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Adds natural resin structures to Chances, moves stuff slightly. #7732

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merged 2 commits into from
Dec 8, 2024

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HeresKozmos
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About the pull request

Adds some natural resin structure spawning to Chance's Reactors.

Explain why it's good for the game

Compared to most other maps I can immediately think of, Chance's has essentially no natural resin structure spawning (aside from weed nodes*) which leave a big majority of the map just open to walk through and it requires a significant time investment from a builder to even cover one half of the reactors. For example, LV-624 has naturally spawning structures which make early round building a little less of a chore where as aside from the weed nodes, that don't even cover certain parts of the reactors, basically stop nobody from just walking through.

I've added some natural resin structures that spawn near the main entrances to reactors, they're not particularly great (which is intended*) but they at least cover the entrances so you at least have to take a bayonet out to get inside and can't just waltz in, I'm not too fond of survivors just walking into the reactors at 00:05 (see the video below*) to snatch the Scout cloak before you can even evolve as a larva to at least try and contest them/make them have to take at least some risk to get it, like the Incendiary rounds in Lambda Labs as an example.

Testing Photographs and Procedure

Booted up locally, ran fine and structures spawned as they should.

Image of structures and video below.

Screenshots & Videos

An overview of the structures:
StrongDMM-2024-12-04 00 22 25

Survivors rushing in, grabbing the cloak, running out before larva even have a chance to evolve (low quality because of GitHub):
https://github.com/user-attachments/assets/b0abbbeb-2d52-4444-974c-61d8c649cdd8

Changelog

🆑
mapadd: Added naturally spawning resin walls, doors and sparse sticky resin for aesthetic purposes.
maptweak: Slightly moved some map items around a short distance (about 1-2 tiles or so*).
/:cl:

@HeresKozmos HeresKozmos requested a review from Nanu308 as a code owner December 4, 2024 00:42
@cmss13-ci cmss13-ci bot added the Mapping did you remember to save in tgm format? label Dec 4, 2024
4b1904f: maps/map_files/LV522_Chances_Claim/LV522_Chances_Claim.dmm

Automatically commited by: tools\mapmerge2\fixup.py
@Skatuk
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Skatuk commented Dec 4, 2024

you can already contest the scout cloak because by the time they grab it larva could have alerted queen to wall off their escape

@HeresKozmos
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you can already contest the scout cloak because by the time they grab it larva could have alerted queen to wall off their escape

I don't think you even watched the video because I doubt any Queen would get there in time to contest it if they immediately rush it, remote building was just nerfed and this assumes she goes on ovi the literal second she spawns, which is unlikely.

Queen isnt realistically going to be able to contest it

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approved

@Nanu308 Nanu308 added the Mapping Approved adds 500 new dict keys label Dec 8, 2024
@Nanu308 Nanu308 added this pull request to the merge queue Dec 8, 2024
Merged via the queue into cmss13-devs:master with commit 35a5bb4 Dec 8, 2024
27 checks passed
cmss13-ci bot added a commit that referenced this pull request Dec 8, 2024
HIDgamer pushed a commit to HIDgamer/cmss13 that referenced this pull request Dec 8, 2024
…13-devs#7732)

# About the pull request

Adds some natural resin structure spawning to Chance's Reactors.

# Explain why it's good for the game

Compared to most other maps I can immediately think of, Chance's has
essentially no natural resin structure spawning (aside from weed nodes*)
which leave a big majority of the map just open to walk through and it
requires a significant time investment from a builder to even cover one
half of the reactors. For example, LV-624 has naturally spawning
structures which make early round building a little less of a chore
where as aside from the weed nodes, that don't even cover certain parts
of the reactors, basically stop nobody from just walking through.

I've added some natural resin structures that spawn near the main
entrances to reactors, they're not particularly great (which is
intended*) but they at least cover the entrances so you at least have to
take a bayonet out to get inside and can't just waltz in, I'm not too
fond of survivors just walking into the reactors at 00:05 (see the video
below*) to snatch the Scout cloak before you can even evolve as a larva
to at least try and contest them/make them have to take at least some
risk to get it, like the Incendiary rounds in Lambda Labs as an example.

# Testing Photographs and Procedure

Booted up locally, ran fine and structures spawned as they should.

**Image of structures and video below.**

# Screenshots & Videos

An overview of the structures:
![StrongDMM-2024-12-04 00 22
25](https://github.com/user-attachments/assets/40c52f52-9f90-45a5-955a-bd392f958a6e)

Survivors rushing in, grabbing the cloak, running out before larva even
have a chance to evolve (low quality because of GitHub):

https://github.com/user-attachments/assets/b0abbbeb-2d52-4444-974c-61d8c649cdd8

# Changelog

:cl:
mapadd: Added naturally spawning resin walls, doors and sparse sticky
resin for aesthetic purposes.
maptweak: Slightly moved some map items around a short distance (about
1-2 tiles or so*).
/:cl:
HIDgamer pushed a commit to HIDgamer/cmss13 that referenced this pull request Dec 8, 2024
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3 participants