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

Modifies and Re-Enables Shivas Snowball #5113

Merged
merged 3 commits into from
Jan 2, 2024

Conversation

Steelpoint
Copy link
Contributor

@Steelpoint Steelpoint commented Dec 3, 2023

About the pull request

This PR re-enables Shivas Snowball, placing it back in to the rotation and allowing it to be played.

This PR also makes several modifications to the map to allow this and fix the issues that resulted in its prior removal. Primarily in relocating the South East LZ to the South West. Overall this results in the eastern half of the map being xeno territory.

The comms towers are also relocated into more sane locations.

Explain why it's good for the game

Shivas Snowball is not a bad map, it just needed some changes to allow it to function within the current game mechanics (mainly how comms towers work). I hope these changes will return Shivas to a minimum level of playability.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
mapadd: Shivas Snowball is back in rotation.
maptweak: The south east landing zone on Shivas has been relocated to the south west, the dig site in the south west has been similarly relocated.
maptweak: Comms towers on Shivas have been placed in more consistent locations near each other, instead of some of them being on the opposite sides of the map from each other.
/:cl:

@github-actions github-actions bot added the Mapping did you remember to save in tgm format? label Dec 3, 2023
@ihatethisengine
Copy link
Contributor

Shame actually. Opposite landing zones were a refreshing feature of the map. I don't think comms being on opposite sides of the map is a big enough issue to remove the map. Of kutjevo you can get 1 comms tower far south (at the dam), and 2 far north (north of lz2), and it was never a problem. Actually, maybe you can just put one comms tower in the middle of the map (in megastruct) and call it a day? That spot is rarely used, so putting a tower there would force players to contest that area.

@Steelpoint
Copy link
Contributor Author

I'm open to making alterations to the positions of the comms towers, I've mostly just retained the current ones minus the removal of the far eastern ones.

You could argue that despite the comms towers mostly spawning on the western half of the map, the larger distances between the 1 towers and 2 towers means its still quite viable for xenos to contest at least. oen.

Copy link
Contributor

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Dec 11, 2023
@Nanu308 Nanu308 removed the Stale beg a maintainer to review your PR label Dec 16, 2023
Copy link
Member

@Nanu308 Nanu308 left a comment

Choose a reason for hiding this comment

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

Double check places that contain multitile sprites that change depending on direction such as double doors in the center, that is offset wrong it seems.

You need to make a smoother transition between the areas ya pasted into each other for the caves and snow SE by the pink house, also to the SW. As right now it comes off as really unnatural looking curves and bends.

bilde
Check over your vehicle blockers, you have them here, but not west/other areas that can be broken down.

@Nanu308 Nanu308 marked this pull request as draft December 16, 2023 04:51
@Steelpoint
Copy link
Contributor Author

Further changes made, I think.

@Steelpoint Steelpoint marked this pull request as ready for review December 17, 2023 06:31
Copy link
Contributor

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Dec 25, 2023
@Nanu308 Nanu308 removed the Stale beg a maintainer to review your PR label Dec 25, 2023
Copy link
Member

Choose a reason for hiding this comment

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

Design improvement seems good and hopefully this makes central colony see more play than before and less of direct lines into the hive, if map still has further issues it can be tweaked or taken out of rotation again but gonne need some live data for that.

Lgtm.

@Nanu308 Nanu308 added the Mapping Approved adds 500 new dict keys label Dec 25, 2023
@Steelpoint
Copy link
Contributor Author

If additional mapping balance changes are needed for game-flow I'd be happy and willing to make those changes, but as noted by Nanu we'd need to see how the game goes with the map first.

@realforest2001 realforest2001 added the Testmerge Candidate we'll test this while you're asleep and the server has 10 players label Dec 26, 2023
@professionallyretarded professionallyretarded mentioned this pull request Dec 31, 2023
3 tasks
@Accoint Accoint mentioned this pull request Jan 1, 2024
3 tasks
@realforest2001 realforest2001 added this pull request to the merge queue Jan 2, 2024
Merged via the queue into cmss13-devs:master with commit debc61b Jan 2, 2024
27 checks passed
cm13-github added a commit that referenced this pull request Jan 2, 2024
@Steelpoint Steelpoint deleted the SynthGun branch July 17, 2024 17:00
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Mapping Approved adds 500 new dict keys Mapping did you remember to save in tgm format? Testmerge Candidate we'll test this while you're asleep and the server has 10 players
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants