diff --git a/docs/mapping/design.md b/docs/mapping/design.md index 0eb78cf21fc8..61aa9e7d6c99 100644 --- a/docs/mapping/design.md +++ b/docs/mapping/design.md @@ -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. \ No newline at end of file diff --git a/docs/mapping/requirements.md b/docs/mapping/requirements.md index c0a01c5f406f..f0fdc7133dd1 100644 --- a/docs/mapping/requirements.md +++ b/docs/mapping/requirements.md @@ -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. @@ -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