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WELCOME TO THE JUNGLE #37475
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snaxi if he warm |
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. |
Sec cells - lack flashers, timers, access to yard seems to be windoor based instead of a remote blast door 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?) Genetics - just one station to work at? weird that the main workstation is a tiny closet and the cloner gets a large room Telecoms - why does it NEED to be sardine with no space, you're planet-side, give us some room to maneuver between lanes initial thoughts, did not look at all departments |
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)
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.
oops. i'm not familiar with the department so i tried my best. will try to fix it all.
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.
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.
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.
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.
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 |
Cargo warehouse - does not exist? nowhere for secret projects? 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) MoMMI Nest - prefer scrubber be on a visible tile for easier crawling, you have a ton of space for this |
I think perma should have stronger defenses against just breaking windows, but be vulnerable to the classic tunnel under the walls method. |
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still need to do vox
[gameplay] [general] [help] [wip]
HELP WANTED, NEED SPRITEWORK AND EXPERIENCED MAPPERS
The station



mining+science outpost
vox outpost
what needs to be done (TODO)
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:
Changelog
🆑