Bringing back the Sulaco

Generic, on-topic discussion about Colonial Marines.
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Amitt0
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Re: Bringing back the Sulaco

Post by Amitt0 » 17 Mar 2018, 17:56

I don't understand Byond very well but why would it be too much work to bring back? I mean, dont the Devs just have the map stashed away in a file somewhere? Could it just be sort of quickly gutted and revised to be more aesthetic as the battlemap like the planets and colonies instead of a fully functional ship? Forgive my ignorance.
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Artouris
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Re: Bringing back the Sulaco

Post by Artouris » 20 Mar 2018, 14:44

Amitt0 wrote:
17 Mar 2018, 17:56
I don't understand Byond very well but why would it be too much work to bring back? I mean, dont the Devs just have the map stashed away in a file somewhere? Could it just be sort of quickly gutted and revised to be more aesthetic as the battlemap like the planets and colonies instead of a fully functional ship? Forgive my ignorance.
As one of the mappers (and the only who has done conversion work between the old code base and the new one for last year's April fools). It takes alot of effort to update old maps. This stems for a few reasons, main one is that new code is put in which breaks old things. Anything now that we've had for a while has had to be maintained and has been continously updated. However when something gets shelved theres not only restoration work that needs to be done. But also work under the hood because you cant rip out the map and transplant it. I spent like 3 days full time just cranking out porting over and restoring the old nostromo map for water world. Which was wild, honestly I think I passed out while observing the night it got put up after having me make jokes for a round.

Now I personally will say I'm not opposed to porting in old maps or putting in the work required for that stuff. However it's not the top of my priority list and certain maps like the CM:Alpha Sulaco were really badly made and honestly were barely functional to the point of I wouldn't want to bring them up to date mainly because it just doesn't work. In alpha the sulaco wasn't even a ship it was a bunch of rooms in space. Like it's kind of really ugly.
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Re: Bringing back the Sulaco

Post by Slywater » 23 Mar 2018, 17:50

Nickvr628 wrote:
16 Mar 2018, 11:22
What would be the Xeno equivalent of the RO line? Everyone waiting to get handed facehuggers by a drone?
Hopefully the xenos haven't fallen to that level...
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TheDonkified
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Re: Bringing back the Sulaco

Post by TheDonkified » 27 Mar 2018, 19:27

Although it's probably impossible, it would be neat if we could have a day where we play with the old code, back in the Sulaco right before we switched to the Almayer. Seeing these threads about current gameplay is making me feel nostalgic about the past.

Hugger combat, the small medbay in the Sulaco, table FOB, all of that stuff. Would be interesting to see just how much things have changed.
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Re: Bringing back the Sulaco

Post by Jonesome » 28 Mar 2018, 19:48

I think that the old CM Sulaco as we knew it does not exist with this current revised lore. Now it is merely a Conestoga class ship that disappeared sometime in 2179.
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Re: Bringing back the Sulaco

Post by TastyCrabLegs » 12 Apr 2018, 13:51

I love when I see "Too much work " posts.

At one point the idea of CM was to much work, I remember because I was around when people scoffed at CM way back when.

The truth is if you want this map, then you must MAKE this map.
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Artouris
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Re: Bringing back the Sulaco

Post by Artouris » 12 Apr 2018, 18:50

TastyCrabLegs wrote:
12 Apr 2018, 13:51
I love when I see "Too much work " posts.

At one point the idea of CM was to much work, I remember because I was around when people scoffed at CM way back when.

The truth is if you want this map, then you must MAKE this map.
It's not too much work as I said. It's people like me have no issue with putting in the work especially when I put in 3 full days, where I barely slept porting in a old map. I did the groundwork for porting over old maps. That's possible. It's just the work for that is something that I wouldnt mind but it's not on my priority list at all. It's gotta be prioritized at some point that's why CM was made great. It's because the correct priorities were made
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Re: Bringing back the Sulaco

Post by TastyCrabLegs » 13 Apr 2018, 00:37

Artouris wrote:
12 Apr 2018, 18:50
It's not too much work as I said. It's people like me have no issue with putting in the work especially when I put in 3 full days, where I barely slept porting in a old map. I did the groundwork for porting over old maps. That's possible. It's just the work for that is something that I wouldnt mind but it's not on my priority list at all. It's gotta be prioritized at some point that's why CM was made great. It's because the correct priorities were made
Well said o7
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Re: Bringing back the Sulaco

Post by Adralimas » 16 Apr 2018, 08:22

Rather than an actual conversion or update of the old sully i'de like to see a new dilapidated and "Abandoned" sully where the muhreens on the almayer need to respond to the ancient distress signal from it and check out how the hell it all went wrong and try an eliminate the beno threat that took it over.
Survivors would be a bit weird of a concept considdering it's what, seventy / eighty years old?, I'de imagine the survivors could just be other people that responded to the distress signal beforehand and got royally fucked over rather than actual surviving crew members of the sully.
An unlikely occourance sure but hell it would be pretty neat!, God knows what those spooky devs have planned for us and i for one am always excited to see what's gonna kill me horribly next.
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Re: Bringing back the Sulaco

Post by WinterClould » 16 Apr 2018, 10:52

adralimas wrote:
16 Apr 2018, 08:22
Survivors would be a bit weird of a concept considdering it's what, seventy / eighty years old?
Sulaco went dark in 2179 per the wiki. 7 years is still way to long for anyone to survive. Especially since our lore was also once apon a time supposed to update as the years went by. As in, it's actually supposed to be 2188 but we just never bothered with that plan.

Perhaps if we updated the Sulaco's lore to have gone dark the last day we played with it, April 20something 2017 = 2187 and we reinstate the lore plans to make time actually progress again and update our year to 2188? A year trapped on an gives up ship isn't likely, but, more possible. Especially with the USS Sephora having also made contact? Who knows. That might actually make the whole thing impossible.
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Re: Bringing back the Sulaco

Post by begad » 16 Apr 2018, 13:02

WinterClould wrote:
16 Apr 2018, 10:52
Sulaco went dark in 2179 per the wiki. 7 years is still way to long for anyone to survive. Especially since our lore was also once apon a time supposed to update as the years went by. As in, it's actually supposed to be 2188 but we just never bothered with that plan.

Perhaps if we updated the Sulaco's lore to have gone dark the last day we played with it, April 20something 2017 = 2187 and we reinstate the lore plans to make time actually progress again and update our year to 2188? A year trapped on an gives up ship isn't likely, but, more possible. Especially with the USS Sephora having also made contact? Who knows. That might actually make the whole thing impossible.
Great suggestion.
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Re: Bringing back the Sulaco

Post by Adralimas » 16 Apr 2018, 21:30

Seven, Seventy, Close enough!
But yeah hell go a step further and include the sephora docked with the sully.
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Re: Bringing back the Sulaco

Post by Weaselburg » 16 Apr 2018, 22:20

Lorewise the Sully went dark? I thought the muhreens pulled out.
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