HalfdeadKiller Mapper Application

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HalfdeadKiller
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HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 13 Nov 2015, 19:46

Byond ID: HalfdeadKiller

Age: 21

Gender: Male

How would you define yourself? (Coder, Mapper, Spriter): Mapper

If Coder, what languages? N/A

Any previous experience developing with SS13? Nothing for a server, but I've built engine rooms and engineering projects on my own occasionally.

Proof of any previous or current work:

http://cm-ss13.com/viewtopic.php?f=59&t=3367 - Sulaco engineering redesign/rebuild. Incompatible to this due to using a newer version of Bay code.

http://imgur.com/d13yrn7 - RUST engine I built some time ago. Map can't be run due to updates to BYOND I believe.

How well do you know Git? Not too well, would need a tutorial to read or something for it.

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) Yes.

Anything else you'd like to add?

I'm a very experienced SS13 engineer, and have a working grasp of building maps and how engineering things work. I was also a mentor for a short time, and I enjoy building things.
Last edited by HalfdeadKiller on 20 Nov 2015, 03:08, edited 4 times in total.

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SASoperative
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Re: HalfdeadKiller Mapper Application

Post by SASoperative » 13 Nov 2015, 19:53

I have spoken to Half and I have known him for a rather long time now and I am pretty confident with allowing him to map. I have seen him play as every type of engineer in the past in addition and just do shit I did not even know was possible.
Regardless I know he is by far responsible enough to have the power given with it

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 15 Nov 2015, 04:39

Typically we assign a "test" before we accept anything.

Do a quick design of what you think the "Nostromo" from the Alien movie would look like as a map. Here's my requirements:

1. Outer Walls/rooms defined with zones
2. Atmospherics pumps and filters wired throughout the ship (It can lead into a room tagged as atmos, it doesn't have to be fully functional)
3. Ship properly wired (Have it lead to an "engineering" department, it doesn't have to be fully functional)
4. Basic Bridge (use whatever consoles you want in place of our consoles)

You don't have to go super in-depth with the decorations/final touches. Just show me that you can do a basic layout of a ship and that it will have an obvious engineering area, as well as an obvious bridge and that the ship will be powered.


Usually, when someone applies to be a mapper, I give them a project related to one of our goals, because if you can do it well enough, you can help us move forward toward our goals.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 15 Nov 2015, 04:51

Alright. I'll begin work here in the next few days. Still doing some stuff with moving, but I should have time to work on this.

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 15 Nov 2015, 05:14

NO problem. And it doesn't have to be perfect. Also, don't expect to "continue" it if we bring you in as the project I have in mind, would have WAY different requirements.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 15 Nov 2015, 15:33

Uh, quick clarification. By Nostromo, do you mean... default SS13 station? Or Alien starship? I assumed alien starship, and totally forgot we named the default SS13 station the Nostromo.

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 15 Nov 2015, 17:35

The Alien Starship.

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HalfdeadKiller
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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 20 Nov 2015, 02:29

A quick update on the Map. I'm on mobile data and the Master file is 100 megabytes, so I don't want to upload that quite yet. But here is a rough, semi poor quality picture of it. The piping, wiring, and lighting is done, however none of the variables have been edited, except area names. The left Nacelle is kinda what I want the right engine nacelle to be like, but since this is a test, I didn't quite finish it. The central ship area is fine though.

WARNING: LARGE IMAGE
Nostromo Layout
► Show Spoiler
Nostromo Areas
► Show Spoiler

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Re: HalfdeadKiller Mapper Application

Post by MikeHdez97 » 21 Nov 2015, 01:12

HalfdeadKiller wrote:A quick update on the Map. I'm on mobile data and the Master file is 100 megabytes, so I don't want to upload that quite yet. But here is a rough, semi poor quality picture of it. The piping, wiring, and lighting is done, however none of the variables have been edited, except area names. The left Nacelle is kinda what I want the right engine nacelle to be like, but since this is a test, I didn't quite finish it. The central ship area is fine though.

WARNING: LARGE IMAGE
Nostromo Layout
► Show Spoiler
Nostromo Areas
► Show Spoiler
I am not in the Staff but let me to tell you this:
You did an amazing job!

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 21 Nov 2015, 01:54

I love building things. SS13 engineering so far is probably the coolest time I've had building things, aside from Gmod. Theres still a lot to be done to that map if I want it to be playable, and stuff I still gotta figure out like Spawns and stuff, but that shouldn't be too difficult to figure out. I appreciate the compliment Mike! I'm conflicted on continuing work on that map since it isn't compatible with this source, but I think I might just save it as my mess around project. At the very least, I have a layout down and if I wanna port it over, I don't have to start from scratch.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 25 Nov 2015, 17:06

So, I got a quick question. Should I be continuing work on the map to "finish" it? Or am I waiting for more evaluation or something? Or are y'all needing me to upload the master file/map file? Or do I just gotta be patient with the app? Because I'd love to be mapping whatever projects y'all have in mind. I just wanna know if I'm needing to do anything on my end to continue with the application. If you all need time to consider it, I don't mind, I'd just like to know is all.

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 25 Nov 2015, 23:35

I've just been busy. We'll figure this out after thanksgiving.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 26 Nov 2015, 16:06

Alrighty!

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 01 Dec 2015, 03:13

Ok, have you made any more changes to the map or anything?

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 01 Dec 2015, 03:15

Not yet. Anything in particular I should do?

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 01 Dec 2015, 19:21

Nope, I was just checking if you had updated photos or anything.

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 01 Dec 2015, 19:27

So, here's a question.

How much do you know, about creating zones, for example, do you know how to make "new" zones into a .dm file?

I ask because we don't just re-use zones, we make new zones (re-using zones, has the side-effect of linking "lock-downs" and alarms).

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 01 Dec 2015, 22:15

Aah. Right. Well. I'm gonna be honest, never tried adding an area, except maybe a looong time ago. Took a crack at it in the past ten minutes, seems simple enough. I'm playing around with it now. So far I've gotten an Nostromo test area, and I'm seeing if I can tree other areas and change their icon.

Edit: Success! Was able to change the icon, and add in some area group trees. Unfortunate that you have to compile every time you add something, to test it on the map. Oh well. Group tree thing also worked swimmingly.

Code: Select all

////////////
//Nostromo//
////////////

/area/nostromo/test
	name = "Nostromo Test" 	
	icon_state = "exit"
	
/area/nostromo/group/test1
	name = "test1"
	icon_state = "medbay2"
	
/area/nostromo/group/test2		
	name = "test2"
	icon_state = "medbay3"
Image showing that they are placeable via the map editor.
► Show Spoiler

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 02 Dec 2015, 17:59

You could speed your compiling, by clicking the check-box next to all the exodus maps.

I'm waiting to hear back before we finalize this, but I'm leaning towards accepted.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 03 Dec 2015, 00:55

That... makes sense. Why compile the normal maps when I'm just testing one... Thanks for the tip!

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Re: HalfdeadKiller Mapper Application

Post by Minijar » 06 Dec 2015, 05:16

I like the nostromo map very much, and I understand from the film, it was very cramped and you've replicated that well which is a great work. However, I do feel that map is a tad 'too' cramped for the server since ya know, fifty marines running about would just be a slaughter between aliens acid bombarding them and friendly fire.

Overall +1, but I believe you could work on creating maps for more specific styles, like maybe shove a lot of blood decals in places, dirt and such. Still, very good work.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 06 Dec 2015, 10:20

Thanks! The map wasn't built for the server, since it is kinda incompatible with the servercode. It was built "to scale", crewing a max of ten-ish people. I would have to expand it, increase maintenance tunnels, and such. The engine nacelles could be used as more filler, with engine maint rooms and secenic stuff, but I'm mainly worried about the areas between the nacelles, as they didn't get much space to add multiple entrances to. But yeah, I like to think I excel at being given an idea, and then turning that into something workable.

The map is incredibly cramped. But now knowing just how much space everything really needs, I know how to better expand it and such. Also, may or may not be my first actual map. The engine is also functional, but uh... has some heating issues... unless you flip the cooling valves, then it's fine. But it kinda overheats if you don't keep an eye on it ahahah. The explosion was kinda cool. Atmos and the like would be fully functional, provided I edit all the vars to make it so.

Any uh, ideas on some specific styles of destroyed scenery, like ground buildings or anything? Or should I just try making the current map I made more... desolate?

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 06 Dec 2015, 19:56

Accepted. I'll get you setup on the git soon. Make an account on github.

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Re: HalfdeadKiller Mapper Application

Post by HalfdeadKiller » 07 Dec 2015, 05:50

Aight. I'll get started on that.

Edit: Done

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Re: HalfdeadKiller Mapper Application

Post by apophis775 » 10 Dec 2015, 21:48

Waitin fer ya to respond to my PM.

Locked