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214 lines
12 KiB
Markdown
214 lines
12 KiB
Markdown
# Mapping Design Guide
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The purpose of this guide is to instruct how to design maps for Paradise. While
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there are many resources on the technical aspects of mapping, this guide instead
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focuses on considering mapping from a thematic, functional, and balance
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perspective.
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## Design Guidelines
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Maps are one of the most visible ways of conveying the world and setting of the
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server to players. Maps should work to preserve that setting. Paradise Station
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takes place in a 26th century universe where multiple space-faring species work
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on stations owned by a pangalactic corporate conglomerate. New maps, ruins, and
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remaps should make sense within that world.
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1. ***Use the appropriate decorative elements and turf types.*** Department
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flooring should use their associated colors: red for Security, brown for
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Cargo, blue for Medbay, and so on. Stations should always use standard walls
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and reinforced walls, and not e.g. plastitanium walls. Stations should always
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use standard airlocks, and not e.g. syndicate hatches or Centcomm airlocks.
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2. ***Avoid excessive use of decals or floor tile variants.*** Using too many
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decals or floor tile variants causes unnecessary visual noise. Only use
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decals such as warning tape where it is sensible, e.g. around airlocks that
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lead to space. Decal overuse contributes to maptick slowdown.
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2. ***Avoid "Big Room Disease".*** "Big Room Disease" refers to areas on a map
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that are unnecessarily large, empty, and/or square. Rooms should be large
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enough to handle crew foot traffic and facilitate their use, but no larger.
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Furniture should be placed appropriately inside rooms, not just lined along
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their walls. Large rooms should rarely be perfectly square or rectangular.
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3. ***Public areas should be interesting.*** "Interesting" is subjective, but
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generally, areas such as public hallways should include space for crew
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interaction; decorations such as posters, flags, and other decorative
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structures; windows that look out onto space, and floor tiles and decals that
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delineate the space.
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4. ***Use appropriate hall sizes.*** Primary hallways should be three tiles
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wide. Arterial hallways off the primary halls should be two tiles wide.
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Intradepartmental corridors should be one or two tiles wide. Exceptions to
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this include the Brig, Medbay, and Science, whose main halls can be three
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tiles wide due to the amount of foot traffic and number of sub departments
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within their space.
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5. ***Properly signpost maintenance areas.*** "Signposting" refers to
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environmental factors that make it clear what part of maintenance the player
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is in. For example, while "med maints" on Cyberiad is the area around medbay,
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it is also distinguishable from its abandoned cryo tube, medical dufflebag,
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operating table, and so on. Note however that this signposting does not need
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to be directly related to nearby departments: for example, mining maints on
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Cyberiad has a small abandoned gambling room, a laundry room, and several
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abandoned shower/bathroom areas. This distinguishes it from other maintenance
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areas despite not directly referencing mining, as players will eventually
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associate these distinct features with that area of maintenance.
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6. ***Ensure continuity of scale.*** The size of rooms should make sense
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relative to one another. The chef’s freezer should not be larger than their
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kitchen. The dorm’s bathroom should not be larger than the Captain’s office.
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The scale of rooms should make sense for their expected occupancy and
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purpose. For example, the Heads of Staff Meeting Room should be large enough
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to seat all staff comfortably around a table, with extra space for navigating
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foot traffic around the table.
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## Balance Guidelines
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Maps should be an unbiased playing field for players, whether ordinary crew,
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silicon, antagonists, or midrounds. Players should not be able to rely on a
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specific station layout to gain unique advantages over other players.
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1. ***Maintain consistent loot counts and opportunities.*** The amount of
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maintenance loot drops should remain consistent, with a slight scaling factor
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based on expected station population. There should be no "treasure troves" or
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hoards of loot hidden that can only be found with specific map knowledge.
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Department supplies should be consistent across maps. Do not place any
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syndicate items/traitor tools on station; always use the provided maintenance
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loot spawners to maintain proper statistical likelihood of rare loot spawns.
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2. ***Use appropriate reinforcement.*** Most of the station should be delineated
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with ordinary walls and reinforced windows. Only secure areas should use
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reinforced walls and grilled spawners, and electrified windows should only be
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used in rare cases: department head offices, technical storage, brig,
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xenobio, and AI satellite.
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3. ***AI cameras should not have full coverage.*** The AI should not be
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permitted to see into every single room. This makes it challenging for
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antagonists to accomplish their objectives _in situ_. It is not enough to
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have cameras that antagonists can disable, since an AI will notice that the
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camera is out, when it is not usually. Areas appropriate for lacking cameras
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include Operating Rooms, the Therapist’s office, the Execution Chamber, and
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Dormitory bathrooms and shower rooms. Similarly:
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4. ***AI cameras should never be placed in maints.*** This is prohibited
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completely. It provides a disproportionately competitive advantage for sec
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against antagonists. Currently there is one exception to this, and that is
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the cameras immediately outside the solar array maintenance areas on
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Cyberiad. These give AI only a vague hint of what is happening nearby, and
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very limited visibility into events in maints.
