From b1ffddb56f3d3c8208bc31bdec08cff2c40ff155 Mon Sep 17 00:00:00 2001 From: Vicacrov <49321394+Vicacrov@users.noreply.github.com> Date: Wed, 14 Feb 2024 14:51:45 +0100 Subject: [PATCH] Changes LV-624 tfort's landing floodlights to colony floodlights (#5694) # About the pull request This PR changes the landing floodlights found at LV-624's tfort to the colony floodlight variant. # Explain why it's good for the game This is not going to be popular, but please read the reasoning: LV-624 is the _only_ map that uses the "landing floodlight" variant outside of the actual landing zones (namely, at tfort) - these floodlights are unslashable, unmeltable, and unmoveable without any visual indicator (that is, they are not near LZs indicating their game-critical importance). This PR changes these landing floodlights to colony floodlight variants. - **Why colony floodlights:** Colony floodlights are the exact same floodlights that you can find around this map (even southeast of tfort itself): these ones cannot be melted (ever), and they cannot be slashed until they were turned on, after which they are still not despawned, just a comtech has to fix them. - **Why not regular floodlights:** Regular floodlights can be slashed. Every LV-624 round would start with xenos slashing/melting them immediately and marines would lose their light source on tfort. I feel the pain of every hivelord/drone who ever had to build around these light sources, but they have a strategic reasoning to be there. - **Is this a marine nerf:** Yes and no. Yes, they no longer have infinite, undestroyable-by-xenos floodlights at tfort and they actually have to set up power to have light here. No, because 1) marines usually CAS/OB tfort immediately, removing everything, and 2) colony floodlights have 150 health as opposed to the landing lights's 100, so they are slightly more resistant to marine fuckery. - **Why is this good apart from map unification:** It gives marines one more reason to properly fortify tfort: they have to protect their light sources. (Also, maybe stop OBing/CASing a strategically good place :P) # Testing Photographs and Procedure Tfort lights:
Screenshots & Videos ![image](https://github.com/cmss13-devs/cmss13/assets/49321394/6856fa49-aecd-4804-b0d4-342eb13b92e6)
# Changelog :cl: maptweak: LV-624 tfort's floodlights are now colony floodlights. /:cl: --- maps/map_files/LV624/LV624.dmm | 20 +++++--------------- 1 file changed, 5 insertions(+), 15 deletions(-) diff --git a/maps/map_files/LV624/LV624.dmm b/maps/map_files/LV624/LV624.dmm index cd28e7341917..0e1948deadf3 100644 --- a/maps/map_files/LV624/LV624.dmm +++ b/maps/map_files/LV624/LV624.dmm @@ -1126,9 +1126,7 @@ /area/lv624/ground/barrens/containers) "afu" = ( /obj/item/ammo_casing, -/obj/structure/machinery/floodlight/landing{ - name = "bolted floodlight" - }, +/obj/structure/machinery/colony_floodlight, /turf/open/floor/plating{ dir = 9; icon_state = "warnplate" @@ -1162,9 +1160,7 @@ }, /area/lv624/ground/barrens/central_barrens) "afy" = ( -/obj/structure/machinery/floodlight/landing{ - name = "bolted floodlight" - }, +/obj/structure/machinery/colony_floodlight, /turf/open/floor/plating{ dir = 5; icon_state = "warnplate" @@ -1409,9 +1405,7 @@ /area/lv624/ground/barrens/central_barrens) "agF" = ( /obj/item/ammo_casing, -/obj/structure/machinery/floodlight/landing{ - name = "bolted floodlight" - }, +/obj/structure/machinery/colony_floodlight, /turf/open/floor/plating, /area/lv624/ground/barrens/central_barrens) "agG" = ( @@ -1588,9 +1582,7 @@ }, /area/lv624/ground/barrens/west_barrens/ceiling) "ahM" = ( -/obj/structure/machinery/floodlight/landing{ - name = "bolted floodlight" - }, +/obj/structure/machinery/colony_floodlight, /turf/open/floor/plating{ dir = 10; icon_state = "warnplate" @@ -1630,9 +1622,7 @@ }, /area/lv624/ground/barrens/central_barrens) "ahT" = ( -/obj/structure/machinery/floodlight/landing{ - name = "bolted floodlight" - }, +/obj/structure/machinery/colony_floodlight, /turf/open/floor/plating{ dir = 6; icon_state = "warnplate"