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Updates and overhauls BoxStation (#101)
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This remakes and updates Boxstation to modern code, a project 7+ months
in the making. I've tried to keep it as faithful to the original as
possible (as such, most of the station layout is unchanged), while also
updating it to fit in with other modern maps. Unless the admins have run
it while I was offline, it has only been tested on live once, though I
hope to get more tests in. Discord development thread is
[here.](https://discord.com/channels/326822144233439242/1260278355161514034)

<details>
  <summary>Full SDMM map render</summary>
  
![StrongDMM-2024-12-06 05 07
23](https://github.com/user-attachments/assets/712bc87e-79c5-4f92-8bfc-f452889b2357)

</details>

Some of the more major alterations:
<details>
  <summary>Aft medbay and virology</summary>
Virology used to be much, much bigger. The virology lab used to make up
all of the non-virology rooms and halls in the screenshot (save for the
breakroom and psych office, those were there. everything further down
from the hangover spawn was virology), but not the virology pictured.
Medical was missing content, and there was a massive, open maintenance
area south of virology that was just begging to be developed.

![StrongDMM-2024-12-06 05 10
14](https://github.com/user-attachments/assets/dd282475-5077-4e6d-9d96-7d03aedd5719)

Thus, virology was squashed and moved into that open maintenance area, a
freezer and chemical storage closet were built, and the CMO's office was
moved there. Speaking of...

![StrongDMM-2024-12-06 05 15
07](https://github.com/user-attachments/assets/467d07f3-3907-4dc7-8d3e-7a6934bef7bc)

Here's where the CMO's office used to be. I had tried to preserve it.
Believe me. But, with the addition of the coroner, I just couldn't do it
without making the coroner's office tiny. So, the CMO's old office was
shrunk, the blast doors were removed, and the door was modified to only
require medical access.

Other than that, Medical is fairly unchanged. Interestingly, it was the
only department that had doubled wires. Those have been removed, of
course.
</details>
<details>
<summary>Ordnance, nanites, circuits, xenobiology. The science
disciplines.</summary>
Let's start with the elephant in the room: nanites. Nanites do not exist
anymore. What used to be the nanite lab has been repurposed into a
circuits lab!

![StrongDMM-2024-12-06 05 23
29](https://github.com/user-attachments/assets/b8dae0be-c3ac-47fc-acbd-5f697fa00a49)

Now, in the one live test run, there was a scientist who could not find
the departmental orders console (it's the one at the top of the above
screenshot). It was rather funny, watching him try every other console
in the department before he found it, but I worry that this might be a
recurring theme. I, for one, think it's fine and easy to find, but I
also placed it there. I'm not certain where I'd move it to if needed,
but I'd be willing to do so. After all, I've dealt with worse over the
past half a year.

On the topic of nanites, I did pay a little tribute. These are
showcases; they aren't functional. But, you can find them in science
maintenance.

![StrongDMM-2024-12-06 06 07
14](https://github.com/user-attachments/assets/98482198-a786-46df-b423-e5cfd6a4b840)

Moving on to the ordnance lab.

![StrongDMM-2024-12-06 05 41
24](https://github.com/user-attachments/assets/a7cda71b-639c-4168-b621-e34e840d72dd)

If there was a competition for which room I modified most and came back
to most often, this room would win. The 2020 toxins setup was much
different from the 2024 ordnance setup. For reference of what I started
with, here is a screenshot off of the Affectedarc webmap of Beestation's
Boxstation.


![image](https://github.com/user-attachments/assets/8f12a535-a722-43f1-82b8-c401b6be2c2e)

There were a lot of things to change, I even had to move the launch
room, bomb site, and that little airlock thingy between the launch room
and lab four tiles east to make room for everything. And, I'm quite
proud of how it turned out. I even wrote these two silly papers in the
filing cabinet in the ordnance office.


![image](https://github.com/user-attachments/assets/ba687f30-4269-49be-81a1-e305fca15162)

Yes, the date on the left report is the IC date that Boxstation was
removed. The right one is the date I started the development thread, as
I did not keep the date I began working on it on record or anything. Not
even on Github, since I only added it to my fork after I had spent a
while working on it.

