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| __TOC__ [[File:MetaStation_v24A_400.png|frame|link=https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/13-07-18%2092-22%20v32C%20Full.png|MetaStation v32C [https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/13-07-18%2092-22%20v32C%20Full.png (Click to enlarge)]]]
| | {{Maps}} |
| | | [[File:MetaStation.png|thumb|500px|'''MetaStation''' as of 2018-01-23. Click for full resolution.]] |
| | [[File:MetaStation_EngineeringReference_Image.jpg|frame|'''V41D Engineering Reference Map''', updated 2015/07/17.]] |
| | __TOC__ |
| ==About== | | ==About== |
| '''MetaStation''' is a largely complete work-in-progress map available in the /tg/ code as an alternative to the default map. MetaStation was previously run on Badger, and is now the defualt map on the second official /tg/ server, [byond://game.ss13.eu:2337 Philip]. It has been play-tested quite extensively and has been generally well received. Due to this play-testing, it is now largely bug free, and most feedback revolves around gameplay changes and balancing. Please give any feedback you may have [http://www.ss13.eu/phpbb/viewtopic.php?f=6&t=358 in this thread], and rest assured that the map is regularly updated according to such feedback. | | '''[[MetaStation]]''' is a fully-functioning map available on the bee codebase. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. |
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| '''Points to note are that:'''
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| * It is more open, so attacks in public are harder to get away with.
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| * It has a much larger maintenance system, useful for stealthier tactics.
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| * There are in-game maps on the walls of the station to help you find your way.
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| * The AI is in a more vulnerable position, but is directly adjacent to security for some protection.
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| * It feels significantly larger than the default map, and plays best with a population of at least 30 or so.
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| * The escape shuttle is larger, with a cargo hold to encourage players to bring any new or valuable equipment back to CentComm.
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| * All roles which have maintenance access around their department now have access to the nearest hallway's maintenance door, too.
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| * Most rooms and departments are largely as they are in the vanilla-/tg/ map, but rearranged to keep things fresh.
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| * All other z-levels are the same as vanilla.
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| | MetaStation ran on Basil for a long time and has been tested extensively, being generally well received. It used to be largely maintained and updated by '''[[User:Metacide|Metacide]]''', though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history. |
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| '''The most up to date information''' about MetaStation can be found in [http://www.ss13.eu/phpbb/viewtopic.php?f=6&t=358 in this thread] on the /tg/ forums. | | '''Key points to note are that:''' |
| <br>''The latest version committed is [https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/13-08-08%20MetaStation.v34D.Clean.dmm.zip MetaStation v34D.dmm], uploaded on 08-08-13.''
| | * It is geared towards higher populations than some other maps. |
| | * Key areas are more evenly spread to reduce local overcrowding. |
| | * It feels much more open, attacks in public are harder to get away with. |
| | * It has a large maintenance system covering most of the station, useful for stealthier tactics. |
| | * There are in-game maps and direction signposts on the walls of the station to help you find your way. |
| | * The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge. |
| | '''Further info''' regarding MetaStation is often posted [https://tgstation13.org/phpBB/viewtopic.php?f=11&t=3090 in this thread] on the /tg/ forums, with feedback also welcome there. |
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| | | == Notes == |
| ==How to Use== | | *It is geared towards higher populations than BoxStation. |
| '''Using MetaStation''' isn't too complicated, but does require recompiling the code. In future this may be easier, but for now: | | *Key areas are more evenly spread to reduce local overcrowding. |
| | | *It feels much more open, attacks in public are harder to get away with. |
| * Don't host the game whilst making these changes. | | *It has a large maintenance system covering most of the station, useful for stealthier tactics. |
| * Open tgstation.dme | | *The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge. |
| * Select the files tab on the top left of the screen | | ==How to Host== |
| | '''Hosting MetaStation''' instead of the normal map is simple on bee code: |
| | * Obtain a copy of the code as normal (use the 'Download ZIP' button [https://github.com/BeeStation/BeeStation-Hornet here]). |
| | * Extract the folder and open tgstation.dme using Dream Maker (part of BYOND). |
| | * Select the files tab at the top left of the screen. |
| * Expand the 'maps' folder in the file tree. | | * Expand the 'maps' folder in the file tree. |
| * Untick tgstation.2.1.2 or other current map, and tick the latest MetaStation map present. | | * Untick "beestation" or other current map, and tick the "MetaStation" option. |
| * Click the build dropdown at the top, and click compile. This may take a minute. | | * Click the build dropdown at the top, and click compile. This may take a minute. |
| * Once compiled, run the resulting BYOND executable (.dmb) as you would normally. | | * Once compiled, open Dream Daemon (part of BYOND), and run the compiled executable (.dmb). |
| | | [[Category:Maps]] |
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| ==Issue Tracker==
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| No issues currently, report any or give feedback [http://forums.nanotrasen.com/viewtopic.php?f=16&t=12512 here].
