Gamer's Mapper/lite-coder application
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Gamer's Mapper/lite-coder application
Byond ID: Gamerofthegame
Age: 23
Gender: why is this important but im a dude
How would you define yourself? (Coder, Mapper, Spriter): Mapper, minor coder
If Coder, what languages? None - I've been pretty good about looking at other code and making something similar, ie items/hoverpod, or finding and editing values but I can't make something new.
Any previous experience developing with SS13? Baystation, in and out. Mostly as a mapper, occasional code-work.
Proof of any previous or current work: Baystation reputation? I don't have any examples currently, as I believe my various major designs of the Exodus have been swapped out due to development. (Security and Engineering are the major things that come to mind and both certainly have been changed.) I'll take a "test" if you want. Shrug.
How well do you know Git? Well! It's insufferable. I can manage it just fine.
Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No) Uh, sure. I do admin/moderator stuff in other games, I know the routine and understand it isn't mine. Or wouldn't, details.
Anything else you'd like to add? I consider myself an accomplished mapper in a general game-design manner, not just SS13. I understand the specifics and necessity of function in a SS13 environment as well as the aesthetics. Not only that, though, I am mindful of the gameplay, too, under duress and other "fun!" situations. Colonial Marines interests me as it's a PvP-RP environment that removes itself from the "station life" of other servers; there isn't a working station. A lot of it is "magic" systems simply because they aren't important. This saves space and means aestheics and, more importantly, gameplay are more important then mechanical functionality. However, CM has problems! It has a few, really, but the core two in my mind is the player-base and the staff's responses with dealing with poor players (IE; not hard enough) and, well, the map.
The colony is vast! And all the gameplay takes place within the main dome or two screens of it. The aliens can't really set up anywhere but the caves. The marines tend to not leave the main dome much. This could use work. The game also of course needs variety, which people have set out on. I feel I could be a great benefit to the team, even if I don't have all the free time in the world for it.
Still. Put me in coach, gimme a test or whatev.
Age: 23
Gender: why is this important but im a dude
How would you define yourself? (Coder, Mapper, Spriter): Mapper, minor coder
If Coder, what languages? None - I've been pretty good about looking at other code and making something similar, ie items/hoverpod, or finding and editing values but I can't make something new.
Any previous experience developing with SS13? Baystation, in and out. Mostly as a mapper, occasional code-work.
Proof of any previous or current work: Baystation reputation? I don't have any examples currently, as I believe my various major designs of the Exodus have been swapped out due to development. (Security and Engineering are the major things that come to mind and both certainly have been changed.) I'll take a "test" if you want. Shrug.
How well do you know Git? Well! It's insufferable. I can manage it just fine.
Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No) Uh, sure. I do admin/moderator stuff in other games, I know the routine and understand it isn't mine. Or wouldn't, details.
Anything else you'd like to add? I consider myself an accomplished mapper in a general game-design manner, not just SS13. I understand the specifics and necessity of function in a SS13 environment as well as the aesthetics. Not only that, though, I am mindful of the gameplay, too, under duress and other "fun!" situations. Colonial Marines interests me as it's a PvP-RP environment that removes itself from the "station life" of other servers; there isn't a working station. A lot of it is "magic" systems simply because they aren't important. This saves space and means aestheics and, more importantly, gameplay are more important then mechanical functionality. However, CM has problems! It has a few, really, but the core two in my mind is the player-base and the staff's responses with dealing with poor players (IE; not hard enough) and, well, the map.
The colony is vast! And all the gameplay takes place within the main dome or two screens of it. The aliens can't really set up anywhere but the caves. The marines tend to not leave the main dome much. This could use work. The game also of course needs variety, which people have set out on. I feel I could be a great benefit to the team, even if I don't have all the free time in the world for it.
Still. Put me in coach, gimme a test or whatev.
- SecretStamos (Joshuu)
- Registered user
- Posts: 1291
- Joined: 15 Oct 2014, 12:32
- Location: Stars & Stripes
Re: Gamer's Mapper/lite-coder application
Hi there! Do you have any pictures of previous maps you've made?
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
I do not, as said. Most of my work was a year~ ago or not related to a BYOND project. However, I'll happily make some example piece for you to review if you want to give any specifications for it or something.
- Allan1234
- Donor
- Posts: 583
- Joined: 15 Oct 2014, 20:16
- Location: Canada, BC, Vernon
Re: Gamer's Mapper/lite-coder application
a example would be nice, otherwise we have no real proof that you can even do anything.
- Infernus
- Registered user
- Posts: 985
- Joined: 16 Oct 2014, 17:02
- Location: Croatia
Re: Gamer's Mapper/lite-coder application
Alrighty, do both of these tasks:
--------------
1)
Redesign the Sulaco Briefing. Here is how it currently looks like. Make sure you keep the outer walls and doors at their current position. You don't have to include pipes and wires. You can remove the section leading to the commander's desk and include it in briefing if you wish.
