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Mapping
Table of Contents
This page is intended to help you with mapping and how to map.
Note that this guide does not apply to intentionally decrepit mapping.
For adding maps, see: Adding Maps
For shuttle mapping, see: Shuttle Mapping
For away site, ship, and ruin mapping, see: Away Site/Ship/Ruins Guidelines and Away Site Mapping And You!
- [Mandatory] = You have to do this.
- [Recommended] = You should do this.
- [Optional] = You can do this.
- Room = Self explanatory.
- Area = A room and its connecting hallways.
- Section = A collection of areas. Usually a department.
Rooms, areas, and sections are what commonly make up a map.
Unless otherwise stated, you can add as many of the below components as you want.
Each room should have:
- 1 APC (maximum) [Mandatory]
- 1 air alarm [Mandatory]
- 1 vent [Mandatory]
- 1 scrubber [Mandatory]
- 1 fire alarm [Mandatory]
- 1 light sources [Mandatory]
- 1 light switch [Optional]
- 1 camera [Mandatory]
- 1 disposal [Optional]
- 1 holopad (maximum) [Optional]
- Emergency shutters on all airlocks [Mandatory]
Each area should have:
- 1 wall mounted radio [Mandatory]
- 1 news console**[Mandatory]**
- 1 fire extinguisher [Mandatory]
- 1 emergency closet [Mandatory]
- Emergency shutters to compartmentalize a bigger area
Each section should have:
- 1 requests console [Mandatory]
- 1 ringer terminal and button to ring it (maximum) [Optional]
The visual of a map is important to consider as it helps keep a coherent look.
- 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.
- Do not map two decals as a corner. Use the dedicated corner decals.
- Do not map the weapon impact map hints outside of walls.
- Do not map vents or scrubbers under objects, unless it is impossible to avoid.
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.)