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(WIP) CORSAT: The Shrinkening #6217

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@realforest2001 realforest2001 commented Apr 30, 2024

About the pull request

Returns CORSAT to a hopefully playable state.

Explain why it's good for the game

Testing Photographs and Procedure

image

Changelog

🆑 forest2001, Spartanbobby
mapadd: Returns CORSAT, now significantly smaller.
imageadd: Added mapping-sprites for CORSAT hull windows.
/:cl:

@github-actions github-actions bot added the Mapping did you remember to save in tgm format? label Apr 30, 2024
cm13-github added a commit that referenced this pull request Apr 30, 2024
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cm13-github added a commit that referenced this pull request May 1, 2024
@Nanu308 Nanu308 marked this pull request as draft May 1, 2024 16:59
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label May 1, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label May 1, 2024
cm13-github added a commit that referenced this pull request May 1, 2024
@realforest2001 realforest2001 added the Testmerge Candidate we'll test this while you're asleep and the server has 10 players label May 7, 2024
cm13-github added a commit that referenced this pull request May 7, 2024
@github-actions github-actions bot added the Sprites Remove the soul from the game. label May 8, 2024
cm13-github added a commit that referenced this pull request May 8, 2024
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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 May 18, 2024
@github-actions github-actions bot closed this May 25, 2024
@Drulikar Drulikar reopened this Jun 3, 2024
@Drulikar Drulikar added Stale Exempt PR can't go stale and removed Stale beg a maintainer to review your PR labels Jun 3, 2024
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Drulikar commented Jun 3, 2024

Just as a note, something might need to be done about the north eastern part of the map to allow more xeno access to it; otherwise for #6363 I would either need to add fog blockers up here (and no survivor spawns inside), or make another way to designate areas so they can be made inhospitable early game. Test merging it as is does smoke up the LZs correctly, but this is a large chunk of map that could be a un-assailable survivor hold.

(Also part of the hallway is a weird area selection: /area/corsat/gamma/hangar/arrivals it was previously near a LZ)

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github-merge-queue bot pushed a commit that referenced this pull request Jun 19, 2024
# About the pull request

This PR is a more fleshed out implementation of #6296 that can likely be
expanded more into Zonespace's plans for generators powering turrets and
more (additional help for low pop).

Smoke takes 6 seconds from its spawn before it will deal burn damage and
smoke in vehicles takes up to 7 seconds to dissipate.

The sequence of events are as follows:
1. After ~~two~~ three minutes from round start, a "fake" OB will be
launched to each landing zone that then causes a miasma (loosely
considered CN20-X miasma since it affects xenos too) in all landing zone
areas.
2. When the first dropship departs, the smoke will clear
3. When the first dropship lands, four ~~10~~ 20 minute gauss sentries
are automatically deployed randomly in the NW, NE, SW, and SE regions of
the LZ immediately around the dropship:

![dropship](https://github.com/cmss13-devs/cmss13/assets/76988376/b87de40a-a718-43ca-9776-f6e47118bc8f)
4. As the sentry runs out of power it warns the battery is running low
(battery still depletes if undeployed & cannot be moved or manipulated
any other than deployment/undeployment)
5. When unpowered, it can only be undeployed so it is no longer blocking
movement.

Since I am primarily using the `is_landing_zone` area var to determine
where to make inhospitable, all maps need to be verified:
- [X] LV-624
- [X] Shivas Snowball
- [X] Solaris Ridge
- [X] Fiorina Science Annex
- [X] Trijent Dam
- [ ] Sorokyne Strata (Would need mapping fixes to expand LZs, but would
conflict with #6071)
- [X] Kutjevo Refinery
- [X] Chances Claim
- [X] New Varadero
- [X] Corsat* (Current Corsat is fine,
#6217 would need some changes)
- [X] Fiorina Cellblocks*
- [X] LV-759 Hybrisa Prospera*

# Explain why it's good for the game

Ultimately this came about because of problems where marines are not
able to get a foothold quickly enough first drop before being
overwhelmed. This especially affects low pop.

The goals of this change are to make survivors holding LZs basically
impossible, to deter xenos from wanting to go near LZs, and to give
marines at least ~~10~~20 minutes after first drop time to create a FOB.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

https://youtu.be/o8kE13Oua6o


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/fdf2bc5e-44b6-4c7f-a01b-defbd5630bf0)

![vehicle
smoke](https://github.com/cmss13-devs/cmss13/assets/76988376/b62b020f-5988-4a6a-9646-8eacd9c168ca)

</details>

# Changelog
:cl: Drathek cuberound
balance: After three minutes from round start, landing zones will be
covered in a deadly gas
balance: First dropship deployment will clear gas, and first dropship
arrival will deploy 4 sentries that last 20 minutes
refactor: Refactored smoke code
maptweak: Expanded LZ areas on Trijent Dam and Kutjevo Refinery
maptweak: Shrunk LZ1 on Shivas Snowball and LZ2 on LV624 slightly
maptweak: Removed fog on Chances Claim since it will be replaced by
smoke and tweaked southern tunnel area to not be considered a LZ
fix: Fixed weird LZ lighting on some maps
spellcheck: Replaced/removed synth coughing emotes in smoke
/:cl:

---------

Co-authored-by: Vero <[email protected]>
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jul 10, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@Drulikar Drulikar removed Stale Exempt PR can't go stale Testmerge Candidate we'll test this while you're asleep and the server has 10 players labels Jul 30, 2024
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Removing stale exempt while it's seemingly abaonded. But I'm otherwise interested in this.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github added Merge Conflict PR can't be merged because it touched too much code and removed Merge Conflict PR can't be merged because it touched too much code labels Aug 3, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Aug 24, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

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