--------------
2)
Map a research division that is composed of 3 parts:
A large Research Foyer with a small office, tables and what not, two separate large rooms for science linked with the foyer. One room is for xenoarchaeology finds, the other room is for experimental weapons.
Be very creative in here. Make sure you include everything you could inside (no need for pipes, wires and disposals, except the trash bin, apc and vents), like plants, flooring color, fire extinguishers, machines, weapons and such. The Foyer also has doors leading to other section that is invisible.
Example: Foyer in the middle, weapon research on the left, xenoarch on the right, doors leading from foyer to south. It all has to look hi-tech.
-------------
If you have any questions, feel free to ask.
--------------
1)
Redesign the Sulaco Briefing. Here is how it currently looks like. Make sure you keep the outer walls and doors at their current position. You don't have to include pipes and wires. You can remove the section leading to the commander's desk and include it in briefing if you wish.
--------------
2)
Map a research division that is composed of 3 parts:
A large Research Foyer with a small office, tables and what not, two separate large rooms for science linked with the foyer. One room is for xenoarchaeology finds, the other room is for experimental weapons.
Be very creative in here. Make sure you include everything you could inside (no need for pipes, wires and disposals, except the trash bin, apc and vents), like plants, flooring color, fire extinguishers, machines, weapons and such. The Foyer also has doors leading to other section that is invisible.
Example: Foyer in the middle, weapon research on the left, xenoarch on the right, doors leading from foyer to south. It all has to look hi-tech.
-------------
If you have any questions, feel free to ask.
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
That's better!
Should the research division be themed for the Sulaco or a colonial one?
Should the research division be themed for the Sulaco or a colonial one?
- Infernus
- Registered user
- Posts: 985
- Joined: 16 Oct 2014, 17:02
- Location: Croatia
Re: Gamer's Mapper/lite-coder application
Not for Sulaco, you are free to do which ever type you wish. It can either be an space station research part, ground compound or underground secret research base.
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
Alright, I've got some findings. I am using the current Bay repository, which has gotten a little weird looking since I last worked with it. (Lot of off-color junk...)
Firstly, the Sulaco's briefing room. The change is relatively simple, keeping the general lay out the same; there's still the various squad zones, but instead of sitting in a horde of chairs they instead simply stand, leaving the space free for later use as needed. Maybe marines will trip less coming back from the battlefield, poor grunts. The second change is placing the briefing table northwards, so the commander can face south. The view plane means that characters look best facing southwards, so the key and present character - the commander - ought to be in full view and glory during the briefing, not the marine swarm. Ship crew can stand in the green space as desired.
It can be found here. As you can see, I didn't go out of my way to perfectly recreate the area.
Secondly, the research division. This one went a bit faster, if only because I didn't have to spend a good fifteen minutes trawling back and forth through the floor pieces to find all the needed color tiles. . .
Admittedly, I am not overly pleased with the xeno-arch's set up. It does feel a little empty to me, with a few to many one tile walk ways. Still, it's open and a working area for big, bulky things, so I resign myself to how it looks now. We have our weapons experimentation area, complete with "open" firing range and then the restricted-area production and research area, as well as pretty office spaces. Pretty, I say! Portions of xeno-arch as mentioned and doorways aside, there are no one tile path ways through out. It'd be good and useable in a station environment and, hey, maybe not to bad in a fight either! Bit nippy outside.
It can be found here. There is minor cut off up top, but that's just a r-wall afterwards.
Regardless, there's my bid.
I forgot to mention it, but I can also do disposal piping and atmospherics, though that isn't quite relevant here. Actually, I did one of Bay's iterations of Atmospherics.
Firstly, the Sulaco's briefing room. The change is relatively simple, keeping the general lay out the same; there's still the various squad zones, but instead of sitting in a horde of chairs they instead simply stand, leaving the space free for later use as needed. Maybe marines will trip less coming back from the battlefield, poor grunts. The second change is placing the briefing table northwards, so the commander can face south. The view plane means that characters look best facing southwards, so the key and present character - the commander - ought to be in full view and glory during the briefing, not the marine swarm. Ship crew can stand in the green space as desired.
It can be found here. As you can see, I didn't go out of my way to perfectly recreate the area.
Secondly, the research division. This one went a bit faster, if only because I didn't have to spend a good fifteen minutes trawling back and forth through the floor pieces to find all the needed color tiles. . .
Admittedly, I am not overly pleased with the xeno-arch's set up. It does feel a little empty to me, with a few to many one tile walk ways. Still, it's open and a working area for big, bulky things, so I resign myself to how it looks now. We have our weapons experimentation area, complete with "open" firing range and then the restricted-area production and research area, as well as pretty office spaces. Pretty, I say! Portions of xeno-arch as mentioned and doorways aside, there are no one tile path ways through out. It'd be good and useable in a station environment and, hey, maybe not to bad in a fight either! Bit nippy outside.
