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Changelog
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v37H (01/11/2013)
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- Added virology smartfridge.
- Added chemistry smartfridge.
- Added more fire extinguishers to security.
- Added cable coils to chemistry.
- Added more briefcases to the map.
- Added secure briefcases for each head and the detective.
- Added bookbinder and photocopier to library.
- Removed anomalous rwall by janitor's closet.
- Updated maint. doors so they should all unlock correctly when heads use the emergency maint. all-access protocol.
- Updated bomb test site camera so it should no longer runtime.
- Updated the commemorative plaque near arrivals, which now displays the normal message and the map version number.
- Fixed prison monitors just ouside the prison and in the lawyer's office.
- Fixed genetics lab being visible to the public hallway, causing Beepsky to try and attack the monkeys within.
- Turned pumps (but not taps) on by default for O2/N2 to airmix in atmos.
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v37G.II (07/10/2013)
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- Pipe instances switched from defining 'color' to 'pipe_colour'
- Thus the map runs on BYOND 500
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v37G (06/10/2013)
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- Added a pet lizard to the HoS' office.
- Added slightly more starting energy to the SMES cells.
- Added welding supplies to atmos.
- Added emergency showers to atmos, toxins, medbay and chemistry.
- Added auxiliary escape airlock to maint. between escape and xenobiology.
- Added vice-officer and mailman jumpsuits in a wall somewhere.
- Added costume vendor to somewhere in maintenance.
- Re-added missing CMO locker.
- Removed all but one normal non-synthetic flash from robotics.
- Replaced Stetchkin in the armoury with a Desert Eagle.
- Fixed library study access levels.
- Fixed donut box on the emergency shuttle being empty.
- Fixed Research EM Storage access level, it is now Research Access, as intended.
- Fixed mining shuttle space-bridge button being the wrong access level, it's now mining, as intended.
- Moved costume room rack to give more space around the vendor.
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v37F (30/09/2013)
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- The kitchen and its backroom are now larger.
- Hydroponics' backroom is smaller and the lockers are now in the lab.
- Bartender's backroom has been rearranged.
- Removed the science access tunnel and expanded robotics and mech bay accordingly.
- Removed the genetics access tunnel and rearranged genetics, giving it a front desk.
- Adjusted the morgue doors, replaced light box with a pair of latex gloves.
- Made the funeral parlour window properly double-windowed.
- Removed shields from teleporter front, added wire dots to teleroom and gateway.
- Removed superfluous pressure tanks.
- Added extra repair items to mech bay.
- Switched janitor's room and aux bathrooms.
- Updated the library, realigned the doors so they connect to cargo and the command hallway.
- Re-added Ian.
- Updated the HoP's office, made the queue longer, moved the office to the topside, made the aux bathrooms smaller.
- Added tool closet to atmos.
- Updated all camera monitors to use lists under their network var.
- Added prison monitor to the warden's office, as the HoP already has one.
- Moved the CMO's crew monitoring console to the medbay desk, and gave them a fancy crew records laptop instead.
- Added microwaves to the engineering, medbay and research break areas. If it prevents the chef having fun, I'll remove them.
- Improved the engineering foyer, adding a proper break area and disposal unit.
- Added maintenance access door to the bottom-left of cargo bay.
- Added shutters to the HoP line, Papers, Please style. The grilles are also electrified.
- Removed chem-master behind dispenser in chemistry.
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v36D (21/09/2013)
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- Added two extra cargo shuttle-time monitors to cargo bay.
- Added AI holopads to the council chamber and moved the one in the bridge.
- Added an AI holopad to escape so the AI can wave goodbye to the crew.
- Added RD access to tech storage, to see how it goes.
- Added entertainment screens to all head offices.
- Removed customs airlocks and controls for the arrivals sec post, I never heard of anyone using them.
- Removed extra 'cyborgs for dummies' book from robotics.
- Removed left-most plastic flaps from the prison conveyor for clarity and ease of use.
- Fixed the disposals unit in the CE's Office.
- Switched left-most borg charger and fueltank around in mech bay for ease of movement.
- Moved doors for accessing the shuttle slightly to make the escape walkways less vulnerable to damage.
- Classed the tile on which the AI Chamber door is as part of the AI upload, so turrets there will shoot you when you're on it.
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v36C (17/09/2013)
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- Added a missing Janitor spawn point for roundstart.
- Added named security cameras to the atmos gas tanks.
- Added missing hazard plating to bridge maint.
- Added a seperate council chamber blast door system, seperate from the bridge system.
- Added a cyborg charging station to the AI Upload foyer, removing the status computer.
- Removed sinks next to trays in botany, they're now further away again by the walls.
- Removed unneeded light switch on HoP's security record console.
- Removed unneeded, unconnected pipes from atmos, under the grilles.
- Removed tinted glass from inner side of science areas.
- Removed windows into EVA to make it somewhat more secure.
- Removed window into the gateway to make it more secure.
- Removed organ bags, because their name reverted to evidence bags when used. Will try and add a new variant to the code in future.