The xenobiology lab is mostly unchanged. What used to be an eleventh pen
is now a cytology pen. There's also a little cytology lab setup near the
entrance.

![StrongDMM-2024-12-06 05 53
24](https://github.com/user-attachments/assets/34c42dca-602b-4201-b957-ad15f254193d)

Genetics was one of the first rooms I remade. I'm not certain what it
used to look like, due to the time passed, and none of the other
Boxstations on the webmap have anything even close. I do remember having
to reshape it because of the ordnance freezer chamber, but that's about
it. Yes, the sink has been connected to the pipenet. It's actually been
beneficial going room by room like this, otherwise I'd have missed the
CytoPro and the sink. Anyway, that's the genetics lab.

![StrongDMM-2024-12-06 05 57
17](https://github.com/user-attachments/assets/8ef49da7-36f9-448d-a92a-45b8d9baf4a0)

Much of the rest of this area is mostly unchanged. I did rearrange and
redecorate the research lab, but that's really about it. Robotics is
very untouched.

![StrongDMM-2024-12-06 06 09
33](https://github.com/user-attachments/assets/a3ed2870-a855-4625-91bf-95895834848f)

</details>

<details>
<summary>Central Command, or in layman's terms, the bridge which happens
to be in the center.</summary>
Most of the work here was just flooring. It was while working on this
that I grew quite fond of the large wood floor tiles. The council
chamber/meeting room was probably the room that I did the most to. It
includes bridge assistant representation! He gets a little table with
everything he needs to be a bridge assistant. I thought it was cute, I
like it. The rest of the bridge is mostly the same. There are a couple
of decals I added, but that's about it.

![StrongDMM-2024-12-06 06 23
30](https://github.com/user-attachments/assets/8f21450f-98fd-40be-8bfb-bf5397cce401)

I did not touch the AI chamber for the most part. If you load up the old
version of the map, it'll still be where it is now.

And, I suppose this is where I should talk about the other command
areas.
Gateway and vault are pretty much the same. Just decal work for the most
part. The vault safe has the hitman outfit, a lazarus, the reaper ID
card, a stethoscope, a cash briefcase, and an Ansem/SC. All but the
Ansem/SC can be found in other vaults, I chose the Ansem/FC over the
more popular desert eagle for a weapon because of a) it's easy to get,
you just need a black market uplink and a little cash, so it's not
exactly exclusive loot; and b) it fits the vibe of maintenance reaper, a
stealthy weapon that breaks lights.

EVA storage was much more of an undertaking. I vaguely remember it being
separated into three very sparsely stocked rooms, and I didn't
particularly like it. So, I tore all the walls down, put in some
standard equipment, and turned the old command storage room (which
contained, like, a signaler and that's it) into an EVA planning room for
the more RP oriented space explorers (nobody). The idea was the RD would
get up on "stage" (the wood floor) and explain what their mission was,
and then they'd go do it. I was really hoping for a podium or something
to be present, but alas.

![StrongDMM-2024-12-06 06 27
08](https://github.com/user-attachments/assets/a9e3f84a-4964-4482-8008-3139d4f2a4e1)

</details>

<details>
  <summary>CARGONIA</summary>
Drone bay's there now. Bitrunning den was built into some maintenance.
Boulder machine, Big Bess, and crates. Lots of crates. I will admit, I
have never worked in a warehouse, but I tried to make the cargo bay
somewhat realistic from a logistics standpoint, or at least, having the
illusion of being realistic. The cargo warehouse, the little dirty one
up top, has a dedicated express receiving area. Abandoned, of course.
There's also a crate returns chute.

![StrongDMM-2024-12-06 06 39
38](https://github.com/user-attachments/assets/3a9da04a-a9ea-4d48-b387-7daf663e7a83)

</details>

<details>
  <summary>Station Common Areas and the Service Department</summary>
Janitor closet.


