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CrazyAmphibian
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@CrazyAmphibian CrazyAmphibian commented Mar 22, 2025

[gameplay] [general] [help] [wip]

HELP WANTED, NEED SPRITEWORK AND EXPERIENCED MAPPERS

Initially established for NanoTrasen's biological team to study the local plant and animal species, NT colony Gamma-8 has been largely abandoned in its original goal in the face of the more lucrative plasma research. Despite this, many personnel request to be stationed there to get their feet on solid ground and lungs full of fresh air. As a result, personnel often refer to it as "Junglestation", and see it as a form of vacation - owing to the persistent daylight and a tropical-like environment. However, despite the perception of a relaxing getaway from hard vacuum, the uncolonized areas boast a significant amount of hostile wildlife kept away by only a fence surrounding the colony.

The station
Capture
mining+science outpost
2
vox outpost
3

what needs to be done (TODO)

  • an "art pass" of departments
  • revising departments to play better
  • bugfixes

What this does

Adds a new planetside map intended to be ran in standard rotation.

Why it's good

more content. a planetside map would be unique, and is something some players have voiced a desire for, since snaxi's layout isn't terribly liked.

How it was tested

joined game and verified that the server did not implode.


Thanks to:

  • realestestate - sign, panther and dinosaur sprites
  • Falcon2346 - Medical department guidance & feedback
  • Tinysaturn - Security department guidance & feedback
  • angryturnip - tree sprites
  • creator of snaxi - laying the groundwork for a planetside map
  • oldcoders - for the other stuff like mobs and existing sprites

Changelog

🆑

  • rscadd: NanoTrasen has permitted crew stationed on space station 13 to be relocated to NT Colony Gamma-8, located on a terrestrial planet. Stationed employees are advised to remain within the fenced region.

@D3athrow-Issues D3athrow-Issues added Gameplay / Gamemode This touches on something involving general gameplay or gamemodes, like a round specific tweak. Help Wanted This is where you start! Mapping (General 🗺️) This applies to every map really. WiP I'm not completely done yet! labels Mar 22, 2025
@CrazyAmphibian CrazyAmphibian marked this pull request as draft March 22, 2025 23:51
@MercuriusGH
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snaxi if he warm

@SacredAtom
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SacredAtom commented Mar 23, 2025

we got like a dozen or more bushes/flowers/grass, you should place them around because it looks bare otherwise if you don't plan to already.

@CrazyAmphibian
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we got like a dozen or more bushes/flowers/grass, you should place them around because it looks bare otherwise if you don't plan to already.

i'll get to a proper art pass of the outdoors area once all the locations are in place and up to standards.

@Kurfursten
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Sec cells - lack flashers, timers, access to yard seems to be windoor based instead of a remote blast door
Warden office - does not exist
Detective - weird that he's in the most prime central location of the department
Perma - both highly isolated from the rest of sec and hyper easy to escape
HOS - no lockdowns

Trader - why put the entrance door facing away from the station...? not much table space

Theater - if you close the curtains you can still look in from the sides (intentional?)
Bar - Could just be my opinion, but no exit straight out to the public area is not great, but also very little table space
Botany - I know the dirt is cutesy but trays have actual lights to show you when they need water and stuff, I would not want to botanist here; no door to kitchen is insane - what are you going to do with items that can't be fridged directly? For example some recipes call for cardboard or wood planks that can't go in the fridge

Genetics - just one station to work at? weird that the main workstation is a tiny closet and the cloner gets a large room
Chemist - no counter to lobby feels bad, remember old meta's side counter? nobody came to the side counter; maybe it will work here since it's close, but I just generally don't like the feel of this room layout; maybe a better chemist than me can talk about flow or something