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5. ***Weak points are expected.*** The station is not a battle fortress, and it
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is not fun for antagonists to attempt to ingress/egress deliberately
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impenetrable areas. For example, Permabrig areas will typically have one or
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two tools just out of reach for prisoners to attempt escape. There is a
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toolbox in the far end of the gulag island to give gulag prisoners a chance
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to escape. The Head of Security’s Office is bordered by outer space on two
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station maps. Attempting to break into and out of sensitive areas should be
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challenging, but not impossible.
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6. ***Occasionally place vents and scrubbers under furniture.*** Having all
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vents and scrubbers prominently visible hinders ventcrawling antagonists. It
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is easy for crew to forget to weld vents they cannot see.
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7. ***Ensure security/antag balance for maintenance tunnels.*** This includes
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but is not limited to: having a primary path that allows navigability from
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all entrances; providing ways for security to flank antagonists and
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coordinate ambushes at maintenance entrances; ensuring that the majority of
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the primary corridors are 2 tiles wide to allow for serpentine movement and
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avoiding projectiles; ensuring that dead ends are rare; and providing places
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for antagonists to hide using hidden walls or similarly difficult to find
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places.
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8. ***Allow for escape routes and antag break-in routes.*** Departments should
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be connected to maintenance through a back or side door. This lets players
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escape and allows antags to break in. If this is not possible, departments
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should have extra entry and exit points.
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## Functional Guidelines
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Stations are malleable. Players can build, rebuild, decorate, upholster, and
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equip the station in many ways. Mappers should take this into account when
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designing areas and departments. This goes doubly so for ruins: players will
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always find a way to work around the restrictions and intended flow of your
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ruin. Attempting to enforce a "correct" way of interacting with a map without
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deviation is impossible.
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1. ***Rooms should have specific and clear functions.*** Public rooms should
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have a clear purpose. Large maintenance areas should appear to have had a
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clear purpose—an abandoned robotics department, for example, or a disused
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monkey-fighting ring. The `/area/station` subtypes enumerate most of what
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rooms are expected within a station and its departments. Even if a room is
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largely meant for player expansion, it should use an appropriate type and
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name, such as the Vacant Office.
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2. ***Do not create "perfect" departments.*** The stations are not ideal
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workplaces, not state-of-the-art, and not diligently maintained by
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Nanotrasen. There should always be a gap between the ideal station and how
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the maps are designed. Departments should not come fully featured and
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configured, and should require crew interaction to set up and use
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effectively. Examples of this include Medbay preparing Operating Rooms, Cargo
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arranging the office to make access to the autolathe more convenient, and
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Engineering reconfiguring the supermatter’s pipenet. This scarcity is also
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critical to crew interactions: the Kitchen should have to rely on botany to
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make the full range of recipes, etc.
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3. ***Provide surfaces.*** All jobs require managing many different objects,
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items, and pieces of equipment. There should be an adequate number of tables
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and racks available for department members to place things down and drop
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things off.
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4. ***Place emergency lockers at appropriate intervals.*** Emergency closets and
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fire-safety closets should be accessible to crew at regular intervals in
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primary hallways, or just off primary hallways in adjacent maintenance
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tunnels.
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## Ruin-Specific Guidance
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1. ***Balance the risk/reward ratio of a ruin appropriately.*** If a player
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decides that the risk of running a ruin is not worth the reward, they will
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stop running it.
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2. ***Not all ruins should provide rare loot.*** "Low-reward" ruins should exist
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to balance out random generation, so that every ruin in a round is not a loot
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resource. These ruins can be purely decorative, provide a place for
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role-play, or provide diegetic/environmental storytelling.
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3. ***Ruins should fit the setting, and have a well signposted purpose.*** If,
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for example, your ruin is some kind of abandoned technical/research facility,
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it should should have appropriately defined areas: an obvious entrance, a
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working area for staff and crew, a testing lab, containment area for living
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specimens, some way for staff to have food, restrooms, and living
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quarters/showers if they are intended to stay on the facility for extended
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periods of time.
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4. ***Avoid ‘magic’ power whenever possible.*** While infinitely regenerating
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APCs and SMES units exist, they should be used sparingly. Ruins should be as
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realistic as possible and afford players the ability to take advantage of
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being powered or unpowered to navigate or exploit the ruin when possible.
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## Shuttle-Specific Guidance
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1. ***Shuttles should have clearly defined secure areas and bridges.*** Secure
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areas are for security and prisoner seating. Bridges are for all Command and
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dignitaries, and include the emergency shuttle console. Consideration should
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be given for hijackers and accessibility to the emergency shuttle console, as
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well as the ability of crew to storm the bridge if necessary to prevent a
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hijack.
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# Submap-Specific Guidance
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1. 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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2. All pre-existing balance guidelines regarding mapping apply to submaps. Loot
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counts must remain consistent. Walls should only be reinforced in appropriate
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places. There should be no "treasure troves" or hoards only accessible with
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detailed map knowledge. AI cameras cannot be placed in maints submaps.
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Antag/sec balance, tactical flexibility, and navigability must be considered.
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Dead ends are to be avoided. Department maintenance airlocks may not be moved
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or removed. |