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Mapping
SleepyGemmy edited this page Mar 8, 2023
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This page is intended to help you with mapping and how to map.
- [Mandatory] = You have to do this.
- [Recommended] = You should do this.
- [Optional] = You can do this.
Each room should have:
- 1 APC (maximum) [Mandatory]
- 1 air alarm (minimum) [Mandatory]
- 1 vent (minimum) [Mandatory]
- 1 scrubber (minimum) [Mandatory]
- 1 fire alarm (minimum) [Mandatory]
- 1 light sources (minimum) [Mandatory]
- 1 light switch (minimum) [Optional]
- 1 camera (minimum) [Mandatory]
- 1 disposal (minimum) [Optional]
- 1 holopad (maximum) [Optional]
- Emergency shutters on all airlocks [Mandatory]
Each area should have (including the things above):
- 1 wall mounted radio (minimum) [Mandatory]
- 1 news console (minimum) [Mandatory]
- 1 fire extinguisher (minimum) [Mandatory]
- 1 emergency closet (minimum) [Mandatory]
- Emergency shutters to compartmentalize a bigger area
Each section should have:
- 1 requests console (minimum) [Mandatory]
- 1 ringer terminal and button to ring it (maximum) [Optional]
- Under doors should preferably be full steel tiles. Hatched markings as well, if it fits the area.
- Under compartmentalizing emergency should preferably be full steel tiles. Hatched markings as well, if it fits the area.
- Under full windows should be full plasteel tiles.
- Do not put ramps under doors.
- Do not put multiple objects on the same wall if the overlap is visible from both sides.
- Do not map wires, pipes, or disposals under walls or windows, unless it is impossible to avoid. Map them through doorways.
- Do not use wires with the variables
d1
ord2
set. - Do not map things into lockers if it can be avoided. Code the items into the locker instead.
- Do not map things in eachother, such as a light fixture and a camera on the same wall, or a light fixture inside a blast door.
A collection of standards and guidelines applied to the codebase.
Documentation regarding common APIs which speed up feature implementation and should be known by all coders.
- Atom Initialization
- Garbage, Queued Deletion, and Destroy
- Callbacks
- Timers
- Lazy Lists
- Overlays
- Processing APIs
- Common Helpers
- Global Listeners
- Singletons
Documentation for less used APIs that are not often needed.
Documentation regarding our implementation of StonedMC (SMC).
Decrepit or unused systems.
- Dynamic Maps (Not to be confused with the newer away mission implementation.)