Spoder's mapping dumping ground.

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SagaSword
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Re: Spoder's mapping dumping ground.

Post by SagaSword » 03 Aug 2017, 13:56

The crashed mercenary ship looks EXACTLY like the Iron Hawk ship on hippie station.
And the robotics lab looks also EXACTLY like the robotics in Citadel station.
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Re: Spoder's mapping dumping ground.

Post by Steelpoint » 03 Aug 2017, 13:57

Because they likely are.

I was the creator of the 'Iron Hawk' and my Robotics remap is current adopted on Boxstation.
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Re: Spoder's mapping dumping ground.

Post by SagaSword » 03 Aug 2017, 13:57

Wow, you sure have roots man.
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Re: Spoder's mapping dumping ground.

Post by lcass123 » 03 Aug 2017, 14:20

TehSpoderman wrote:Im still quite new to mapping. Could you guys give me some tips for the future?
Try to avoid just using boxes, it gets a bit samey.

When designing a large open space make sure the size actually has some purpose otherwise it just doesn't have a nice feel to it.

Try to avoid double-walls and missing out corner walls it makes things look strange with the wall connections.

Plan out where maint goes before you actually start putting things together, this is one of the mistakes I made on my first few maps and it made maint feel unnatural and basically just a collection of straight lines.

Make rooms feel like rooms, adding too many windows and your department will feel like a fish bowl. One of the ways to test this is to just play the map in an actual game that way you get a feel for the actual play style of the map.

Try to keep to a similar theme for an entire department, for instance if you are trying to show a colony with a xeno escape that occured recently you wouldn't add in bones.

Get a feel for the number of people using the facilities, for instance, a medical bay with 6 cryos but 1 surgery room is not very good.

Just practice in all honesty and you will get better, one of the best ways to improve is to go back to earlier work and update it. I did this by making a mars colony in gooncode, when I started I worked on science and towards the end completely rebuilt it to look and feel nicer whilst playing. This is another thing you should not be afraid of, if you don't like how a room or department turned out don't be afraid to completely rip it out and start again. Just make sure to keep a backup of it.

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Re: Spoder's mapping dumping ground.

Post by Casany » 03 Aug 2017, 15:54

TehSpoderman wrote:Im still quite new to mapping. Could you guys give me some tips for the future?
Start small, and work your way up. My first map was a small shuttle with a tiny sec area, bridge, cargo and medical that were all 1-2 rooms big. Working power but not atmos. Then I expanded out to bigger projects like the asteroid base I have up there with atmos, power, and all the departments. Never bite off more then you can chew
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Re: Spoder's mapping dumping ground.

Post by Snypehunter007 » 03 Aug 2017, 19:04

I'll get around to posting some of my work eventually.
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 05 Aug 2017, 20:58

http://imgur.com/a/JHhYB

Here is my first mapping project. Give your thoughts pls.
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Re: Spoder's mapping dumping ground.

Post by Snypehunter007 » 05 Aug 2017, 21:04

TehSpoderman wrote:Im still quite new to mapping. Could you guys give me some tips for the future?
Ye. Also the cargo redesign is kinda bare, is it still in progress?
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 05 Aug 2017, 21:07

Snypehunter007 wrote:Ye. Also the cargo redesign is kinda bare, is it still in progress?
thnx bb. Yes. I have sort of put it on the side for my current project.
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 07 Aug 2017, 14:24

I am back and ready to map again. Ill keep making progress on the medbay and post my stuff in the imgur album.
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 07 Aug 2017, 19:25

Added a pic of Chemistry. Its a WIP so feedback would be appreciated.

The space in the middle of Chemistry is a bit empty, so I am wondering what to do to make it less bare...
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Re: Spoder's mapping dumping ground.

Post by Tidomann » 08 Aug 2017, 08:53

Is the room to the north considered part of Chem or is that the medical personels locker room?

Just random things from my experience working as a chemist of things you could add for fluff that could lead to things to rearrange

Lockers- fire extinguisher, gloves labcoats, bio suits, goggles, etc.
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If I think of more I'll edit

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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 29 Aug 2017, 22:55

I made a very big update on my medbay. Check it out in the album. Sorry for the lack of updates, lads.
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Re: Spoder's mapping dumping ground.

Post by Shuffl3 » 29 Aug 2017, 23:07

Im not too fresh on CM/bay med, but the traffic flow seems like it could be conflicting.

Is the large room below trio of operating suites in the northeast superfluous?
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 29 Aug 2017, 23:10

Shuffl3 wrote:Im not too fresh on CM/bay med, but the traffic flow seems like it could be conflicting.

Is the large room below trio of operating suites in the northeast superfluous?
Its supposed to be a waiting room for people who need surgery. I still need to add windows, chairs, and the like to the room. Possibly some nanomeds to stabilize the patients while they wait.
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Re: Spoder's mapping dumping ground.

Post by PandaCG » 29 Aug 2017, 23:14

Assuming this medical center is being used on CM or a highpop server, one surgery room isn't enough unless you expect doctors to be doing surgery on roller beds.
TehSpoderman wrote:http://imgur.com/a/JHhYB

Here is my first mapping project. Give your thoughts pls.
Whew, cargo looks clean, however bare and empty. I'd say push the interior walls around the loading bay back one tile so the hallways are all three tiles wide, and make the inner front desk area a bit bigger so your cargo techs have some space to move around in, cause when shit goes down a lot of people will be trying to get shit from cargo.

Personally, I'd remove the doors into the loading bay and make a three-tile wide exit out of the north inner-walls so there's a simple flow of traffic and also makes work more effective rather than having to stop and open a door every time.
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 29 Aug 2017, 23:21

PandaCG wrote:Assuming this medical center is being used on CM or a highpop server, one surgery room isn't enough unless you expect doctors to be doing surgery on roller beds.
I assume you are talking about the operating theater below the operating rooms. The three rooms north of it will also be operating rooms. You can use that operating room so that other people will watch you and be amazed at how skilled (or unskilled) you are at operating on a person.
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Re: Spoder's mapping dumping ground.

Post by Skysoldier » 30 Aug 2017, 04:06

So I saw this thread and this looked pretty fun to do, so I had a go on /tg/

https://gyazo.com/fead57f8d1113bd7d6ecbb128e173276

Even doing this takes so much time then I expected e.e, new found respect for any mappers out there.

Anyway it's my first time trying to map, how does this look?
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Re: Spoder's mapping dumping ground.

Post by Snypehunter007 » 30 Aug 2017, 12:54

Skysoldier wrote:So I saw this thread and this looked pretty fun to do, so I had a go on /tg/

https://gyazo.com/fead57f8d1113bd7d6ecbb128e173276

Even doing this takes so much time then I expected e.e, new found respect for any mappers out there.

Anyway it's my first time trying to map, how does this look?
All I'm seeing are hallways with a few ends to them. Is this the finished project or is this just to get used to the system or ?
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Re: Spoder's mapping dumping ground.

Post by Skysoldier » 30 Aug 2017, 13:18

Snypehunter007 wrote:All I'm seeing are hallways with a few ends to them. Is this the finished project or is this just to get used to the system or ?
Yeah, getting used to the system, first time trying this out.

I have a small problem though, i can't compile the map into .dmb and test to see how it would look in game.

I mean more as I can't change map to this and the game doesn't seem like it acknowledges it's existance

The idea on the station right now is that it's going to be a small junction/resting spot, so I made a simple atmospherics area that literally dumps all non o2 or n2 gas into space, and probably have random recreational areas everywhere.
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 30 Aug 2017, 17:08

Skysoldier wrote:Yeah, getting used to the system, first time trying this out.

I have a small problem though, i can't compile the map into .dmb and test to see how it would look in game.

I mean more as I can't change map to this and the game doesn't seem like it acknowledges it's existance

The idea on the station right now is that it's going to be a small junction/resting spot, so I made a simple atmospherics area that literally dumps all non o2 or n2 gas into space, and probably have random recreational areas everywhere.
I still need to learn Atmos. Its very complicated. I probably wouldnt recommend trying to learn atmos first, but that is just me. Its kinda hard to see without the turf, so you might want to turn it off, if you know how.
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Re: Spoder's mapping dumping ground.

Post by Skysoldier » 30 Aug 2017, 21:43

TehSpoderman wrote:I still need to learn Atmos. Its very complicated. I probably wouldnt recommend trying to learn atmos first, but that is just me. Its kinda hard to see without the turf, so you might want to turn it off, if you know how.
Ehhh sure heres my atmos without area/turf:
https://gyazo.com/dda29c0d76605e91f2c8e78f215a348c

What it actually looks like:
https://gyazo.com/5816d7232ff37b57607032937fe53435
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 02 Sep 2017, 01:58

New images for the operating rooms in the top-right in the album. Give some thoughts please <3
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Re: Spoder's mapping dumping ground.

Post by TehSpoderman » 09 Sep 2017, 18:00

Updated the album. Please give some thoughts before I FINALLY complete this and move on to the rest of the colony.
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Re: Spoder's mapping dumping ground.

Post by Nyeshivuu » 04 Oct 2017, 22:22

Wait how do you map?
Probably dead in some remote corner of the map
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