![image](https://github.com/user-attachments/assets/95878145-9bd4-460a-a0a4-8cf7ad8c4853)

Arrivals hallway, including the locker room, tool storage, and vacant
office


![image](https://github.com/user-attachments/assets/cc8cd3d9-a7e1-43da-adab-15de85390ae2)

The actual arrivals dock


![image](https://github.com/user-attachments/assets/be7790fc-e7d9-451a-896b-ac78788a5568)

Much of the work in the above areas was just floor decals. There's a
barber shop in the locker room, including a razor which has been
varedited to look like a hemostat, which just so happens to look similar
to hair clippers, in a way. Arrivals security checkpoint was redone,
too, into a customs post, which I think is nice.

Dormitories are cozy. It's lit by blacklights, which I think looks cool
ingame. They have a laundry room, which only exists because otherwise it
would be a five tile straight horizontal maintenance area, and there's a
trophy case facing into the fore hallway with a couple flavorful items.
From top to bottom, the Spinward Olympiad silver cup, a synthetic rose
bouquet, the Spinward Olympiad gold cup, the NT-AEV 'Reach', and a
historic L6 SAW (foam gun, don't panic. NT was being cheap.). It also
has the showroom photo frames.


![image](https://github.com/user-attachments/assets/da9b38f5-80e0-4c2c-9fa1-ccb1574c2d66)

Fitness room, also mostly untouched. New weight lifting area above the
holodeck, though.


![image](https://github.com/user-attachments/assets/dd0bd5db-0585-41c3-9d4d-38939d9868c3)

Ah, the Grand Nanotrasen Diner. I went into designing this area with the
goal of promoting cooperation as much as possible. In a perfect world,
the clown and mime would be putting on a performance, the bartender
would be serving drinks and food, an assistant the chef picked up off
the street would be serving food, the chef would be making food, and the
botanists would be growing food. Thus, the chef has access to the bar
and hydroponics, the bartender has access to the kitchen, and so do the
botanists. Backrooms are private, though. The botanists' trays are in
terrariums to prevent the chef from doing their job for them. I know
botanists never keep the normal setup, speaking as someone who has
played a decent bit of botany, but it's the thought that counts. The
service hall has been massively expanded. It used to just be a 3x5 room
in maintenance, where the lathe is now, and I just didn't like that.
Also, the fox in the wall is the Devourer of Gods. He drops a dark
matter singularity toy when butchered. I thought it was funny.

![StrongDMM-2024-12-06 07 07
45](https://github.com/user-attachments/assets/947d3259-d082-406d-a685-5b8667dcd8b1)

The library, the chapel, and the departures lounge have also been
changed. Because there was no art gallery, the chapel office was moved.
Honestly, not sure what else to say on this.

![StrongDMM-2024-12-06 07 14
13](https://github.com/user-attachments/assets/52ef10b4-b109-49e2-85ad-1dceebc4d636)

</details>

<details>
  <summary>The Home of the Redshirts, Rival of the Greyshirts</summary>
Pretty much the whole area has been redone, I'm honestly not too sure
where to begin with this. For one, the courtroom is now very colorful.
The law office is pretty, the detective's office is pretty. I redid the
interrogation room. The armoury has a formal uniform crate, like
Metastation, and there are wardrobe closets for secoffs to play dress-up
with. Mechbay, firing range. Perma has a full kitchen. If/when torment
nexus gets merged, I'd add it to the space between the execution room
and the interrogation room.

![StrongDMM-2024-12-06 07 20
14](https://github.com/user-attachments/assets/bc6a8111-fd8c-4400-b267-bf0ca0db2ac7)

</details>

<details>
<summary>Engi-nearing my FUCKING limit, or, I'm burning myself out
having been writing this for the past 2.5 hours</summary>
Tech storage has new floors.

![StrongDMM-2024-12-06 07 32
15](https://github.com/user-attachments/assets/5edad87f-0c25-4d6b-8545-dbb3bf578c16)

CE's office has been refloored and expanded by one tile. Foyer's mostly
untouched, save for floor decals. Atmos work area retains the classic
pipe dispensers.

![StrongDMM-2024-12-06 07 33
17](https://github.com/user-attachments/assets/093f117c-6cd7-4852-be98-2cef1dfed775)

Gravgen refloored, there's a shared engineering storage much like on
Icebox, Supermatter engine is just the box setup.

![StrongDMM-2024-12-06 07 35
33](https://github.com/user-attachments/assets/30aee500-ef32-47f3-be46-85f0826d8689)

Turbine engine.

