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Plasma Station #33991
Plasma Station #33991
Conversation
This PR contains new or changed maps:
Maps are being rendered. This comment will be updated if rendering them is done. |
I'll checkout the map in a moment, and I'll tell ya what I think. Overall from the image, I really like how the idea turned out, it looks like a great map with a good theme, much like Xeno station. |
I hate that TEG is the main power in here. TEG isnt fun because it allows atmos techs to be elitist. Engineering needs singulo/tesla imo |
amber does the same thing im more concerned with science beign disconnected (probably shouldnt be i dont think) |
Some notes I had from a brief review:
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I might add some safety posters and such around the place - but it's intentionally supposed to be bare rock in most places. As for maps - should I make one of those physical maps that other stations have?
Fair enough. I'll reconfigure them a bit and expand them to include the airlock.
I did add some in key places - but if you think I need more, where could I add them?
I'll add some outcrops along the hallways with vents/scrubbers to keep them off the main path.
I could do that but I think most would just immediately grab a network config and remove that.
I'll expand the SMES array.
Woo!
Just need to figure out how.
Ah - that's what's wrong.
I'll try and fit it in.
Thought I did that.
It's a troll door.
Easy fix
I'll replace them with open valves? The idea is to give the impression it's a new addition - science as being it's own module.
👍
:disintegrate:
👍
I didn't want to - but I might just add some scaffolding tiles in the burn chamber room, so it'll be possible to directly vent to space.
I can rework atmos to fit in more gas tanks. I'll just expand the existing tank stack northwards.
Same thing as I said for the burn chamber. I didn't want to - but I can add some scaffolding tiles to prevent this.
👍
I forgot this. I am a fake CE main 💀 |
I dont like it either but Amber is a small-mid pop map which makes it a little bit okay. This looks high pop and it really is just TEG elitism which shouldnt be in the game at all. I've had atmosians straight up force engis to not do anything round start and this is basically enforcing that. It's boring a horrible way to play. |
"TEG Elitism" is an interesting statement, and I can see it happening. I agree that atmosians can get a bit egotistical and force their designs, leaving new players no room to experiment or try around. This was largely due to the fact that engineering used to be a huge rush to get power up, and it's much faster to just do their setup than to gamble on a new player making something that might not work. With power being balanced on most stations, I don't see this being a huge concern anymore. It's mostly an IC issue, and I think in these situations you could use your words. Simple things like "Hey, could I try setting up the TEG this shift?" and maybe as an atmosian with a bit more hours under their belt, you could offer to teach, or let them explore their design and point them in the right direction to something that works. This is something I always do when I have a lot of time on my hands, and it helps introduce players to the atmos space of engineering and promotes tinkering with designs, something that atmos is all about. |
I've had shifts as an Engineer and Captain where Atmos Techs sue'd me for setting up Singulo/Tesla because they are "inferior" power sources compared to TEG. I really just don't like how much people rely on the TEG compared to some more fun power options that engineering has. |
I agree that the TEG is the current meta power source, mostly due to the recent """enlightenment""" behind it. The example you mentioned is partly an IC issue, but I agree that the current state of power generation trends too heavily towards the TEG. I could write an essay on why the TEG is incredibly good, but this is not the PR for it. I can tell you right now that tuning the TEG's efficiency is not the simple solution to the problem and it will make the last bit of atmospherics gameplay there is unfun. Making the TEG balanced involves:
Both of which require a lot of work to atmos. |
I don't want to clog this PR with unrelated messages but I'll finish off saying this - TEG needs a negative drawback for it to be solvable in my opinion. It should never be better than Tesla/Singulo which have massive drawbacks. This is a good map but I really do hope a singulo/tesla arena gets made for it later. |
Alright after a brief look I want to say:
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Easy fix 👍
Roomba mentioned - I might just put a lattice tile outside the blast doors and call it that.
Yes
Yes
It was a last minute change but I had the sudden realisation of just how much of a pain in the ass it is when you drag the captain into medbay only for them to be stripped of all their items while being revived. It's a simple change but definitely a good one.
Plushie |
Salvage magnet always renders the wrong direction in the map renderer. |
Expanded science's SMES array Added advanced SMES Redone stamped documents with custom stamps Expanded atmospherics with more storage tanks Added status displays Add missing beacons to solars Replaced the passive gates in science with valves Removed protolathe in engineering Added guitar to CE office Replaced throngler plushie with weh cloak Add a lattice tile outside the atmos burn chamber and storange tanks Added atmos network monitor in bridge
What's the gas setup near cargo? I assume it's freezon related, but either way I've never seen anything like it near cargo. I'm loving the way this map looks, and I can't wait to play it as soon as it's ready. I absolutely love how sec is both super secure with the double reinforced wall, but if you get between you can bomb into the armory. I also love how even if you can pull that off you still have to deal with the hallway being a choke point for raiding the vault. I can't wait to see nukie rounds on this station. Also the weh room is top notch and I would like to request the bar gets a TV so I can tune in to the weh channel. Speaking of the bar having an indoor/outdoor is inspired and I can't wait to tend here! |
It actually did have one - the bar went through a redesign, but I forgot to put a new TV down 😅 |
Ok - I think I've finally cleared out all the issues I am aware of. I'll wait for the tests to finish. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…tion-14 into plasma-station
It's amazing this game runs at all
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This map's power is balanced, and passes the roundflow test with flying colors.
I had some misc comments here and there during my time looking at your map, I'll share them in the review thread.
I love mapping I love mapping I love mapping I love mapping I love mapping
About the PR
Plasma Station is my pet project that was inspired by a discussion on discord - revolving around the idea of a run down plasma mining station that had been only recently converted into a Nanotrasen research outpost. The main gimmick is the station's industrial, unpaved design, with much of it's structure being exposed rock and dirt.
Why / Balance
Plasma Station was designed first of all with the concept of a plasma mining station. As part of this, two gas miner rigs were originally planned to be included - although Emisse has stated that there's no way that such a feature will make it past the admins. As such, they have both been disabled and turned into display pieces. Downstream servers or admins can enable them at their own discretion.
The main gimmick of plasma is it's appearance as a mined out outpost - featuring dug out tunnels instead of hallways. These are intended to provide an industrial appearance. Power and air are instead routed through 2 wide maintenance tunnels.
Since the main gimmick of Plasma is the plasma - the station does not feature a singularity pit, but does have a TEG, with instructions in the form of a pamphlet on the TEG and control panel. These are intended to provide inexperienced players a chance to learn a basic TEG setup - but also remains functional enough for more advanced TEG designs.
As part of Plasma's lore, the science section is the most recent addition to the station. As such it takes the form of a much cleaner, separate module which sticks out from the station. It does however contain it's own maintenance run and is reasonably well connected to the rest of the station.
Technical details
Media
Most recent map render
Requirements
Breaking changes
Changelog
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