cogblap v0.98 | beta testing will be happening occasionally - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19) +---- Thread: cogblap v0.98 | beta testing will be happening occasionally (/showthread.php?tid=221) |
Re: cogmap v0.8 - atomic1fire - 11-18-2012 Fair enough, the main reason I suggested it is it seemed like a lot of wasted space, for a maintainence room that didn't really have any other purpose then to give the Jury a small maintainence hallway. The beepsky Haus is a nice add though, and seems like a much more fun use of space. Re: cogmap v0.8 - Oddball - 11-19-2012 this is great cog, i really like it. the only thing I disagree with is the lack of a solitary confinement. Perhaps make escaping from it easier, and stick a wall radio in there so the poor sod can listen to the chat and try to organize a breakout. But it's a necessary feature, especially when disagreements break out between the sec team, which happens very often with bloodthirsty officers. I normally just want to give unlucky traitors a decent brig time and another chance, while they will try everything in their power to execute them, even waiting until I'm out the room for a minute to retrieve the traitor and drag him to the crusher. I try not to put guys in there for the whole round, that's no fun for anyone, but it is a necessary feature in my opinion and it doesn't take up much space. I agree with you on the courtroom front, it's not hard to build a courtroom in an empty lobby somewhere if you want to hold a trial (done this on numerous occasions, just takes a bit of metal) and there's no point taking up room for something that's done maybe 1 in 15-20 rounds, if that. Re: cogmap v0.8 - h3half - 11-19-2012 Oddball Wrote:there's no point taking up room for something that's done maybe 1 in 15-20 rounds, if that.I do like having the courtroom there as basically a "Bridge Lobby" though. Even if it's never used, it's much better than just having a normal hallway up to the Bridge double-doors. And if gives Captains a large open space to run gimmicks in, as if that ever happens. Re: cogmap v0.8 - Cogwerks - 11-19-2012 Oddball Wrote:this is great cog, i really like it. Alright, you've convinced me. I'll convert the upper right cell into an HoS-keyed secure cell with no windows, but it'll have that airless construction area right behind it to make dangerous escapes possible. My bridge lobby is the courtroom, I just don't think it needs much beyond the defense stand, jury box and an open area in front of it. In other news, Dr. Singh says it should be easy to implement some remotely-rotateable Automatic Mass Driver Loaders, which would mean I can strip out most of the blast door gates in the delivery hub and just have open junctions that can switch track directions from the QM's console. Re: cogmap v0.8 - Mr Behling - 11-19-2012 WONDERFUL! Really, i think it's time we get a new map, and change things up a bit. However, with the size, and the many things that litter the station, will this contribute to lag? I thought bigger and more created a worse lag issue? though i could easily be wrong. Re: cogmap v0.8 - Conor12 - 11-20-2012 Secrets should not be labeled 'SECRET HERE'', silly. Space is vain, taking pictures of itself. And pathology is making a return? Oh my. This map looks awesome, seems like it's massive, with lots of places to hide and kill. Re: cogmap v0.8 - TerminalVelocity - 11-20-2012 Decent map. Only thing that I don't like is the custodial closet. I'm a sneaky janitor and do not like people peering in through a window. Re: cogmap v0.8 - Cogwerks - 11-20-2012 cogmap v0.85 revision CLICK FOR HUGE 100% VERSION: https://dl.dropbox.com/u/89619796/v085.png Revision notes
Re: cogmap v0.8 - Cogwerks - 11-20-2012 More ideas: EAST -> edge of zlevel NORTH -> station infrastructure (purple tile is a placeholder for the AMDL things) Scrap the QM shuttle entirely and replace it with a launcher dock. Buy one crate at a time, crate comes flying in from the east. Sell things by packing them in crates and firing them to the east. Crates with players inside them won't sell, they just go flying off the z-level. Also have a 1-5% chance of the ordered crate showing up as a high-velocity meteor reskinned to look like a crate, smashes through the side of the station instead of landing peacefully. Changed escape shuttle to use single-pane windows, added space-facing airlocks to the access dock for treason/mischief/spacefarers, and a single plating tile at the back of the airlock for one daring person to try hitching a ride by the engines - maybe with a significant risk of something bad happening. Re: cogmap v0.8 - FrontlineAcrobat4 - 11-20-2012 I like the new Escape Shuttle and hallway. it makes so much more sense then having a bunch of doors ni the shuttle itself. Will we have a chance to try the new station out soon? Re: cogmap v0.8 - FrontlineAcrobat4 - 11-20-2012 I just wanted to confirm that the reskinned meteors that were escape shuttles worked perfectly, and I think the high velocity crate will be great. I confirmed this after taking catching two of these shuttles in the face after running into them. Re: cogmap v0.8 - Cogwerks - 11-20-2012 Another update before I go the hell to bed: https://dl.dropbox.com/u/89619796/v087.png Changes: changed escape layout, got rid of the QM supply shuttle and replaced it with a high-velocity deep-space delivery system - mishaps might include supply crates smashing through walls. Shrunk medbay, shrunk a few more hallways down, and a bunch of other small stuff. Re: cogmap v0.8 - kyle2143 - 11-20-2012 I haven't really looked at the other posts in this thread, but I gotta say Cogwerks, this station looks awesome. I particularly like how the boxing ring has a more gritty feel than the current boxing ring which looks too safe. Strangling someone to death after a successful knockout there will feel all the more satisfying because of this, it usually feels wrong because the boxing ring is so nice and official, now every fight is a fight club match! On the other hand, I am deeply disturbed that the HoS's office does not contain any spaghetti at the moment, this could very well cause the whole station to fall apart. THIS SHOULD BE FIXED IMMEDIATELY. Re: cogmap v0.8 - Cogwerks - 11-20-2012 kyle2143 Wrote:I haven't really looked at the other posts in this thread, but I gotta say Cogwerks, this station looks awesome. I particularly like how the boxing ring has a more gritty feel than the current boxing ring which looks too safe. Strangling someone to death after a successful knockout there will feel all the more satisfying because of this, it usually feels wrong because the boxing ring is so nice and official, now every fight is a fight club match! On the other hand, I am deeply disturbed that the HoS's office does not contain any spaghetti at the moment, this could very well cause the whole station to fall apart. THIS SHOULD BE FIXED IMMEDIATELY. This is r4407 code still, I don't think the spaghetti exists yet. I haven't really gotten into populating the station with all the random items, lights, wires, APCs, and disposals pipes yet - if this map gets approved, I'll probably just hand it off to someone who has more experience with getting all that stuff working. Re: cogmap v0.8 - Swedish Horror - 11-20-2012 This is really neat! Any chance it'll ever get in and replace awful mushroom? |