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Angle Station, Real, Not Clickbait #1807

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About the PR

Rebases Angle Station and brings up to date with current map standards

Why / Balance

More stations are cool, Angle was popular way back when, and its been gone for almost a year now

Technical details

Usual map stuff

Media

Requirements

  • I have read and I am following the Pull Request Guidelines. I understand that not doing so may get my pr closed at maintainer’s discretion
  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

smiles

Changelog

🆑 Fox

  • add: Angle Station returns from the grave!

@deltanedas
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need to add to pool and postmapinit test

@github-actions github-actions bot added the Changes: C# Changes any cs files label Sep 12, 2024
@perryprog
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perryprog commented Sep 22, 2024

Here's some of my extremely non-authoritative thoughts. Hopefully they help; feel free to ignore any number of them.

  • Engineering
    • 27 AME flatpacks is... quite a few. Probably 12 to 15 is good.
    • A button for venting atmos is a little odd, but I suppose it has occasional use. More often an issue for TEGs when someone does a silly and unanchors part of the hot loop, though.
    • Engineering doesn't really need gold, though silver is rarely needed for shuttle doors. Either way it'd probably end up just getting tossed over to epi at round start, though.
    • It feels like this is on the high end of round start engineering materials. (Three stacks of each basic mat.) As an engi main I can't say I dislike it but maybe this could be cut down.
    • The distro mixer has an uncommon starting ratio. This should probably be the default 21/79 ratio which can then be tweaked by an attentive atmos tech.
    • Don't need two power monitoring computers in the solar room north of the oxy miner.
      • Also the EVA doors from this room are external instead of engineering.
    • Any engi (or crowbar/screwdriver wielding tider) can break into the CE office and/or turn off gravity by disabling the APC north of the CE's office.
    • SMES's, substations, and APCs should be labeled.
    • I think this is on the high end of round-start solar assembly crates.
    • Should have directional fans for the blast doors in the exterior access outpost far northwest. Also, I'm not entirely sure what the purpose of this room is? It doesn't really lead anywhere important for engineering.
      • There is also an empty lockable engineering locker in this room.
    • Why is there a holographic sign projector in the room south of the SMES array?
    • It's a bit odd to have a crew monitor console board that's not behind a command door. (Same room as above.) I'd put this in the circuit vault.
    • AI sat is not wired.
    • Is the big sandy room for... testing maxcaps? If so, sick. I would add some signage indicating that though because it's not super clear. Also not sure why it has a drain.
    • The airlock north of the PA substation has a missing link from the west outside door to the south internal door.
    • Southeast solar outpost's external door is externals instead of engineering and isn't linked to form an airlock with the internal door.
    • What is the purpose of the small engineering room southwest of the maints bar? The space pocket that its external door leads to doesn't have any other EVA doors so it kinda just ends up being a way to get easy access to the bridge for engi antag. Also, the external door is externals instead of engineering (not that it matters much here) and uses a tiny fan instead of a directional fan.
    • Would be nice to have an alerts computer somewhere near the engi frontdesk, or the power monitoring room south of the SMES's.
    • Minor, but the external doors from atmos are set to external and not engineer access.
    • There's an empty secure engineering crate east of disposals, not sure why.
      • There's also a button just south of this room labeled "external conveyer switch two" that doesn't seem to do anything.
    • Singulo seems pretty darn weak to meteors.
    • The disposals unit northwest of the singulo in space feels out of place, but it's also a little funny.
  • Epistemics
    • Mystagogue doesn't have a way to get to the AI core.
    • Slightly odd to have a scientist locker up in the anomaly area but doubt it's a problem.
    • The maints APC just east of the MG office and the main epistemics APC are both ways to easily break into MG office.
  • Logistics
    • Cargo shuttle dock is only set to externals, so anyone with externals access can EVA and break into logi.
    • No conveyor belts from cargo shuttle dock is cruel and unusual.
    • Missing MV heading to the logistics APC, just south of the cargo shuttle hallway.
    • Cargo shuttle is missing?
    • Don't really need the bounty computer in LO office especially when another is basically right outside it.
    • I would argue the Throngler plushie should be better hidden.
    • Logistics wardrobe next to the autolathe seems like an odd placement.
    • Maints APC west of logi allows easy breaking into the substation room as well as logi.
  • Medical
    • The sec/med outpost feels a little odd to me position wise. Why is it corpsman only?
    • Cloning is broken down but there's a medical scanner in the surgery room? Seems a little odd, but probably not an issue.
    • Cryo inlet pump default pressure being 34 kPa is very weird. If anything you'd want to set it high to like 300 kPa for faster cooling of the patience. I'd set it to either that or the 1 atm to avoid it being a noobtrap.
    • If you want to be nice you could map a small amount of round start cryox.
    • The south entrance to medical has a waiting room like area, but the first set of doors are medical only. On the other hand, the smaller east entryway is all access. I'd probably make the waiting room doors AA.
    • The APC outside the CMO's office makes for an easy means of breaking in, especially if that waiting room does become AA. Otherwise, the APC south of medical can be used to get entry.
    • I love chem's setup.
  • Service
    • Might be nice to have the repurposed garden that's up north be all access as a way for non-service members to do some botany stuff.
    • Bar piano shouldn't be limited to musicians.
    • Minor, but interior HOP windoor is Command instead of HOP.
    • Not sure but think freezer is usually setup to operate from round start. Probably doesn't matter though.
    • No boxing bell :(
    • I like the service breakroom.
  • Bridge
    • Can disable the APC that powers the western initial doors but this doesn't really get you anywhere (even with then disabling the next APC) so I think it's fine.
    • Command bar probably shouldn't have a bar-only windoor. I don't know if it's possible mapping-wise but if the Booze-o-Mat could also be made AA that would be nice.
    • Having a power monitor console and alerts computer could be nice. Solar too, but that's much more minor.
    • Cap's bathroom door is AA. Also a little weird for it to be the freezer texture.
  • Sec/justice
    • Pretty easy to break into CJ's room via disabling its APC but this is minor.
    • Free security key from the lobby intercom. Might be fine.
  • Misc
    • The east arrivals shuttle airlock is all access.
    • Airlock door north of mime's room is unpowered and is all access; should probably be externals only.
    • Airlock west of CMO office is AA
    • Airlock north of the maints bar is AA.
    • Looks like most department heads are missing a wardrobe to acquire their requisite drip from.
    • IMO the Angle station scale model should be rotated to match the map.
    • Disposals shouldn't have its non-maints door set to service. Would probably make it all access.
    • The disposals note on the EVA suit (which I love) seems to imply there should be a way to space disposals, but I don't see any.
    • Tiders in shambles over no round-start insuls/combat gloves. (Unless I missed it and am just a bad tider.)

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