From dbf3c41fb49614de93ea917642ce228574c8dd41 Mon Sep 17 00:00:00 2001 From: warriorstar-orion Date: Sun, 16 Feb 2025 06:01:44 -0500 Subject: [PATCH] docs: submap design guide (#28394) * docs: submap design guide * formatting fix --- docs/mapping/submaps.md | 74 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 74 insertions(+) diff --git a/docs/mapping/submaps.md b/docs/mapping/submaps.md index 97168a1b0d8..d5f6d42d88e 100644 --- a/docs/mapping/submaps.md +++ b/docs/mapping/submaps.md @@ -179,3 +179,77 @@ If a map manipulation fails, it should do both these things: - Alternative possible layouts for the whole map, where rooms and departments are in different places every round. - The sky is the limit, literally. + +# Submaps Design Guidelines + +1. Currently, while they do not have to be exactly rectangular, submaps cannot + be larger than 24x24 tiles. This is in order to prevent them from being too + difficult to review or navigate and get used to in-game. + +2. Submaps are **not** to be used as a proxy to change something you do not like + about a map. If you have issues with the balance or design of a map, those + issues should be addressed with ordinary remap PRs. + +## Stations + +1. For the time being, submaps on stations may only be used in maintenance + tunnels, and only one submap per area (i.e. fore, aft) is permitted. + +2. Submaps in maintenance tunnels should continue to comply with existing rules + about signposting. Areas in maints should remain recognizable regardless of + submap configuration. This means that pre-existing signposts should be + respected, such as the abandoned medical area in Box medmaints, the mining + equipment in Cere cargo maints, etc. + +3. To prevent overuse of submaps, there is currently a restriction of three per + station. This limit may be raised depending on how submaps are received by + players. The areas chosen are first-come, first serve. Whoever gets their + changes mapped in first sets the available submaps. + +4. Submaps should be used to increase variety and add an element of chance to + player mechanics. They should not be used with an intention to confuse + players, or to cut off the primary path through the maintenance tunnels. + Primary paths through maints can make detours but must return to their + original ingress and egress points. Paths which lead to department maints + airlocks must remain obvious and easily accessible. + +5. Submaps may not replace tiles which have atmos pipes, power cables, or other + engineering/atmospherics equipment. This is to prevent this equipment from + being hidden with walls or no longer accessible via their pre-existing + primary paths through maintenance. + +6. All pre-existing balance guidelines regarding mapping apply to submaps: + https://devdocs.paradisestation.org/mapping/design/#balance-guidelines + + Loot counts must remain consistent. Walls should only be reinforced in + appropriate places. There should be no "treasure troves" or hoards only + accessible with detailed map knowledge. AI cameras cannot be placed in maints + submaps. Antag/sec balance, tactical flexibility, and navigability must be + considered. Dead ends are to be avoided. Department maintenance airlocks may + not be moved or removed. + +7. One submap must be an exact duplicate of the original area's contents. A + submap will never not be chosen, and so it's necessary there be a submap of + the original area's contents so that a variant with those contents spawns. + +8. The original contents of the submap's area should remain as is. This is so + that in the event mapmanip fails, the original area's contents can still be + used. + +9. Currently, submaps which replace entire areas of maints are discouraged until + we see a design that will not frustrate players or become a balance problem + regarding sec/antag navigability. If someone is willing to create a PR to + prototype this, they are welcome to, but there is no guarantee it will be + accepted. A PR of this kind is not subject to the 24x24 size constraint rule. + +## Ruins + +1. Submaps on ruins are allowed to be more flexible. There's currently no limit + on how many submaps may be used on a given ruin, however the 24x24 tile limit + remains. + +2. Submaps should be used to increase the number of unique ways a ruin can be + approached and run, including randomizing specific challenges, rewards, and + paths through the ruin. They should not be used purely for decorative + purposes, or for changes that could be accomplished using existing random + spawners.