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It is nearly impossible to find emergency space suits on Oasis #34385

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jessicamaybe opened this issue Jan 11, 2025 · 7 comments
Open

It is nearly impossible to find emergency space suits on Oasis #34385

jessicamaybe opened this issue Jan 11, 2025 · 7 comments
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A: Mapping Area: Maps, or tools used for mapping

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@jessicamaybe
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Description

On most stations when there is major spacing or something at arrivals/evac I can quickly find a fire locker or an o2 locker. On oasis I can never seem to find any.

Looking at the map on the map viewer there seems to be only one o2 locker near arrivals and EVAC, and they are hidden away in maints. Most maps have at least 2-4 in plain sight at arrivals so new arrivals don't die.

Reproduction
Try to find an emergency locker on Oasis

Screenshots
image

@github-actions github-actions bot added the S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. label Jan 11, 2025
@ilovehans10
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To preface this I don't know if there are any hard numbers for mapping, this is just what I observed from looking at some maps. I also chose some maps for comparison at random based on similar recommended player count.

I wanted to take a look at this myself and after looking around using the online map viewer I can say that I don't see any O2 lockers in the main hallways on Oasis. For comparison, Cog has 13 O2 lockers in its primary hallways, and Cogs player limit is 40–80 players compared to the 70+ Oasis is rated for. Another map for comparison is Bagel, which has 10 lockers in main hallways (although 5 of those are grouped around Evac), and a player count expectation of 35–80.

For better visualization:

Map Player Count Hallways O2 Lockers
Bagel 35–80 10
Cog 40–80 13
Oasis 70+ 0

@Orange-Winds
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I had a look at the maps in the map viewer and the big difference I see is that Oasis has in general, narrower hallways, and less vestibules where lockers and vending machines could be located in the main hallways.

There is also a bigger emphasis on seating and potted plants, probably to make the station feel thematically distinct.

Evac is a pretty big area with a lot of seating, it would probably make sense to put in 4-5 O2 lockers at evac: the most likely place for people to need an EVA suit on an average game round. A few folding metal chairs can be easily removed to accommodate the lockers.

Also there are a few out-of-the-way places that can easily accommodate a locker. Looking near all the departments I can find a few candidate locations:

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I tried to find locations that don't make the station look cluttered or block traffic flow. I also think it would be inappropriate to put lockers in the central "oasis" area, because it would take away from the theme of the oasis. Perhaps some wall-mounted O2 cabinets might be appropriate as an alternative.

If this sounds good to people, I'd like to take this issue on, it feels like a nice and easy way to get familiarized with the repo and helping contribute to SS14.

@Orange-Winds
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I went ahead and made the changes in my local environment. I made the following changes:

Added two sets of oxygen/firefighting lockers in arrivals:

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This one set outside medical:

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Another set outside cargo:

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Another set outside engineering:

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And three sets in the general evac area:

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And another set in the small security lobby adjacent to evac:

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This gets us up to nine O2 lockers and two N2 lockers. I tried to change as little as possible with the current map, avoiding as much clutter as possible while giving players a reasonable amount of resources.

It's my first time mapping and contributing to SS14 so, I'd like to know if this seems reasonable? should I add more? Less?

I'd be happy to get some comments, if this looks good to the more experienced contributors, I'd like to submit my edits to oasis.yml in a PR.

Thanks!

@ilovehans10
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I looks like some great placements to me! I would also consider adding one to the center section of the map. An option to help keep the center of the map looking clean would be wall lockers which could be placed up near the freezer and down in the southeast on open spaces on the walls.

Image

Image

@Orange-Winds
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Orange-Winds commented Jan 18, 2025

Slightly awkward, closets can only be (reasonably) accessed from below. Meaning emergency closets have to be at the "top" or "north" end of the room.

They always eject their contents one tile down, meaning on a vertical wall the contents end up in a wall:

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And they are just straight-up inaccessible from above:

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I will just add two wall-mounted O2 closets on the "north" side of the oasis and that should probably be good enough:

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If this is good, Id like to submit a PR. First, I had a question, since this is my first submission. I understand that the oasis.yml file will be changed, but on running "git status" there are three files changed. I'm not sure whether all three should be submitted or just the map file.

Changes not staged for commit:
(use "git add ..." to update what will be committed)
(use "git restore ..." to discard changes in working directory)
modified: BuildChecker/BuildChecker.csproj
modified: Resources/Maps/oasis.yml
modified: SpaceStation14.sln

@IProduceWidgets
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IProduceWidgets commented Jan 19, 2025

The changes to .sln and BuildChecker.csproj are probably something your IDE did, and should not be included in the PR.

I would ask you don't use wallmount lockers. They're a little buggy, and significantly worse looking than regular lockers. They're mostly intended for places you cant reasonably fit any regular lockers like shuttles or airlocks. Even then, they're to be avoided if possible.

as for the locker placements:

Please don't do this one, it ruins the aesthetic of medbay front.
Image

These ones are okay, but three fire closets are probably unneeded. They wont ever have eva suits in them.
Image

These block the sec intercom, and also there are lockers immediately behind that airlock.
Image

If you're having trouble finding places to put more lockers, there's plenty of space in maints. I generally don't like lockers in the hallways since they look out of place and Oasis is a large map with wide maints as opposed to the other listed maps. All the ones pictured that I haven't mentioned seem okay though.

@IProduceWidgets IProduceWidgets added A: Mapping Area: Maps, or tools used for mapping and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 19, 2025
@Orange-Winds
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The changes to .sln and BuildChecker.csproj are probably something your IDE did, and should not be included in the PR.

I would ask you don't use wallmount lockers. They're a little buggy, and significantly worse looking than regular lockers. They're mostly intended for places you cant reasonably fit any regular lockers like shuttles or airlocks. Even then, they're to be avoided if possible.

as for the locker placements:

Please don't do this one, it ruins the aesthetic of medbay front. Image

These ones are okay, but three fire closets are probably unneeded. They wont ever have eva suits in them. Image

These block the sec intercom, and also there are lockers immediately behind that airlock. Image

If you're having trouble finding places to put more lockers, there's plenty of space in maints. I generally don't like lockers in the hallways since they look out of place and Oasis is a large map with wide maints as opposed to the other listed maps. All the ones pictured that I haven't mentioned seem okay though.

Feedback implemented.

Medbay lockers removed, benches replaced.
O2 wall lockers in oasis removed.
Redundant fire lockers in evac removed. One remains.
Lockers outside the sec desk removed.

Image

I'm going to bundle this into a PR.

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