Distress Signal Map Essentials

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Distress Signal Map Essentials

This covers all the essential things you need to make a functional Distress Signal CM map. That is, just the things that are essential to run a functional game of Distress Signal. You can add as much additional random stuff as you want, but missing any of this is a no go.

Areas

  • All variables for areas should be set via the area typepath in the code. Areas should never be instanced.
  • LZ dropship areas
    • You need at least one LZ area of 11x21 tiles. Two are recommended for large maps.
    • area/shuttle/drop1/ for LZ1 and area/shuttle/drop2/ for LZ2
      • It’s recommended to make a subtype for the area such as area/shuttle/drop1/ice_colony but it is not necessary.
  • LZ console areas
    • The specific tile that each LZ console is located in should have it’s own unique area which is always powered. The name of this area is what will be shown when CiC selects their LZ, and should thus be an identifier for the LZ.
      • Set the following for the area to make it always be powered:

requires_power = FALSE

  • Areas around the LZs should have the following var to prevent xenos from weeding them early game.
    • can_build_special = FALSE
  • Areas that xenos should not be able to tunnel to (if it is out of bounds or surrounded by indestructible walls for example) should have the following flag set:
    • flags_atom = AREA_NOTUNNEL
  • Set your area ceilings appropriately for where you want CAS, medevac ect. to be allowed.
  • The parent for all areas on groundside maps should have the following variables set:
    • powernet_name = "ground"
    • can_build_special = TRUE
  • The map should be divided into number of different areas. Areas should encompass multiple rooms such as a department or it can be a sequence of hallways and tunnels identified by their surroundings or location. It should not be overdone so that every single room has its own area. Think about an SO at overwatch, they should easily be able to understand where someone is by the name of the area.
  • Inaccessible tiles such as indestructible turfs should all share the same area. Space turfs should all use the area/space area.