-
Notifications
You must be signed in to change notification settings - Fork 342
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Submarine Station #123
Submarine Station #123
Conversation
crying emoji
AAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
kinda done ???
🤓 |
I should be able to fire it up in a little bit and check it out. I haven't really gone through it yet other than what others have reviewed already. |
- removed medborg spawns - removed ratking spawns - fixed hall centerpieces to be smaller - fixed pig spot being airtight (lol) - fixed everywhere else that i didn't realize was airtight due to windoors & windows - fixed unreachable curtains - fixed HoL room - removed blocking conveyors, added caution decals around them - added beacon components to warps - added missing fax name in food court - fixed up whats missing in the kitchens - fixed missing windows - other tiny tweaks
- ame crates down to 2 - missed some flower decals - missed a railing - beacon adjustments
Conflicts weren't resolved before the initial build, so this wont make it into the first build |
We still have a little ways to go in terms of a review. I'll give the thumbs up when it's ready. |
- no more cult walls - less clown loot - less machine boards in board room - less plushies - juiced up zookeepers maints room, gave them a tranquilizer! - adjusted sec doors - added corpsman spawn, adjusted room - moved up jury slightly - added HVs below more windows around sec, LVs under more reinforced windows - made it three doors to get into the armory from maints just to waste your whole emag - improved two way mirror area
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
1 similar comment
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Colin-Tel <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Closing as stale due to no activity |
Most of the discussion on this map has happened in Discord. But I'll send them a reminder if they want to reopen or not. |
About the PR
BRRRRRR
It's a fucking submarine baby.
Submarine is a medium-to-high pop map focused around its central Hospital, with a Clinic for non-emergency checkups, a Pharmacy for those pesky Botanists to ask for kudzu-making goop, and a long-term terminal ward for those who sadly cannot be healed physically. For those that cannot be healed mentally, the brig doubles as a psych ward!
It also features a bio-dome style zoo, a labyrinth with a DANGEROUS...! minotaur, and a beautiful park with an ice skating rink. (The maprender really fucks up non-tile decal work; I swear it looks nice!) More maints silliness will probably come when I have time, but otherwise it already has a few points of interest to keep people occupied. I tried my best to fill out every department to the best of my understanding of them, but I'm very open to suggestions to make them better, as long as it doesn't make the station TOO much bigger. (I would suggest atmos mains and anyone who actually knows how singulos work to please double check that biz, I don't know anything.)
Tested and works on the current build. Still has the stock courser evac shuttle but I've already spent all week on this, I'll swap that out for something more fun later. I'll keep an eye on whatever else we add as the rebase continues that needs to be mapped, and add it in whenever I can, plus I'm sure there'll be a lot of bugs caught if we start testing.
Oh and this also includes the parkstation benches.
Media
Changelog
🆑