- Altered location of an intercom outside the library, it now looks less ugly.
- Altered AI Core protective windows, they are now much more visible.
- Altered the HoP's office, it is now one tile shorter.
- Altered custodial closet and bridge maint, both are now one tile larger, vertically.
- Fixed custodial closet not being connected to the powernet.
- Fixed Gateway being designated part of the Teleporter area, causing powernet issues.
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v36B (15/09/2013)
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- Fixed cargo bay to supply corridor doors having the wrong access level.
- Fixed some needlessly hard to access atmos piping around the locker room and garden.
- Altered the layout of the locker room, reducing the size of the laundry area.
- Added an extra camera to the locker room to prevent unintentional blindspot.
- Added an extra camera to the right of tech storage to prevent unintentional blindspot.
- Added a minor reference to the talking postcard broken server affair, may it go down in history.
- Removed unnecessary space poster from disposals which was a pain for the AI as it covered an APC on the wall's other side.
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v36A (14/09/2013)
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- Added missing security camera to north-east central hallway.
- Added missing camera to art storage
- Added airlock paints to art storage and engineering, as in BoxStation
- Added a lockbox to the bridge.
- Added the PDA painter machine to the HoP's office.
- Added organ bags (renamed evidence bags) to the organ freezer in surgery.
- Added a seedy new auxiliary bathroom*laundry area where the old gateway was.
- Added lots of handy sinks to botany to make it more efficient than its competitors.
- Added a grinder to the ghetto medical area.
- Added lots of fun new items to the theatre backstage room.
- Added the new costume vendor to the threatre backstage room.
- Added some more helpful gear to the emergency shuttle.
- Moved security hardsuits, they are now next to the HoS' office.
- Moved the teleporter room to the right side of the old EVA area.
- Moved the gateway room to where the old teleporter room was, with a nice ready room.
- Removed chairs from surgery observation which blocked vent visibility.
- Removed most tools from the ghetto medical area to compensate for the addition of the grinder.
- Fixed some oddities with Pugley III's name and altered his description.
- Fixed (possibly) the topmost door in the prison access tunnel not opening in the greytide event.
- Altered the layout of the HoP's office, it is now a little fancier.
- Altered the layout of the QM's office, which is now clearer and simpler.
- Altered the layout of the janitor's office, it's now much larger and nicer.
- Altered the layout of the central emergency storage closet, next to the bridge.
- Altered the layout of the emergency shuttle bridge so you can't get stuck buckled in chairs.
- Altered the layout of EVA, which is now greatly streamlined and has 8 space suits.
- Altered the tiles in the meeting area by the council room, it now looks cleaner.
- Altered the emergency-recovery-airlock area of the emergency shuttle to make it easier to sneak aboard.
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v35C (12/09/2013)
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- Updated plaque tile.
- Removed a light switch on a table in the Detective's Office
- Removed intercom on a table in Tool Storage
- Added a hidden basketball to the map somewhere
- Added ice cream vat to kitchen storage.
- Fixed drinks with old paths possibly causing compile issues.
- Rearranged the Chapel to be more imposing and less comfortable.
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v35B (07/09/2013)
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- Fixed some tiles not having the correct area designation in the chapel.
- Updated all other non-station z-levels.
- Fixed all 18 tiles which had active air calculation before roundstart.
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v35A (07/09/2013)
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- Moved locker in engineering security office to try and prevent EMPs hitting it.
- Moved airlock poster in disposals to prevent controls being covered from some angles.
- Research Division mulebot delivery window now has correct name and access.
- Research Division mulebot window is now on the main research hallway, not in the break room.
- Removed a duplicated status display blocking the RC console in telecomms.
- Genetics access doors are no longer incorrectly all-access.
- Medbay Storage now has two doors for easier access.
- Added plasma coin to Captain's Quarters
- The AI Chamber has been rearranged and should now be more secure.
- The AI Chamber blast door has been replaced with a normal bolted door to allow AI replacement.
- The security desk now has an extra window increasing visibility of the corridor above the AI.
- The Atmos burn chamber now starts only partially built, requiring time and some plasteel to finish.
- Added Pugley III, the loveable four-legged test subject.
- Numbered the pens in Xenobiology.
- Moved a scrubber in the Research Division entrance airlock.
- Added two loaded beanbag riot shotguns to the armoury.
- Added a loaded 10mm pistol to the armoury in the contraband locker.
- Added some other harmless contraband to the locker for flavour.
- Added a deactivated securitron in the armoury.
- Added entertainment monitors to break rooms.
- Added map version number to the desc text on the floor plaque near arrivals.
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v34G (16/08/2013)
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- Cargo bay blast doors are now visible on round-start.
- Added holopads to a variety of locations.
- Removed duplicated vent from toxins launch area.
- Added some flashlights to maintenance.
- Added some more cameras to remove blind-spots
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v34F (11/08/2013)
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- Removed extra launch control from toxins.
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v34E (11/08/2013)
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- Added tachyon-doppler array to the toxins test launch area.
- Removed lockboxes from the CMO, RD and CE offices as they cannot open them.
- Adjusted a tile in surgery so it looks a little neater.
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v34D (08/08/2013)
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- Every job that has special local maint. access can now also access the nearest public-hallway maint. door too.
- The brig to courtroom defendant box tunnel is now correctly brig access.
- Corrected access levels around hydroponics and science maint.
- Fixed access level on all external airlocks from maint. Most were previously incorrectly all-access.
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v34C (08/08/2013)
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- Outer maint. door at medbay storage room is now correctly general maint access.
- Incorrect area designation fixed under snack vendor at the bottom-left of the central hallway.
- Added some costumes to maintenance, as requested.
- Updated the atmos rig suit to new entry and sprite.
- Moved telecomms around a bit so no machines are blocked, like the RC computer was.
- Added two metal foam grenades each to both engineering and atmos, on top of their metal piles.
- Replaced all incorrectly added holotables.
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v34B (28-07-2013)
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- Fixed vars on the Commemorative Plaque, hopefully fixing the rare frozen-arrivals bug.
- Cyborgs now spawn at AI upload foyer again, giving roboticists a chance to spawn emags before they come asking for batteries.
- Added some missing SPACE ACCESS warning posters.
- Added a single margherita pizza to a hidden room.
- Removed one cable coil from each solar control room, now there is just the one in space on the solar proper.
- Added IDs and PDAs to bridge, on the HoP's side.
- Added missing keycard authenticator device to the bridge and Captain's Quarters.
- Added lockboxes to all head's offices.
- Library backroom intercom is now correctly wall-mounted.
- Slightly adjusted disposals layout again.
- Removed most reinforcement from the outer-layer of the station hull.
- Sec offices at science and engineering are more vulnerable, as in other depts.
- Research now has only layer of rwalls that snake around a bit, is more vulnerable.
- Removed some rwalls around the AI upload foyer.
- Removed a few rwalls around EVA and HoP office.
- Expanded Captain's bathroom, better shower now.
- Removed lots of unnecessary reinforced tables.
- Adjusted tiles in robotics operating theatre, now looks nicer.
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v33D (18/07/2013)
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- Added missing muzzle and prisoner IDs to prison.
- Switched shower and toilet in captain's quarters.
- Fixed AuxSci and AuxGenetics corridors, now normal sci access and genetics access respectively, so long as unbolted.
- Re-added condimaster to botany, also moved blender to front room
- Removed non-functional chemical bottles from botany.
- Moved kitchen around to be more functional, also one-tile indent added from the main corridor.
- Slightly adjusted flavour text on the memorial plaque in the funeral parlour.
- Gave chaplain and librarian access to their own maintenance doors.
- Rogue lightbulb in janitors closet has been removed.
- Fixed cameras in research and medbay break rooms, virology and xenobiolgy entrances and airlocks detecting motion. Should now be as normal again.
- Removed unnecessary extra camera in toxins lab.
- Added secure briefcase to captain's room in the unmarked closet.
- Removed extra RC console in robotics.
- Removed reactive teleport armour from the RD's office desk, as there is another copy in the RD's locker anyway.
- Added one Atmos Hardsuit in atmos and one Emergency Medical Hardsuit to CMO's office. Can easily be removed if too helpful.
- Removed some superfluous wires at the brig.
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v32F (11-07-2013)
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- Updated syndicate bomb path, now map works again.
- Fixed airless tiles in maint room closest to toxins test area.
- Cyborgs spawn in robotics, not AI upload.
- Removed light behind cryo tube.
- Changed research department again, adding top desk and moving disposals.
- Updated CentCom z-level to be as in current box.2.1.2.
- Updated space under shuttle to be transit sprites.
- Fixed tiles around locker room / aux tool storage.
- Bridge overhauled, now has lots more computers.
- Replaced HoP's seraph model with paper tray.
- Fixed PA camera not appearing on correct lists.
- Rearranged R&D again a little, re-added matter bins.
- Rearranged robotics, added table for acid beaker.
- Seperated vending machines from morgue entrance.
- Fixed name of door to research department atmos control room.
- Added newscaster to warden's office.
- Removed extra wardrobe in locker room.
- Small adjustment to engineering.
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v31D (07-07-2013)
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- Better camera placement in cargo/supply and other places.
- Medbay Isolation Rooms are now Patient rooms.
- Medbay and Research have been reorganised.
- Escape has been enlarged and is now harder to barricade.
- Genetics now has patient lockers.
- There are now some patient lockers outside the morgue.
- Drastic reduction in tinted windows
- Some cameras are now better named, such as in break rooms.
- 3 specialised maint. rooms - bar, surgery, farm.
- Added cameras to solar control rooms.
- Added donuts in a few places.
- Replaced food vendor in bridge with drinks vendor.
- Captain's desk in bridge now has access windoor.
- Windoors removed in a lot of places, escape too.
- Atmospherics no longer has uber-glass windows.
- The Theatre now has shutters with a switch.
- Adjusted space-bridge. Works better now.
- Many other minor fixes and adjustments.
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