07-19-2022, 10:08 PM
(This post was last modified: 07-19-2022, 10:09 PM by Washbasin. Edited 1 time in total.)
First Update:
Things are chugging along at a steady pace, though I have less time to work during the week, so it's been a bit slower.
Major Changes:
I've set out the basic structure of the station, as per suggestions. - There are now main hallways! Though I expect much of what I currently have to be changed or moved, most everything will be build off of the main hallways, thus influencing the end product.
Completely remodeled catering - Old catering was lame, this one is mostly better? As with everything though, it is also liable to be completely altered.
New rooms - Detective's office, Janitor's Office, Sec Checkpoint, Disposals, and Chapel have been built.
Minor changes:
Thematic Focus - I want my map to have personality, like all good maps have. To do this, I'm going to try and give my station a dark alley kind of vibe; the kind of feel when you're walking down to cog1 disposals, but aren't quite there yet. I also plan to add many secret tunnels where possible, because I like them and in this world I am God.
Disposals - Disposals is looking weird, like a mix between routing depot and regular disposals. We'll see if that sticks.
Door Access - So I gave the mapping guidelines page a read again. Apparently I'm meant to be using access spawns objects over all my doors, where I've previously been inputting access to everything manually. All my doors now need fixing.
Fixing Stuff - When I'm looking at my map in-game, I've been testing the functions of everything I've added and writing down things that aren't working in a TXT file. Now I can remember what is broken, and go down a checklist fixing everything before testing again. (Usually they're two minute fixes too.)
That's all I want to say on changes, here's the map.
Bam. I have some indicators for where departments may go in the future, though very little is detailed. Expect drastic changes to this rough sketch of a map.
Ingame
----
As you can see lighting has been properly set up in most rooms. I've just stopped lighting the hallways completely because they keep changing.
Maybe I should make a new thread per update?
Things are chugging along at a steady pace, though I have less time to work during the week, so it's been a bit slower.
Major Changes:
I've set out the basic structure of the station, as per suggestions. - There are now main hallways! Though I expect much of what I currently have to be changed or moved, most everything will be build off of the main hallways, thus influencing the end product.
Completely remodeled catering - Old catering was lame, this one is mostly better? As with everything though, it is also liable to be completely altered.
New rooms - Detective's office, Janitor's Office, Sec Checkpoint, Disposals, and Chapel have been built.
Minor changes:
Thematic Focus - I want my map to have personality, like all good maps have. To do this, I'm going to try and give my station a dark alley kind of vibe; the kind of feel when you're walking down to cog1 disposals, but aren't quite there yet. I also plan to add many secret tunnels where possible, because I like them and in this world I am God.
Disposals - Disposals is looking weird, like a mix between routing depot and regular disposals. We'll see if that sticks.
Door Access - So I gave the mapping guidelines page a read again. Apparently I'm meant to be using access spawns objects over all my doors, where I've previously been inputting access to everything manually. All my doors now need fixing.
Fixing Stuff - When I'm looking at my map in-game, I've been testing the functions of everything I've added and writing down things that aren't working in a TXT file. Now I can remember what is broken, and go down a checklist fixing everything before testing again. (Usually they're two minute fixes too.)
That's all I want to say on changes, here's the map.
Bam. I have some indicators for where departments may go in the future, though very little is detailed. Expect drastic changes to this rough sketch of a map.
Ingame
----
As you can see lighting has been properly set up in most rooms. I've just stopped lighting the hallways completely because they keep changing.
Maybe I should make a new thread per update?