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| ==Planned Changes==
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| *Add the [[Doppler Array]] to toxins.
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| *Remove the burn chamber from atmos, they can use the incinerator.
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| *Move the AI core to security, and the AI upload to where the teleporter is at the moment
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| *Move the teleporter to where the AI is now, with a ready-room and other interesting features.
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| *Make a converted version which works on Baystation 12's code.
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| ==Version History==
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| {| class="wikitable"
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| |-
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| ! Version !! Changelog
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| |-
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| ! scope="row" | v34D
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| *Every job that has special local maint. access can now also access the nearest public-hallway maint. door too.
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| *The brig to courtroom defendant box tunnel is now correctly brig access.
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| *Corrected access levels around hydroponics and science maint.
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| *Fixed access level on all external airlocks from maint. Most were previously incorrectly all-access.
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| ! scope="row" | v34C
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| *Outer maint. door at medbay storage room is now correctly general maint access.
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| *Incorrect area designation fixed under snack vendor at the bottom-left of the central hallway.
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| *Added some costumes to maintenance, as requested.
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| *Updated the atmos rig suit to new entry and sprite.
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| *Moved telecomms around a bit so no machines are blocked, like the RC computer was.
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| *Added two metal foam grenades each to both engineering and atmos, on top of their metal piles.
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| *Replaced all incorrectly added holotables.
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| ! scope="row" | v34B
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| *Fixed vars on the Commemorative Plaque, hopefully fixing the rare frozen-arrivals bug.
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| *Cyborgs now spawn at AI upload foyer again, giving roboticists a chance to spawn emags before they come asking for batteries.
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| *Added some missing SPACE ACCESS warning posters.
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| *Added a single margherita pizza to a hidden room.
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| *Removed one cable coil from each solar control room, now there is just the one in space on the solar proper.
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| *Added IDs and PDAs to bridge, on the HoP's side.
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| *Added missing keycard authenticator device to the bridge and Captain's Quarters.
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| *Added lockboxes to all head's offices.
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| *Library backroom intercom is now correctly wall-mounted.
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| *Slightly adjusted disposals layout again.
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| *Removed most reinforcement from the outer-layer of the station hull.
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| *Sec offices at science and engineering are more vulnerable, as in other depts.
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| *Research now has only layer of rwalls that snake around a bit, is more vulnerable.
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| *Removed some rwalls around the AI upload foyer.
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| *Removed a few rwalls around EVA and HoP office.
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| *Expanded Captain's bathroom, better shower now.
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| *Removed lots of unnecessary reinforced tables.
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| *Adjusted tiles in robotics operating theatre, now looks nicer.
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| ! scope="row" | v33D
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| *Added missing muzzle and prisoner IDs to prison.
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| *Switched shower and toilet in captain's quarters.
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| *Fixed AuxSci and AuxGenetics corridors, now normal sci access and genetics access respectively, so long as unbolted.
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| *Re-added condimaster to botany, also moved blender to front room
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| *Removed non-functional chemical bottles from botany.
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| *Moved kitchen around to be more functional, also one-tile indent added from the main corridor.
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| *Slightly adjusted flavour text on the memorial plaque in the funeral parlour.
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| *Gave chaplain and librarian access to their own maintenance doors.
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| *Rogue lightbulb in janitors closet has been removed.
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| *Fixed cameras in research and medbay break rooms, virology and xenobiolgy entrances and airlocks detecting motion. Should now be as normal again.
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| *Removed unnecessary extra camera in toxins lab.
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| *Added secure briefcase to captain's room in the unmarked closet.
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| *Removed extra RC console in robotics.
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| *Removed reactive teleport armour from the RD's office desk, as there is another copy in the RD's locker anyway.
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| *Added one Atmos Hardsuit in atmos and one Emergency Medical Hardsuit to CMO's office. Can easily be removed if too helpful.
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| *Removed some superfluous wires at the brig.
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| ! scope="row" | v32F
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| *Updated syndicate bomb path, now map works again.
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| *Fixed airless tiles in maint room closest to toxins test area.
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| *Cyborgs spawn in robotics, not AI upload.
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| *Removed light behind cryo tube.
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| *Changed research department again, adding top desk and moving disposals.
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| *Updated CentCom z-level to be as in current box.2.1.2.
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| *Updated space under shuttle to be transit sprites.
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| *Fixed tiles around locker room / aux tool storage.
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| *Bridge overhauled, now has lots more computers.
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| *Replaced HoP's seraph model with paper tray.
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| *Fixed PA camera not appearing on correct lists.
