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catwalk atmos improved, and various map fixes/QoL/nitpicks #93624
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pictur? |
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Well I left thoughts here: https://discord.com/channels/326822144233439242/782914977874837515/1431620985005670420 but since you made a PR here you go. My first impression is that this was a rush job that needs more time in the oven Removed the link upper and lower level power? This room will not work as you removed the air loop from it, the blue pipes are still there but you killed the air distro from getting from lower atmos to upper atmos |
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I do want to see the QoL/nitpick pictures for most of these. |
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@loganuk regarding the last one for cycling the interior airlock, i believe this is an original oversight, not one I made. edit: also the power issues were not mine neither. i've now fixed both anyway. |
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fixed all aforementioned & added pictures |
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ah cheers! that's useful |
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I will agree with the others, you need to cook catwalk atmos just alittle more. There is an art direction with color tiles itself, just space them out and make them nice looking. |
i'm happy to refine floor tiles a bit more, but just so you're aware the floor design itself i've left practically untouched (besides the missing grille pathway I'll fix shortly), and redesigning atmos (the art/flooring as a whole) was kind of out of scope for the PR. |
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floor tiles now a bit more on theme and consistent with catwalk |
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Multi attaching wall mounts to the same wall is generally problematic
If either of them need re-building due to damage, only one can be placed on the same wall, We kinda get away from it with buttons but as a general rule, one item per each wall space, rather than a light and a wall console or a wall console and a camera and so on
Let me commend this extremely OP guide: https://hackmd.io/@tgstation/SyVma0dS5 - Has a section on this and other factors
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I'd suggest expand the AREA of that room to include the walls of the room more rather than have an l shape from main atmos around it, I left atmos area on that door just for APC power and so on but yeah
Also the intercom needs to move up (the one in the bottom left corner)
I guess it's okay to squash it somewhat but yeah...
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The lattice has no place on the hull, the point of the lattice is so when it is out in open space it is not floating by itself, perhaps remove the lattice or move the vent to the space gap above with lattice
Not a fan of the room air scrubber venting straight to space or of the airlock air mix going to space being wasted, should feed back into scrubbers loop ideally
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ill respond momentarily |
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If making it fully functional from a derelict, I'd say fix the room up, flooring and so on
Also the air mix chamber pipes, not quite enough sadly...take a look at the other mix chambers on other maps, things like a pump in and out
Actually looking at how the pipes get in, perhaps a re-design and re-lay out the room I'd suggest
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Why did this pump get moved, perhaps move the decal with it, it was gapped fruther from N2 pumps so a new player can immediately tell what it is
Also same problem above with missing pump but decal present, Multi-z causes confusion and whoever is pumping a mix in needs to be sure of what they are doing at 3x points rather than just 2x was the logic for that
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For these: map: icebox: moves syringeguns moved into windoors Maybe break them out into their own PR just as the lions share is on Catwalk |
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Alright I'm gonna stop digging into this Feels like it could/should be 3x PRs One for Atmos |
you already can, the filter works like other stations. look at the lower z level.
this is how engine scrubbers work for all other stations because of clogging due to gasses not being able to pass through waste. since they aren't 'mainstream' gases, they wont eject into space unless setup. 2- i'll make a PR without atmos changes when I get the time |
Thanks again for the work and for engaging with the feedback. Mapping is hard and subjective. Closing is fine if it went beyond what you wanted to do. One quick check did any of my comments feel too harsh or off in tone? If so I would rather know and improve for next time. |
nah ur good, dw |
About The Pull Request
below - didn't want to clog up PR
Why It's Good For The Game
map: catwalk: atmos improved. more consistency. ease of access. less claustrophobic near elevator area. easier to identify where atmos is located (windows). adds engine/mix looping. compacts elevator. adds air canisters. removes the arbitrary roadblocks near engine & the no lights because I felt it was unhealthy for the game because it made atmos technicians dislike catwalk due to unnecessary hindrances for no purpose.
also fixes power issues (missing cable coil). and also fixes the broken multi-z air.
pictures
map: catwalk chemlab: adds multitool (multi-z), unbolts upstairs door (less arbitrary roadblocks), organization (swap table)
picture
map: catwalk, tram, meta, icebox: syringegun consistency (now total 2) - consistency, and less confusion. possible oversight
map: catwalk, icebox: adds shower soap spawn - possible oversight, consistency, and on theme
map: icebox: moves syringeguns moved into windoors - syringeguns should be secure items
picture
map: tram: adds pharmacy igniters - oversight
map: delta: fix auxiliary tool storage access consistency - door access is different from all other maps. less confusion
map: nebulastation: fix (adds) missing unrestricted access helper in medbay - oversight. ease of access for cryo patients to leave
picture
Changelog
🆑 ArchBTW
map: catwalk: atmos department improved
map: catwalk: fix broken atmos multi-z air and power issues
map: catwalk chemlab: adds multitool, unbolts upstairs door, organization
map: catwalk, tram, meta, icebox: syringegun consistency (total 2)
map: catwalk, icebox: adds shower soap spawn
map: icebox: moves syringeguns moved into windoors
map: tram: adds pharmacy igniters (oversight)
map: delta: fix auxiliary tool storage access consistency
map: nebulastation: fix missing unrestricted access helper oversight
/:cl: