Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Remaps Delta's Brig and Courtroom #27385

Merged
merged 16 commits into from
Dec 11, 2024
Merged

Conversation

Contrabang
Copy link
Contributor

What Does This PR Do

Remaps delta brig and courtroom. The courtroom has become much smaller, the magi's office much larger, and the IAAs got put in a broom closet (literally, theres a broom in their locker). Brig specifically was designed with how NT would design a good security brig in mind, but it still has quite a few flaws.

  • Detective's office has new experimental shutters, allowing them to talk to the public.
  • Execution has new experimental shutters, allowing perma prisoners to watch executions. Cameras have been carefully places so that the AI cannot see inside the execution room when the shutters are open.
  • Perma has had items added to make it more fun to be in there, stuff like crayons and new kitchen machines. This perma may be easier to escape from than before, but security has a better observatory to watch you from.
  • Evidence is still nearby maint, but is now only behind 2 doors of protection, but it can be seen from processing. I think its about the same difficulty as old delta evidence. The maint door has a metal sheet covering over it, so it requires welding or emagging.
  • The Warden keeps their Crew Monitor Console in this remap, but the HOS does not.
  • Processing is right next to all the cells, which makes it convenient when the prisoners are not fighting back. But if they shove you while you're taking someone to processing, they're very likely to run away.
  • Cell 5 is mashed inbetween the HOS office and warden office, and is totally run down. All it contains is a space law book. Read up.

Why It's Good For The Game

Delta brig really had "long empty hallway" syndrome. This remap removes the majority of that while keeping some unique features and adding others.

Images of changes

Old brig: https://webmap.affectedarc07.co.uk/maps/paradise/deltastation/

New brig:
StrongDMM-2024-11-18 08 32 20
Walkthrough:

dreamseeker_UhrDgV4uM8.mp4

Testing

Ran around a lot, tbh can use more testing!


Declaration

  • I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

image

Changelog

🆑
tweak: NSS Kerberos' brig, courtroom, magistrate's office, and IAA office have been remapped.
/:cl:

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally Map Edit This PR will modify a map labels Nov 18, 2024
@Contrabang Contrabang marked this pull request as ready for review November 18, 2024 15:16
@SynthTwo
Copy link
Contributor

!wiki_label

@github-actions github-actions bot added the Requires Wiki Update Useful for Wiki Contributers to search for things that need updating label Nov 18, 2024
@1080pCat 1080pCat added the Tweak This PR tweaks something ingame label Nov 22, 2024
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting approval This PR is waiting for approval internally and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Nov 22, 2024
@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Nov 23, 2024
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting approval This PR is waiting for approval internally labels Nov 28, 2024
Copy link
Member

@Burzah Burzah left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Did a walk through only at this point.
Nothing was out of place, and it was looking good!
Made one optional recommendation via Discord.
Would like a mapping team member to review and sign off.
Nice work!

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting merge This PR is ready for merge and removed -Status: Awaiting review This PR is awaiting review from the review team labels Nov 30, 2024
@Burzah Burzah requested a review from Onyxarias November 30, 2024 17:30
Copy link
Contributor

@Onyxarias Onyxarias left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Hello there!

Just did an initial review. First off, looks damn great, head and shoulders above above what we have now - seeing those old maps get upgrades like this is great.

Here's a couple of things I've noticed:

First off, we generally want to keep things out from under firelocks, so that they don't get blocked off under them when the alarm is going off
image

Secondly, the left windoor in this setup is still named as Evidence Storage, instead of having the name the right has:
image

Aesthetically, I'm not a huge fan of having wall-mounted objects mounted on glass. Not a requirement, but I'd definitely prefer things like these comms to be moved to proper walls:
image

Not sure if intended, but these two brig doors by the cells don't have blast doors on them for the brig lockdown, despite opening into a public hallway:
image

I noticed a couple of these, but heres an example; though not a hard requirement, we are trying to avoid having multiple wall objects on the same wall like this, in order to prepare for The Wallening. THis'll be fixed later, but, better to get it done beforehand!

image

Again, looks great, and just some minor things to fix!

Copy link
Contributor

@warriorstar-orion warriorstar-orion left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This is a really solid remap, some small things:

Briefing room has too many vents/scrubbers for its size:

image

Can you reroute these atmos pipes so they're not visible under the windows on the plating?

image

This floor is missing one of its red decorative tiles:

image

Having these beds right next to the workout area feels awkward and out-of-place:

2024_12_01__00_40_35__paradise dme  deltastation dmm  - StrongDMM

Noisy floor/wallbump clumping here, specifically the line of bumps from lightbulb to fire alarm:

2024_12_01__00_41_04__paradise dme  deltastation dmm  - StrongDMM

Protruding area designation here:

2024_12_01__00_41_29__paradise dme  deltastation dmm  - StrongDMM

Duplicate Cell 3 treadmill monitor here:

2024_12_01__00_42_07__paradise dme  deltastation dmm  - StrongDMM

Some of these floor bumps are aligned, some aren't, it's up to you how you want to arrange them but they should be a bit more consistent running down the hall:

image

Designate this tile's area as maintenance; we're not enviously consistent about this but having the maintenance door in maintenance seems to be the more common style on this map:

2024_12_01__00_43_40__paradise dme  deltastation dmm  - StrongDMM

Can you move this vent/scrubber pair so they're not on the same tile as the decals?

2024_12_01__00_44_00__paradise dme  deltastation dmm  - StrongDMM

Could you put a pod directional poster here?

2024_12_01__00_44_35__paradise dme  deltastation dmm  - StrongDMM

Could you add fence caps to the fences surrounding the stairs to the courtroom?

2024_12_01__00_46_15__paradise dme  deltastation dmm  - StrongDMM

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting merge This PR is ready for merge labels Dec 1, 2024
@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Dec 2, 2024
@spacegeese
Copy link
Contributor

little nitpick, but can you add reinforced windoors to the det's shutters so he doesn't get jumped?

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Dec 4, 2024
@Contrabang
Copy link
Contributor Author

little nitpick, but can you add reinforced windoors to the det's shutters so he doesn't get jumped?

I dont think I will, they can close the shutters if someone is climbing over or deconstructing the table

@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Dec 10, 2024
Copy link
Contributor

@warriorstar-orion warriorstar-orion left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

LGTM

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting merge This PR is ready for merge and removed -Status: Awaiting review This PR is awaiting review from the review team labels Dec 11, 2024
Copy link
Member

@Burzah Burzah left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Did another walkthrough after review changes. Looks great!

@Burzah Burzah added this pull request to the merge queue Dec 11, 2024
Merged via the queue into ParadiseSS13:master with commit 07a394c Dec 11, 2024
12 checks passed
dj-34 added a commit to ss220club/Paradise-SS220 that referenced this pull request Dec 18, 2024
This pull request merges upstream/master. Resolve possible conflicts
manually and make sure all the changes are applied correctly.

> [!NOTE]
> Requires Wiki Update:
> ParadiseSS13#27385
> ParadiseSS13#27603

## Changelog
:cl: ParadiseSS13
tweak: Изменен бонус SM Crush, дабы зависеть от EER, количества каждого
газа в камере. <!-- tweak: Changed the SM crush bonus to depend on EER,
the amount of each gas in the chamber.
(ParadiseSS13#27168) -->
tweak: Добавлено количество молей и газовый коэффициент газовой смеси в
камере, а также количество молей каждого газа в консоли мониторинга
Суперматерии. <!-- tweak: Adds the mole count and gas coefficient of the
gas mix in the chamber as well as the mole count of each gas to the
supermatter monitoring console
(ParadiseSS13#27168) -->
tweak: Радиационный костюм стал лучше, что позволило ему быть легче, не
жертвуя защитой. <!-- tweak: The radiation suit has gotten better
shielding, allowing it to be lighter, without sacrificing protection
(ParadiseSS13#27570) -->
tweak: СМ теперь только прекращает вывод тепла, вместо охлаждения газа.
<!-- tweak: SM now only stops outputting heat, rather than cooling gas
down. (ParadiseSS13#27492) -->
fix: Вы больше не можете реролльнуть цели на людей, которые ушли в крио.
<!-- fix: You can no longer re-roll objectives onto people that just
cryo'd. (ParadiseSS13#27635) -->
add: Добавляет консоль для двигателя Сингулярности, который контролирует
полевые генераторы, размер и уровень энергии, а также предупреждает
станцию, если нарушено содержание. <!-- add: Adds a console for the
singularity engine which monitors field generators and the singularity's
size and energy level as well as alerting the station once containment
had failed. (ParadiseSS13#27361) -->
tweak: Добавляет плату монитора Сингулярности в саплай-пак двигателя
Сингулярности. <!-- tweak: Adds a singularity monitor board to the
singularity engine supply pack
(ParadiseSS13#27361) -->
tweak: Убрано ограничение на радиационный импульс Сингулярности. <!--
tweak: Removed the hardcap on the singularity's radiation pulse
(ParadiseSS13#27361) -->
tweak: Волны излучения, порождаемые Сингулярностью, начинают распадаться
только после того, как исчезает содержащее ее энергетическое поле. <!--
tweak: The radiation waves produced by the singularity start decaying
only after the energy field containing it.
(ParadiseSS13#27361) -->
tweak: Добавляет параметр радиуса в конструктор волны излучения и
процедуру radiation_pulse(), который заставляет волну излучения затухать
не в центре, а на расстоянии от внешних границ источника излучения,
состоящего из нескольких тайлов. <!-- tweak: Добавляет параметр радиуса
в конструктор волны излучения и процедуру radiation_pulse(), который
заставляет волну излучения затухать не в центре, а на расстоянии от
внешних границ источника излучения, состоящего из нескольких тайлов.
(ParadiseSS13#27361) -->
fix: Singulo Shop Fort для призраков теперь находится на 5-м уровне, а
не 4. <!-- fix: Singulo loose alert for ghosts is now at level 5 rather
than 4. (ParadiseSS13#27361) -->
fix: Маскировка применяемая на себя теперь скрывает ваш security HUD.
<!-- fix: Disguise self now hides your security HUD.
(ParadiseSS13#27533) -->
fix: Исправлено поведение, при котором лампочки можно было вставлять в
floor lights бесконечное число раз. <!-- fix: Behavior where light bulbs
could be inserted an infinite number of times into light floors has been
fixed. (ParadiseSS13#27548) -->
fix: Теперь все сообщения факсов, сообщения ЦК, сообщения Синди, запросы
ERT и запросы кода ядерной аутентификации отображаются в разделе Admin
PM. <!-- fix: Fax messages, centcomm messages, syndicate requests, ert
requests, and nuke code requests all show up in the ADMIN PM section now
(ParadiseSS13#27614) -->
fix: Уведомление призракам и опросы теперь показываются на вкладке
Deadchat. <!-- fix: Notifying ghosts and polling ghosts now shows in the
deadchat tab now (ParadiseSS13#27614)
-->
fix: Снег на земле больше не скрывает тени. <!-- fix: Snow on the ground
no longer hides shadows
(ParadiseSS13#27615) -->
fix: ERT больше не появляются как антаги в некоторых случаях. <!-- fix:
ERT no longer appear as antags in some cases
(ParadiseSS13#27545) -->
fix: Исправлены 2 активные руки, в некоторых случаях. <!-- fix: Fixed
some of the cases where you would have 2 active hands (hopefully?)
(ParadiseSS13#27652) -->
fix: MMI's больше не становятся невидимыми, когда они умирают. <!-- fix:
MMIs don't become invisible anymore when they die
(ParadiseSS13#27603) -->
fix: Кошельки теперь правильно вставляют идентификационные карты,
используя кошелек на карте. <!-- fix: Wallets now correctly insert ID
cards by using the wallet on the card.
(ParadiseSS13#27655) -->
fix: Талисман Бессмертия больше не падает бесконечно в чазмы и не
является невидимым, и теперь должным образом выходит из чазмов. <!--
fix: Immortality Talisman's no longer fall into chasms endlessly and
being invisible, and now properly get spit out of chasms.
(ParadiseSS13#27515) -->
tweak: Проведя 2 года, зализывая раны после столкновений с
исследователями, офицеры синдиката и КМ научились парировать, используя
свои знания CQC. Квартермейстер депо бросил курить и теперь стал более
выносливым. <!-- tweak: After spending 2 years licking their wounds from
explorers encounters, syndicate officers and QM learned to parry using
their CQC knowledge. Depot Quartermaster quit smoking and now is more
tough. (ParadiseSS13#27399) -->
tweak: Генокрады теперь снова имеют хайвмайнд в качестве своей базовой
способности. <!-- tweak: Changelings have their hivemind as a base
ability again now (ParadiseSS13#27480)
-->
/:cl:
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
-Status: Awaiting merge This PR is ready for merge Map Edit This PR will modify a map Requires Wiki Update Useful for Wiki Contributers to search for things that need updating Tweak This PR tweaks something ingame
Projects
None yet
Development

Successfully merging this pull request may close these issues.

8 participants