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| *Rearranged R&D again a little, re-added matter bins.
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| *Rearranged robotics, added table for acid beaker.
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| *Seperated vending machines from morgue entrance.
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| *Fixed name of door to research department atmos control room.
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| *Added newscaster to warden's office.
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| *Removed extra wardrobe in locker room.
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| *Small adjustment to engineering.
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| ! scope="row" | v31D
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| *Better camera placement in cargo/supply and other places.
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| *Medbay Isolation Rooms are now Patient rooms.
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| *Medbay and Research have been reorganised.
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| *Escape has been enlarged and is now harder to barricade.
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| *Genetics now has patient lockers.
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| *There are now some patient lockers outside the morgue.
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| *Drastic reduction in tinted windows
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| *Some cameras are now better named, such as in break rooms.
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| *3 specialised maint. rooms - bar, surgery, farm.
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| *Added cameras to solar control rooms.
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| *Added donuts in a few places.
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| *Replaced food vendor in bridge with drinks vendor.
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| *Captain's desk in bridge now has access windoor.
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| *Windoors removed in a lot of places, escape too.
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| *Atmospherics no longer has uber-glass windows.
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| *The Theatre now has shutters with a switch.
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| *Adjusted space-bridge. Works better now.
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| *Many other minor fixes and adjustments.
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| |}
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| {| class="wikitable"
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| |-
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| ! Version !! Changelog
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| |-
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| ! scope="row" | v29E
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| *Rearranged items in engineering, a little easier to use now.
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| *Made theatre bigger by getting rid of wasteful doublewalls near it.
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| *Better camera distribution in the dorms and science.
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| *Moved camera off glass in the Garden.
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| *Added hazard stripes to maintenance in central command module
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| *Added Ian Shirt + Latex Gloves + Tie-dye shirt in hidden places
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| *PA camera is now EMP-proof
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| *Missing holopads added to robotics and R&D
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| *Science guard locker is now the correct type (not engineering locker)
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| *Pointless windoor in robotics removed, as well as those in the funeral parlour and tool storage.
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| *The CMO now has access to the genetics auxiliary access bolt control buttons.
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| *Morgue acccess added to chef and roboticist.
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| *Made a multi-purpose half-built space-platform above arrivals.
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| *Reduce tinted windows, replaced them all with full-tile-tined-windows, walls, or normal windows again.
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| *Made the art room a bit better
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| *A few other small fixes and changes
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| ! scope="row" | v28M-II-C
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| *Added bolt controls to auxiliary genetics and robotics access doors. They are labelled RD-Only for clarity.
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| *Moved disposals and mulebot delivery from the Mech Bay to Robotics. The destination tag is still the same.
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| *Moved around some things in robotics, welding goggles are more visible.
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| *Corrected CentComm transit shuttle positioning in arrivals - it now lands properly without a space gap.
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| *Rearranged dorms to be three tiles wide
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| *Altered the Lawyer's Office, it is now more accessible in line with Miggles' suggestion, and also larger.
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| *Fixed broken disposals north of Medbay, and in the Medbay break room. The whole disposals loop works again.
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| *Removed unneeded disposals pipes by the gateway room.
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| *Removed glass around cargo disposals conveyor to stop window-hitting spam.
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| *Fixed single space tile in the Janitor's Closet.
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| *Medbay security office has correct access level rather than all-access.
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| *Added airlock entry to Research, as in boxstation.
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| *Added a good few fire-fighting lockers in public areas
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| *Many other small bug fixes.
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| ! scope="row" | v28M
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| *Add sink to robotics for cleaning bloody surgery gear
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| *Improved layouts of Medbay, Research and Supply departments
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| *Added large test chamber to Xenobiology.
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| *Tinted a great deal of windows to make life easier for traitors
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| *More snack machines, but all are public and so a little more risky, but this should help encourage more player interaction.
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| *Fixed problem with syndicate shuttle doors.
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| *Added internal tunnels to singularity arms.
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| *Made more airlocks viable for spacing people.
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| *A few other changes.
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| *Fixed lots of small bugs.
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| ! scope="row" | v27M-II-L
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| *Now compiles again, after being broken by 'range' var removal
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| *Numerous small fixes applied after some small playtesting
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| *Emitters around singulo engine now start welded and ready to go
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| *The dormitory space area has been changed. See attached image.
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| *All major departments now have their own atmos loop to sabotage.
