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(WIP) CORSAT: The Shrinkening #6217
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Project/corsat
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 |
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: |
# 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]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Removing stale exempt while it's seemingly abaonded. But I'm otherwise interested in this. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
About the pull request
Returns CORSAT to a hopefully playable state.
https://forum.cm-ss13.com/t/temp-corsat-map/7955
Explain why it's good for the game
Testing Photographs and Procedure
Changelog
🆑 forest2001, Spartanbobby
mapadd: Returns CORSAT, now significantly smaller.
imageadd: Added mapping-sprites for CORSAT hull windows.
/:cl: