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Wawastation #82298

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Wawastation #82298

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mc-oofert
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@mc-oofert mc-oofert commented Mar 29, 2024

About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
StrongDMM-2024-05-24 06 59 36

upper level (24.5.2024)
image

general map details and department stuff

  • the station is more focused on the bottom level, so falling in doesnt roundremove you
  • this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot
  • there is plenty multiz usage
  • service is the center of the station

Service - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024
ezgif-1-4549df2db8

Civilian - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal.

Cargo - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. Oh also the QM starts with an empty PML-9 and a mostly functional rocket

29.3.2024
ezgif-1-4d6bfe6c07

Medical - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

Command - AI Sat transit tube access is here. HoP has an open stall facing primary hall, and maybe a piano trapdoor pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room.

Security - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024
ezgif-1-d833de73fc

Science - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal.

29.3.2024
ezgif-1-4f8814ece9-1

AI Sat - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room.

Engineering - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by Kendra Hunter. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine.

Why It's Good For The Game

another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

Changelog

🆑
add: wawastation, the station map
/:cl:

@MatrixOne500
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MatrixOne500 commented May 22, 2024

Wow I just played a shift of the new build with the chemistry changes and it's great! We have forma, body bags, and a minisat all for chemistry with the beacons too, I was honestly blown away. Great work! The minisat is even further away from med than the cave was so it forces the use of beacons and recipients even more but I much prefer this setup to the old, it's a good tradeoff for having your own lab.

One more issue that I've had come up multiple times on the lab is the issue with power. It feels very hard to find wires because they are multi-Z, and due to the way the cables are set up, a mouse eating a cable DOWNSTAIRS can paralyze the entire lab, viro, and morgue UPSTAIRS. So you have to be searching both Z levels for the chewed wires and it feels like it happens a lot because of how long that section of wire is that's solo and supplies all those rooms.

For example, only after death I was able to find where the wire was chewed that paralyzed the entire upstairs medbay:

1

Second example, this looks to have been deliberate sabotage but similarly a single downstairs wirecut depowered entire upstairs medbay + all surgery rooms:

2

EDIT: Also I can't overstate how good medbay has become. I've seen the two overhauls and so much great stuff has been added. Some things I never mentioned but that I appreciate are that we have FOUR DISPENSERS for chemistry, so it doesn't hurt as much when doctors use them because a chemist can use the upstairs ones and get good mileage. Cold room is not far from where it's needed (perhaps one of those canisters could be an oxygen canister though? I think Tram has done it like this. n2o is just used for griffing these days). More positives: The break room has extra clothes in a locker, and a personal locker with a bag for people who get dragged in who got stripped/burned/lost their stuff, which is useful and you can't always buy clothes in the vend in the event of outages. New surgery with the two beds is great. I love that we have our own radiation bunker! I dragged a dispenser there once and made mutadone in leisure and comfort during a rad storm.

Just wanted to edit in some positive things I liked from a medbay perspective since it was under lots of changes, hence the above paragraph. Best of luck in the future

@Sadboysuss
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sec has no hand labeler for marking evidence lockers and other things, secure evidence locker doesn't allow sec officers to allow it (other maps allow sec officer to access secure evidence locker)

@Sadboysuss
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not sure if it's intentional or not: destroying tiles on z-level 1 leads to the asteroid rock being revealed, resulting in no spacings created, this means bombs will almost never space the station.

@mc-oofert
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not sure if it's intentional or not: destroying tiles on z-level 1 leads to the asteroid rock being revealed, resulting in no spacings created, this means bombs will almost never space the station.

a space breach in a station with more open space than tram would lag the shit out of everything

@LemonInTheDark
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LemonInTheDark commented May 24, 2024

Lighting looks mostly good. word of advice, areas with colored lighting are harmed by the addition of harsh bright lights

image
image

Also atmos seems sorta overlit. could use another pass. Keep in mind bleed from upper z layers/spaces is pretty significant

image

Like this middle light is really not pulling its weight
image
image

What's the deal with this hallway in medbay why does it have 4 half intensity lights
image

What is going on with this room, you could light it with 2 bars and a bulb
image

@LemonInTheDark
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Anyway on lookin deeper, hallways and some spaces are nice, lights going out impacts them quick. You seem to overlight departments though, which makes lights less meaningful and means darkness is tactically less useful. worth a revision IMO

@LemonInTheDark LemonInTheDark added the Do Not Merge You must have really upset someone label May 24, 2024
@LemonInTheDark
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LemonInTheDark commented May 24, 2024

DNM until jimmyl (and maptainers) are happy with it (as per his request)

@optimumtact
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Is the Wawastation brig designed to be as frustrating as possible for the Warden?

