IceMeta: Difference between revisions

712 bytes removed ,  21:52, 11 November 2013
Updated key points for clarity, and updated planned changes.
imported>Metacide
(Minor update to key notes.)
imported>Metacide
(Updated key points for clarity, and updated planned changes.)
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'''Key points to note are that:'''
'''Key points to note are that:'''
* The map plays best with 30+ players.
* The map plays best with 30+ players.
* It runs on the same code as the default 'BoxStation' (tgstation.2.1.2), the only change is the layout.
* The only change is the layout - functionality is the same.
* It feels much bigger and more open, attacks in public are harder to get away with.
* It feels much bigger and more open, attacks in public are harder to get away with.
* It has a much larger maintenance system, useful for stealthier tactics.
* It has a much larger maintenance system, useful for stealthier tactics.
* There are in-game maps on the walls of the station to help you find your way.
* There are in-game maps on the walls of the station to help you find your way.
* The AI and Telecomms are now stored in a "MiniSat" accessible by engineers and heads, via space, transit tube, or teleporter.
* The AI and Telecomms are now located on the "MiniSat" near engineering.
* The escape shuttle is larger, with a cargo hold to encourage players to bring any new or valuable equipment back to CentComm.
* The escape shuttle is larger, with a cargo hold for valuable gear.
* All roles which have maintenance access around their department now have access to the nearest hallway's maintenance door, too.
* All jobs have local maint access to their nearest public hallway.
* All other z-levels are the same as vanilla BoxStation.
* All other z-levels are the same as vanilla BoxStation.


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==Planned Changes==
==Planned Changes==
For up to date plans and images of future changes, check [http://www.ss13.eu/phpbb/viewtopic.php?f=6&t=358 here].
For up to date plans and images of future changes, check [http://www.ss13.eu/phpbb/viewtopic.php?f=6&t=358 here].
*Moved the AI and telecomms to a 'MiniSat' on the station z-level.
*Made the MiniSat accessible by heads and engineers via transit tubes, space, and the teleporter.
*Moved cargo and security in towards the centre of the map using the AI's former space.
*Changed the layout of the storage wing, security, and the crew quarters.
*Moved the chapel to escape, moving virology to the left-side of medbay to compensate.
*Made the bar a larger, central area which is more of a focal point for the crew.
<br>
*Make a converted version which works on Baystation 12's code.
*Make a converted version which works on Baystation 12's code.
*Give all cameras as specific name (rather than area #1 etc)
*Give all cameras as specific name (most are currently "area #1" etc.)
*Eventually look at adjustments to the mining station / colony.
*Eventually look at adjustments to the mining station / colony.
*Eventually introduce a BoxStation (default station) derelict.
*Eventually introduce a BoxStation (default station) derelict.
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