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Add submap requirements and guidelines to devdocs. (ParadiseSS13#27689)
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warriorstar-orion authored Dec 24, 2024
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17 changes: 17 additions & 0 deletions docs/mapping/design.md
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Expand Up @@ -195,3 +195,20 @@ deviation is impossible.
be given for hijackers and accessibility to the emergency shuttle console, as
well as the ability of crew to storm the bridge if necessary to prevent a
hijack.

# Submap-Specific Guidance

1. 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.

2. All pre-existing balance guidelines regarding mapping apply to submaps. 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.
66 changes: 60 additions & 6 deletions docs/mapping/requirements.md
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Expand Up @@ -174,6 +174,60 @@ relevant directional mapper, as it has predefined pixel offsets and directions
that are standardised: APC, Air alarm, Fire alarm, station intercom, newscaster,
extinguisher cabinet, light switches.

## Submap Requirements

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. Submaps on stations may only be used in maintenance tunnels, and only one
submap per area (i.e. fore, aft) is permitted. This restriction may be
relaxed in the future, but is in place to prevent player confusion and
frustration with too many map areas changing.

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. There is no hard limit on the number of variants per submap, though we ask
you keep it to a reasonable number.

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. The exception is for equipment that is
only used in the submap; for example, the cables to a rage cage.

6. One submap variant must be an exact duplicate of the original area's
contents. A variant will always be chosen, and so it's necessary that an
"original" variant is available. The original contents of the submap should
remain as is, in case mapmanip fails to load altogether.

### 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.

## Mapper Contribution Guidelines

These guidelines apply to **all** mapping contributors.
Expand All @@ -184,12 +238,12 @@ your PR if we disagree with your reasoning. Large remaps, such as those to a
department, must be justified with clear, specific reasons.

Before committing a map change, you **MUST** run Mapmerge to normalise your
changes. You can do this manually before every commit with
`tools\mapmerge2\Run Before Committing.bat` or by letting the
[git hooks](./quickstart.md#mapmerge) do it for you. Failure to run Mapmerge on
a map after editing greatly increases the risk of the map's key dictionary
becoming corrupted by future edits after running map merge. Resolving the
corruption issue involves rebuilding the map's key dictionary.
changes. You can do this manually before every commit with `tools\mapmerge2\Run
Before Committing.bat` or by letting the [git hooks](./quickstart.md#mapmerge)
do it for you. Failure to run Mapmerge on a map after editing greatly increases
the risk of the map's key dictionary becoming corrupted by future edits after
running map merge. Resolving the corruption issue involves rebuilding the map's
key dictionary.

If you are making non-minor edits to an area or room, (non-minor being anything
more than moving a few objects or fixing small bugs) then you should ensure the
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