I wish I had pictures or a map to illustrate this, but essentially, the station has two levels. I actually really like Wawa Station and parts of the brig where I can monitor prisoners from the catwalks. The Warden's room is nicely equipped with all four consoles (prisoner management, security records, crew monitoring, and cameras) conveniently arranged around a single chair. However, the room's placement is problematic. To reach the Warden's room, you have to trek all the way to the left side of the brig and then go upstairs—it's quite isolated.

This isolation means I can't easily let people in or out of the brig like I can on other stations, and processing prisoners is a hassle because I have to go downstairs every time. Placing someone in a temporary cell ("auxiliary" brig) is even worse, as it's on the opposite side of the brig, adding another layer of inconvenience when their sentence is up.

It might sound trivial, especially if you haven't played as Warden, but during chaotic rounds with numerous prisoners, I'm constantly running back and forth between my room and the main part of security. I'm curious if this design choice was intentional—no hate to the map creator, just wondering.

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@Maurukas Maurukas left a comment

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First pass:

  • The engine is currently miswired, the engine APC and emitters are currently on the powernet connected to the tesla coils. This setup requires tinkering to get the emitters to fire and start the engine. Power should flow from Tesla Coils -> Main Station SMES -> Station APCs, Secondary SMES, and Emitters.
  • Do a quick newscaster and request console pass. Newscaster coverage is pretty good, but request consoles are a little sparse in places - Robotics for example. Test Areas will give you a list - they all don't need one, but some do.
  • There are quite a few areas without light switches. Test Areas (Station Only) for a list
  • This tank in medical maint is not connected (needs dir var set): image
  • Disconnected scrubber in the incinerator (wrong layer):
    image
  • Disconnected scrubber in upper cargo bay (wrong layer):
    image

No other major issues jumping out at me.

@mc-oofert
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Is the Wawastation brig designed to be as frustrating as possible for the Warden?

I wish I had pictures or a map to illustrate this, but essentially, the station has two levels. I actually really like Wawa Station and parts of the brig where I can monitor prisoners from the catwalks. The Warden's room is nicely equipped with all four consoles (prisoner management, security records, crew monitoring, and cameras) conveniently arranged around a single chair. However, the room's placement is problematic. To reach the Warden's room, you have to trek all the way to the left side of the brig and then go upstairs—it's quite isolated.

This isolation means I can't easily let people in or out of the brig like I can on other stations, and processing prisoners is a hassle because I have to go downstairs every time. Placing someone in a temporary cell ("auxiliary" brig) is even worse, as it's on the opposite side of the brig, adding another layer of inconvenience when their sentence is up.

It might sound trivial, especially if you haven't played as Warden, but during chaotic rounds with numerous prisoners, I'm constantly running back and forth between my room and the main part of security. I'm curious if this design choice was intentional—no hate to the map creator, just wondering.

this is a reddit post and suffice to say skill issue you have a door remote and camera console

@github-actions github-actions bot requested a review from Maurukas May 26, 2024 11:47
@Dorsisdwarf
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Is the Wawastation brig designed to be as frustrating as possible for the Warden?

It's also worth noting that the little staircase up to the Warden/HOS area is a very annoying place where anyone trespassing in the brig can run up and easily ambush officers/the warden by just unavoidably shoving them into the wall. Unless there's a way to throw flashbangs up a Z-level that I dont know, I'm not really sure how that one can be avoided short of just dogpiling the troll with multiple seccies.

@mc-oofert
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Is the Wawastation brig designed to be as frustrating as possible for the Warden?

It's also worth noting that the little staircase up to the Warden/HOS area is a very annoying place where anyone trespassing in the brig can run up and easily ambush officers/the warden by just unavoidably shoving them into the wall. Unless there's a way to throw flashbangs up a Z-level that I dont know, I'm not really sure how that one can be avoided short of just dogpiling the troll with multiple seccies.

If you let tiders into the brig I think that's a skill issue on your part

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Config Update Time to bother the headadmins for three months to get your config applied Do Not Merge You must have really upset someone Feature Exposes new bugs in interesting ways Map Edit Thank you for your tile-placing service. It's always appreciated. Sound Oh god my ears, they bleed, did you normalise the volume?
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