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Centcom Improvement Program, Phase 1 #423
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All this does is move the minigame spawns from old positions near CC to 18,200 and 42,200, closer to the top left corner of the map.
lots of changes: removals: all the CE belts, CE room, Medbay Mechbay additions: Admin Offices, version 1 Dressing Room, version 1 other changes: Auxiliary Announcement Closet moved to AdminLand CC Cargo moved to a more anti-Tide position Tiny fans added to CC Arrivals Kitchen and Bar expansions Hardened many locations to resist tiding. This may be reverted at a later date once programming supports zone-level lockout of areas not intended for CC Ghost Interns.
just swapped in a magic mirror for the regular mirror so that can help account for instant race/gender/hair changes.
whoops. missed a few areas. fixed.
just removing lattice until I can figure out why there's banned neighbors so I can do "decorations"
added 80% offices for vicky and trapp, 40% office for softie.
added abraxis' office.
yes, adminsec is fucked at the moment. it is being fixed following.
admin jail is now secured. courtroom is now secured.
admin jail is now 99% fixed. it is very secure now.
sits in better spot now. allows for room to move/expand facilities at cc.
permanent removal of magic mirror due to abuse.
admin office updates
removed clown grenade. should be able to also get rid of the badmin payload clown bombs on centcom. if this does not correct, more action will be required.
So I can ensure that I have it clarified in the discussions here, the magic mirror (or functional identical) will return at a later date once we have identified and fixed what happens when one uses the magic mirror as a Ghost Intern. It may require a completely different piece of equipment or other function in order to ensure that the restrictions on Ghost Interns are not bypassed. |
some lights for arrivals
ooks office is now furnished. absolute gamer legend.
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About The Pull Request
The purpose of this PR is to begin the process of a significant overhaul and improvement to the CentCom map. The map itself is used by the following "things" at the time of this writeup:
The intent of Phase 1 of this program is to do significant changes to the map that do not require any explicit changes to game code elsewhere in order to support it. Moving the Minigame map markers does not require code changes, so they are included as part of this. This does not constitute a final placement position of said minigames on the map, based on feedback.
As the project moves forward through different "phases" that require different levels of intrusion on the server/game code as a whole, each phases' changes and discussion will be appended to this OP inside their respective phases. I also intend for this PR to only change the Map File (Centcom.dmm) and make use of other PRs written by either myself or others to support code changes to help keep smooth documentation of said changes without any single PR becoming a dreaded threadnaught.
Disclaimer: throughout all the changes we are going to do to the CentCom map, and based on my current running knowledge of the various tools we are using (git, StrongDMM, etc), it may be advised to keep this PR as a test merge until we have a mostly, if not entirely, complete change to CentCom that we are satisfied enough with to call complete and finalize the CentCom Improvement Program merge as an "all in one" complete package regarding the map file itself.
Why It's Good For The Game
Upon significant discussions, request to utilize existing Z level space, and the recent changes to CentCom regarding the "CentCom Ghost Intern", these changes are necessary in order to begin providing for things such as:
Outside of this, players have also provided feedback on other kinds of facilities they wish to have made available in order to further possible learning experiences. While I'm not opposed to this, certain requests such as an Atmospherics lab or a Tesla/SM/Singulo Engine Simulator will require further station restructuring in order to facilitate, so they will be looked at to be added during a later "phase" of the program.
Other Admins, if you wish to claim an office, please indicate so in Discord and decide how you wish to build it: either in StrongDMM using the provided templates in Discord, or build it up in game and take a screenshot to share with me, or directly have me come and witness it. Shutters are currently provided for each office, but none are currently setup on buttons as everyone that wants an office will want their button to be in different places.
Changelog
🆑 Dexee
10/4/2023
add: AdminLand, the land of Admin Offices
add: Dressing Room, version 1 (various vendors, selection of lockers, subject to change based on feedback, now with magic mirror!)
qol: CentCom Auxiliary Announcement closet moved to AdminLand (Anti-Tide), also now has a light.
qol: old CentCom Administrative Office retained, moved to sit with AdminLand as The Council Chambers
qol: Expanded the bar/kitchen by Thunderdome, complete with extra table space, vendors and trash bins as appropriate
del: removed all CE belts from the map
del: removed the CE room by arrivals
qol: moved Poly Prime. Can't let the bird die
qol: fixed the improper cloning bay arrangement in CC Medical
del: removed the CC Medical Mechbay and Odysseus (the damn thing had nothing on it anyway)
qol: increased the strength of various doors and windows to help provide a passive enforcement mechanism to CC Ghost Interns of where they are allowed to be.
qol: moved minigame start markers for Mafia and Basketball to open up space next to CentCom (does not require code changes, tested locally)
qol: moved CC Cargo to a tenative better position, mostly to allow for room for AdminLand, but also provides Anti-Tide.
qol: gave a big window to Peppino's so viewers can enjoy our nice space backgrounds
qol: Tiny Fans added under the arrivals blast doors by the shuttle to help mitigate depressurization events during EORG... not that it'll make a huge difference, but worth the change.
qol: toned down how many cooking pots and ladles there are at the CC Kitchen.
qol: kicked one microwave out of the way to add a dedicated rack with chef clothing items at CC Kitchen.
del: removed barkeep powergaming shotgun at CC Bar.
del: removed Detroit.
/:cl:
🆑 Dexee
10/7/2023
add: implementation of offices for Trapp, Gabbie, Vicky, Waffles and partial for Softie.
qol: various small fixes across the map
qol: Admin Jail and Court moved into tide-proof locations
qol: added Centcom Wardrobe to Dressing Room
add: substituted the garden for a fairygrass workout area.
/:cl:
🆑 Dexee
10/8/2023
add: implementation of office for Softie
del: removed magic mirror in dressing room due to abuse and exploits.
del: removed cluwne grenades due to abuse and exploits.
qol: various small positional changes of things to where it makes sense.
qol: added Plasmaman Essentials crate to Ghost Spawn so Plasmemes can have their stuff and not just be stuck in vicious cycle of burning death.
/:cl:
🆑 Dexee
10/9/2023
qol: added floor lights to the arrivals area in centcom to help counter some of the darkness. (suggested by Julian Hardy)
/:cl: