ruin can be
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approached and run, including randomizing specific challenges, rewards, and
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paths through the ruin. They should not be used purely for decorative
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purposes, or for changes that could be accomplished using existing random
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spawners.
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