Telecoms - why does it NEED to be sardine with no space, you're planet-side, give us some room to maneuver between lanes
TEG - cools... outside? is it snaxi? this is going to be way less efficient than space cooling if it's just room temp; also another sardine room, give us the space to move around the fission reactor
SME - another room temp cooler, did you test this for delamination?
AME - no acoustic tiles (not a big deal)
CE - no lockdowns, no poly
foyer/smes area - second engivend is fine but it's not accessible behind that tank; do approve of separate internal/external monitors; no welding or water refuels here which is fine but annoying
atmos monitoring - desk is a bad idea, this room acts as a gas catcher in case there's an atmos disaster; atmos has no reason to interact with civilians at a desk
mechanic - fine but would like windoor on desk
atmos - no O2/N2 miner... fine I suppose, kind of annoying if you want pure O2 for, say, a TEG or something, but I'm not hard set against it; people will probably complain like the super-miner gimmick on horizon

initial thoughts, did not look at all departments

@CrazyAmphibian
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Perma - both highly isolated from the rest of sec and hyper easy to escape

perma is meant to be easy to escape on this map with the downside of the escapee being on the outside of the fence (where all of the dangerous animals are), and the only way back to the station is to either scavenge supplies and cut your way in (dangerous), or to go through the front gate which is right next to security (high risk of being caught)

Sec cells - lack flashers, timers, access to yard seems to be windoor based instead of a remote blast door

using windoors was intentional to allow free access to the yard. if this is an issue then i can add doors as well. as for the other things, i don't really know how to set those up.

bunch of security stuff

oops. i'm not familiar with the department so i tried my best. will try to fix it all.

TEG - cools... outside?

correct. while outside is fairly hot compared to room temp or even space, relative to the temperatures of the hot end it's not that big of a difference and can still pull good power from it.

SME

i didn't test it. probably should. i don't imagine it'll delam since delam temperature is at 800K, and the air is around 320K which is plenty of margin.

Trader - why put the entrance door facing away from the station...? not much table space

just how i designed it. easy fix. as for table space, i didn't get a comment about that from the current trader main, so i'm going to assume it'll probably be fine.

Telecoms - why does it NEED to be sardine with no space

i copy+pasted and then shifted stuff around. not that it made tcomms actually work correctly. i guess i can redo it entirely to fix both.

atmos - no O2/N2 miner... fine I suppose

the intent was to harvest O2, N2, and CO2 from the outside air instead of using miners in order to make atmospherics interesting on a station which doesn't have to worry about vaccums

@Kurfursten
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Cargo warehouse - does not exist? nowhere for secret projects?
Recycling/mail - a few stations have tried the "no mail" gimmick and it has usually been poorly received; you didn't even put trash compactors in the department; janitor has no access to the recycling room?
Mules - no mules or beacons if you order mules
Mining shuttle - I do not think the fence will stop fire bloom, meaning this will torch anyone at church? Check trader shuttle for same problem. In fact, I strongly encourage you to completely rotate the trade shuttle.

Art area - this would look better with border pieces (low priority, art pass), are there actually blank canvases here? might swap location with church so that it can be near library, plenty of room for a chaplain office near captain or AI

ALL BRIDGE - this is all fine, but since it's copypasted it lacks identity (many other rooms have this issue)
AI Upload - turret position makes them vulnerable to melee attacks

MoMMI Nest - prefer scrubber be on a visible tile for easier crawling, you have a ton of space for this
Science lobby - seems like wasted space currently, could be okay if you give it some character
RD - no lockdowns
Xenobio - is this enough light? have you tested the lighting yet? missing disposal exits; missing sink; honestly would prefer some of the utilities like recycler and processor to be more centrally located; no station does this but it saves a lot of walking

@Blithering
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This security department still looks pretty bad. Most of the maps on the codebase can get away with using reinforced glass in permabrig because there's some immediate threat if you leave permabrig e.g cold, space, etc. If this map doesn't have some legitimate risk to escaping permabrig, security will just execute repeat offenders. Those windows should be plasmaglass at a minimum

I think perma should have stronger defenses against just breaking windows, but be vulnerable to the classic tunnel under the walls method.

@CrazyAmphibian CrazyAmphibian force-pushed the welcome-to-the-jungle branch from db09b5e to ba58b52 Compare May 28, 2025 07:06
@CrazyAmphibian CrazyAmphibian marked this pull request as ready for review May 31, 2025 07:16
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