Guide to mapping: Difference between revisions

1,671 bytes added ,  19:10, 10 July 2015
Added info on door accesses, tweaked the "pre-commit checks"
imported>Oranges
m (Cheridan is lame)
imported>Qbopper
(Added info on door accesses, tweaked the "pre-commit checks")
Line 49: Line 49:


== Pre-commit checks ==
== Pre-commit checks ==
- Are all the floors with or without air, as they should be? (regular or airless)<br>
 
- Does the area have an APC?<br>
*Are floors with or without air, as they should be? (regular or airless)
- Does the area have an Air Alarm?<br>
*Does the area have an APC?
- Does the area have a Request Console?<br>
*Does the area have an Air Alarm?
- Does the area have lights?<br>
*Does the area have a Request Console?
- Does the area have a light switch?<br>
*Does the area have lights?
- Does the area have enough intercoms?<br>
*Does the area have a light switch?
- Does the area have enough security cameras? (Use the verbs under Mapping for help)<br>
*Does the area have enough intercoms?
- Is the area connected to the scrubbers air loop?<br>
*Does the area have enough security cameras? (Use the verbs under Mapping for help)
- Is the area connected to the vent air loop? (vent pumps)<br>
*Is the area connected to the scrubbers air loop?
- Is everything wired properly?<br>
*Is the area connected to the vent air loop? (vent pumps)
- Does the area have a fire alarm and firedoors?<br>
*Is everything wired properly?
- Do all pod doors work properly?<br>
*Does the area have a fire alarm and firedoors?
- Are accesses set properly on doors, pod buttons, etc.<br>
*Do all pod doors work properly?
- Are all items placed properly? (not below vents, scrubbers, tables)<br>
*Are accesses set properly on doors, pod buttons, etc.
- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?<br>
*Are all items placed properly? (not below vents, scrubbers, tables)
- Check for any misplaced or stacked piece of pipe (air and disposal)<br>
*Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
- Check for any misplaced or stacked piece of wire<br>
*Check for any misplaced or stacked piece of pipe (air and disposal)
- Identify how hard it is to break into the area and where the weak points are<br>
*Check for any misplaced or stacked piece of wire
- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.<br>
*Identify how hard it is to break into the area and where the weak points are, and balance the area accordingly (eg. the Vault should be made of reinforced structures and electrified windows, the Kitchen should not)
- Are there any [[guide_to_mapping#Room Structure|unsimulated floors]] where they shouldn't be?<br>
*Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels
*Are there any [[guide_to_mapping#Room Structure|unsimulated floors]] where they shouldn't be?


== General Station-wide Mapping Guidelines ==
== General Station-wide Mapping Guidelines ==
Line 233: Line 234:
=== Access ===
=== Access ===


==== Door access ====
Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one's we're concerned with are '''req_access_txt''' and '''req_one_access_txt'''.
 
[[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it's a public door, the access is set to "0", as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that's the value for Security front doors - accessible by Security positions, but no one else.
 
Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. "28;31" is for Kitchen and Cargo access). This might seem worthless, but it's useful for small maps, where jobs might need to share access due to cramped spaces.


==== Airlocks ====
There's an important difference between the two that you need to pay attention to - req_access_txt requires '''ALL LISTED ACCESSES''' to open the door, while req_one_access_txt lets anyone with '''ONE OF THE LISTED ACCESSES''' open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put "63;4" in '''req_one_access_txt''', because we want the Detective '''AND''' Security to have access. If we used req_access_txt, you would need '''BOTH''' accesses to open the door, meaning neither the Detective or Security could open it.


==== Pod Doors ====
You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren't sure, you can take a look at Boxstation's map file and check the value on the door you're looking for).


=== Airless Floors ===
=== Airless Floors ===
Anonymous user