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| *E.V.A. storage has been reworked to be nicer
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| ! scope="row" | v27G-IV
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| *Engineering foyer maintenance door now opens for atmos techs too
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| *Supply Mailroom maintenance door is now for supply-access only
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| *Singularity cameras are now EMP-proof
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| *Added P.A.C.M.A.N. portable generator to engineering storage
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| *All S.M.E.S. units are as vanilla, with 50k outputs and inputs at roundstart
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| *Missing disposals pipes re-added in the warehouse and interrogation room listening desk
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| *Missing camera in misc. research has been added, shows up both on the telescreen in the room and the station-wide CCTV system
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| *Research break room now has the correct area designation, one tile was set as 'space'
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| *Missing Starboard Maintenance APC has been added behind the bar
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| *Aft Maintenance APC has been moved from behind the medbay sec desk to the more central aft maintenance between escape and research.
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| *Missing Port Maintenance APC has been added between the chapel and library
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| *Area designations around the vault have been improved, preventing teleportation-to-space incidents
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| *Area designations around port/fore areas of maintenance have been changed to better suit their names.
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| *Fore Maintenance APC has been named correctly (previously EVA Maint APC), and moved up slightly, by the inner brig corridor.
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| *Extra floating lightswitch removed from genetics
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| *Medbay breakroom maintenance door is now medical-access only
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| *HoP desk shutter has been replaced with a blast door to make it easier to click the windoors
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| *Extra newscaster removed from HoP's office
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| *Missing Request Console added to HoP's office
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| *Missing virology bed added
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| *Curtains in the chapel funeral parlour should now be open, not just appear open
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| *Lovely dressers have been added to the captain's office and some rooms in the dormitories
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| *A missing wardrobe has been added to cabin 4 of the dorms
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| *Various objects moved around in the Captain's Quarters, and a razor and flask have been added.
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| *A box of glorious medals has been added to the Captain's office.
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| *Lights have been removed from space at entrances to virology and xenobiology external modules
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| *Other locations with space tiles - bridge, etc - now have a space area designation, to prevent teleporting-to-space issues with wizards
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| *Robotics consoles have been replaced with current vanilla versions and the area designation changed too, hopefully this will fix any issues syncing
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| *Inner brig blast doors are now below the actual doors, so you can still use the doors when the blast doors are closed
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| *Cloning door id fixed
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| *Intercom added to HoP's office
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| |-
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| ! scope="row" | v27G-III
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| *Replaced Janitor's Wagon with new Janitor's Cart
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| *Replaced all station bounced radios with the 'off' variant
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| *Updated holodeck to be as current main /tg/station
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| ! scope="row" | v27G-II
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| * Fixed a small mistake on the incinerator's disposals pipe.
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| ! scope="row" | v27G
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| * Widened a lot of maintenance
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| * Overhauled maintenance between disposals and tool storage via cargo and by the vault.]
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| * Made engineering pod look like it could actually launch.
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| * Fixed name of cloning exit button.
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| ! scope="row" | v27C
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| * Updated to latest /tg/ revision, fully compatible with current code again.
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| * Added interrogation viewing room and intercom. Still no camera, so still hidden from AI.
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| * The bar is now about a third smaller, not so bloated. Maintenance in the area has been expanded.
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| * Extended maintenance, added space bridge above supply shuttle bay, tunnel above dorms, moved toxins vent.
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| * Science can now be effectively barricaded with shutters, and all windows are tinted.
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| * Dorms cabin 5 changed to nice viewing window.
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| * Cleaned up virology tables a bit
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| * Reduced number of seed extractors in the garden.
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| * Removed cigarette machine from library.
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| * Fixed a few little bugs.
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| ! scope="row" | v24B
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| * Fixed mass driver path being blocked at disposals.
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| ! scope="row" | v24A
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| * Fixed cameras not working in the toxins test area
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| * Improved positioning of chem dispenser and fixed low number of beakers and single large beaker
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| * Updated Xenobiology to the current layout of 2 opposing columns of 3 cells.
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| * Improved the chapel mass driver, incinerator disposals outlet, and defunct solar.
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| * A few other small fixes and adjustments.
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| ! scope="row" | v23C
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| * Added Ian again
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| * Fixed (hopefully, under testing) the bizarre freezing atmos problem
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| * Added a three-tier shield to the atmos chambers, made of grilles.
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| * Changed firedoors to be under virtually all normal doors, but no windows. They're actually *under* them now.
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| * Fixed a variety of other smaller bugs found during playtesting on Sibyl #1 today - thanks everyone who helped out.
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| |-
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| ! scope="row" | v23A
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| * Fixed being able to access settings on the toxins burn chamber from maint.
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| * Fixed many other little visual issues
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| ! scope="row" | v22C
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| * Made some changes to the shuttle to make it nicer
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| * Fixed some problems with the atmos burn chamber being a bit clunky. It's more usable now.
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| ! scope="row" | v22B
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| * Got rid of table between sleepers in the emergency shuttle. Sleepers should be fine now.
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| * Remade the AI upload foyer so servers are not doubled unnecessarily.
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| |}
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