![StrongDMM-2024-12-06 07 37
35](https://github.com/user-attachments/assets/5d010fc4-b088-4b7a-b928-858d7584356e)

Telecomms, which now has the capability to cool itself.

![StrongDMM-2024-12-06 07 38
21](https://github.com/user-attachments/assets/f4b48c80-049f-46a2-a726-560f8351f733)

And then there's this little guy.

![StrongDMM-2024-12-06 07 39
18](https://github.com/user-attachments/assets/7e1c8946-9c92-4ce0-8b7a-6b8aae2b4564)

This is the atmospherics minisat. I needed a place for the HFR and
crystallizer. Neither existed when Box was removed, and Icebox has the
advantage of multi-z. So, I thought, I don't have anywhere to put it on
station. I'll make my own station. And so I did. I've never operated the
HFR, so I don't know if this is good enough room. Ideally, atmos techs
would use space to add piping, but I digress. I think the atmos minisat
is such a cool idea. I made an emergency shelter that people who fuck up
would be able to flee to. They have control of the HFR room vents and
scrubbers, and also, an emergency vent. Those blast doors open up to
space. The idea was that if there was some massive fire or gas leak or
something, they'd be able to get into the shelter, shut off the vents
(so as to not waste air), and vent it until it's clear.
</details>

<details>
  <summary>Maintenance</summary>
There are a few rooms I added to maintenance. You may have already seen
the abandoned nanite lab from the research section, here's the rest.

Old water utility room. It's flooded, and fishing in the water yields
the same stuff from a toilet.

![StrongDMM-2024-12-06 07 45
59](https://github.com/user-attachments/assets/175f3085-f7b7-4441-82b3-87f735e5b069)

Old radiation shelter. Ever since maintenance has gotten radiation
shielding, this shelter has stopped seeing usage. But, it remains as an
emergency shelter. Comes with seven chairs, seven rations, and toys.

![StrongDMM-2024-12-06 07 46
51](https://github.com/user-attachments/assets/30ee0954-3e68-4d94-9d42-a017ec0f76e4)

Homeless shelter. A little paper about stealing a cigarette machine to
that the homeless give money back to the owner is on the table, right
next to a brutal scene. Looks like the homeless caught on.

![StrongDMM-2024-12-06 07 50
09](https://github.com/user-attachments/assets/57b0a565-6b69-43f4-91d9-0c1bd4bd8840)

Mech bay and surgery den. Surgery den was untouched save for gib spawner
and floors. Mech bay, I just thought it'd be cool. The fabricator isn't
linked; it's the maint subtype.

![StrongDMM-2024-12-06 07 51
27](https://github.com/user-attachments/assets/48fa106d-a1e1-44f9-bea9-a2de678a0b84)

Abandoned clinic. Contains medical loot, and is easily repairable.

![StrongDMM-2024-12-06 07 53
21](https://github.com/user-attachments/assets/b034e0fa-677f-46cd-a5cc-03e5e29039f2)

Arnold's pizza shop. Contains Arnold pizza and the ingredients to make
your own.

![StrongDMM-2024-12-06 07 56
00](https://github.com/user-attachments/assets/9dd04c40-a9cd-472d-962d-348e4b0cd959)

Abandoned postal storage. Contains mailman hat, cheap lighter, package
wrapping, junkmail, and destination tagger.

![StrongDMM-2024-12-06 07 56
58](https://github.com/user-attachments/assets/9b7d32f3-1342-40f9-a117-5624ad7d7569)

Abandoned EVA storage. Most of it's been picked clean, but there might
still be some goodies scattered around. The fire axe cabinet is empty
and broken.

![StrongDMM-2024-12-06 07 59
11](https://github.com/user-attachments/assets/1ebb9aa9-4827-4abd-a4e0-7da683d8c0e9)

</details>

Alright, that should cover most of the changes in the map. I've been
typing this up for the past three hours, so my brain is no longer
functioning at peak capacity. I enjoyed working on this over the past
several months, and I hope it brings joy to those who play on it.

Please give feedback if you have any.
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norsvenska authored Dec 10, 2024
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