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Derelict Conestoga [WIP] #254
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Derelict Conestoga [WIP] #254
DexterDude
wants to merge
34
commits into
cmss13-devs:master
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DexterDude:actually-derelict-conestoga
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summery
Fixes the evil linters issue and also adds more heavy wiring everywhere because it looks cooler. Also adds a podlock accessible southwest that GMs can use to spawn ERTs.
wire cool fix door cool
fixes poster, changes assembly room (now opens by buttons if you arent platco, idk why its cool i guess), moves megaphone to platco quarters, makes tripoli interior more visible, removes mouse opacity on drop pad so loading is easier
…SS13 into garrow-fixes-2
…SS13 into garrow-fixes-2
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PRing this here so maybe I can look at it in the drafts and go "damn i should work on this" instead of forgetting about it. Please don't merge!
re-PRed this because i dont want to fuck with branch stuff. I renamed it and it wasnt syncing properly or something.
This is intended to be a groundmap that soft replaces the Derelict Almayer groundmap as the de-facto derelict shipmap for GMs. I want it to be a much more interesting and less linear location to deploy to rather than the straight shot halls of the Almayer. More claustrophobic in some areas, but not so much that it makes fighting in it a pain. I do want to give it a large variety of areas and am sorta struggling with ideas, so if you have any suggestions that aren't on the list/s below, go ahead and suggest some! I'd love to talk ideas with people.
Deck One
Top deck of the conestoga, containing a lot of the more important locations on the ship such as CIC, lifeboats, maybe intel rooms. Lot of officer spaces basically.
Deck Two
Bottom deck, mostly cargo areas, medbay, deployment bays and hangars.
Maintenance Deck
Still debating on whether or not everything on this deck will connect to one another or if it'll just be separate lower maintenance sections assigned to more important areas. This deck will largely be power substations, corridors, endless cramped hallways of death and destruction. If I connect it all that is.
Passes
I will check everything off on a list under one of these passes, then once everything is done I uncheck it all and check off the pass, then move onto the next one.
Variants
I want to have variants (not nightmare inserts) for the ship for three different states of decay. Clean is clean, base variant, nothing wrong with it. Decrepit will have some damage to walls and machines, largely the change will just be visual, abandoned for a while or something. Infested is big xeno infestation, lots of new paths, destroyed stuff, skeletal resin walls and maybe floors if I can get sprites for that, kind of a variant of decrepit.
Reason why these aren't nightmares is because it'll basically effect the entire map and I still want other nightmares to work over top of it.