It can be found here. There is minor cut off up top, but that's just a r-wall afterwards.
Regardless, there's my bid.
I forgot to mention it, but I can also do disposal piping and atmospherics, though that isn't quite relevant here. Actually, I did one of Bay's iterations of Atmospherics.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact:
Re: Gamer's Mapper/lite-coder application
If you can, please make an example so we can see your ability to work with what we need:
Make an 'industrial" looking building that would fit on an industrial planet. Use baystation 12.
Also, make sure that it has power wired, vents are optional.
Make an 'industrial" looking building that would fit on an industrial planet. Use baystation 12.
Also, make sure that it has power wired, vents are optional.
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
Hm. Gotta admit, that might be a bit of a trial given there is no such thing as "industry" within the SS13 environment, but I have a few ideas in mind. I'll get to it.
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
And we're back again.
A pseudo-warehouse and manufacturer where I abuse the drone fabricator sprite. Vaguely inspired by my work place, too. It comes complete with an security checkpoint and entrance, an office, break area with bathrooms, charging area for certain workin' vehicles outside in the freight docking area, and so forth. In retrospect I forgot to add fluff cameras here and there and the office could use an outside window, but this seems fine as an example none the less. Wires aren't connected to any outside source, either.
It can be seen here. Bit big, but that's fine.
A pseudo-warehouse and manufacturer where I abuse the drone fabricator sprite. Vaguely inspired by my work place, too. It comes complete with an security checkpoint and entrance, an office, break area with bathrooms, charging area for certain workin' vehicles outside in the freight docking area, and so forth. In retrospect I forgot to add fluff cameras here and there and the office could use an outside window, but this seems fine as an example none the less. Wires aren't connected to any outside source, either.
It can be seen here. Bit big, but that's fine.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact:
Re: Gamer's Mapper/lite-coder application
I'll get this reviewed by some of our dev team.
- Infernus
- Registered user
- Posts: 985
- Joined: 16 Oct 2014, 17:02
- Location: Croatia
Re: Gamer's Mapper/lite-coder application
It was kinda the point to perfectly recreate the whole area :PGamerofthegame wrote: It can be found here. As you can see, I didn't go out of my way to perfectly recreate the area.
The test isn't here to see how fast you can think of something, but how good you can make that area. Beef it up a bit.
Looks good to me. A little bit of flooring work and it will passIt can be found here. There is minor cut off up top, but that's just a r-wall afterwards.
Same as above, everything looks good except the flooring. It just looks the same with that floor layout.It can be seen here. Bit big, but that's fine.
Finish those up and you have +1 from me.
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
"Perfectly recreate the area" in this case would be doing in the maintenance/medical zones and replacing the on-desk items. The layout is set but I am not squirreling through a different item list to try and find the same/similar items to put down, such as the planters or cigs, sorry.
I'll give a glance at the other two to see if I can fancy up the floors, though, sure. Mostly in the case of the third to make zones, however.
I'll give a glance at the other two to see if I can fancy up the floors, though, sure. Mostly in the case of the third to make zones, however.
-
- Registered user
- Posts: 105
- Joined: 31 Aug 2015, 17:30
Re: Gamer's Mapper/lite-coder application
Right.
My stance on the second, the lab, is that any further tile-colorings would make the space look ugly and to loud in practice. Everything always looks a little flat in the map view, though things are different in game as I'm sure you're aware! You're not as zoomed out, after all. Or have vision on everything.
The third has received some touch ups, though. Similarly, I'm a little hesitant to do to much to it because, again, it's based on my work place and thus actually a thing, but I added some. The bathrooms are white tiles, the production zone is cordoned off and both the power and central extinguisher has been given a stand-out red mark, similar to the work place in question. The medical zone has also been given a minor highlight.
And that's it. I am confident with what's shown here as a "resume." None the less, the touched up one is here.
My stance on the second, the lab, is that any further tile-colorings would make the space look ugly and to loud in practice. Everything always looks a little flat in the map view, though things are different in game as I'm sure you're aware! You're not as zoomed out, after all. Or have vision on everything.
The third has received some touch ups, though. Similarly, I'm a little hesitant to do to much to it because, again, it's based on my work place and thus actually a thing, but I added some. The bathrooms are white tiles, the production zone is cordoned off and both the power and central extinguisher has been given a stand-out red mark, similar to the work place in question. The medical zone has also been given a minor highlight.
And that's it. I am confident with what's shown here as a "resume." None the less, the touched up one is here.
- Infernus
- Registered user
- Posts: 985
- Joined: 16 Oct 2014, 17:02
- Location: Croatia
Re: Gamer's Mapper/lite-coder application
+1 from me.
- apophis775
- Host
- Posts: 6985
- Joined: 22 Aug 2014, 18:05
- Location: Ice Colony
- Byond: Apophis775
- Contact:
Re: Gamer's Mapper/lite-coder application
We've had some space open up on our Dev team. If your still interested, let me know here.