MetaStation

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Revision as of 07:21, 15 September 2013 by imported>Metacide (Added another space for clarity.)
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MetaStation v36B, the most recent version as of 15/09/2013. High Res Download File
Simplified Map, showing the station's main areas. High Res

About

MetaStation is a largely complete map available in the /tg/ codebase as an alternative to the default map. MetaStation was previously run on Badger, and is now the default map on the second official /tg/ server, Phillip. An older version has been running on NoxStation for some time. It has been play-tested quite extensively and has been generally well received. Due to this play-testing, it is now largely bug free, and most feedback revolves around gameplay changes and balancing. It is largely maintained and updated by Metacide, but based on and uses the work of many others.


Key points to note are that:

  • It's functionally the same as the default map, just rearranged.
  • It is more open, so attacks in public are harder to get away with.
  • It has a much larger maintenance system, useful for stealthier tactics.
  • There are in-game maps on the walls of the station to help you find your way.
  • The AI is in a more vulnerable position, but is directly adjacent to security for some protection.
  • It feels significantly larger than the default map, and plays best with a population of at least 30 or so.
  • The escape shuttle is larger, with a cargo hold to encourage players to bring any new or valuable equipment back to CentComm.
  • All roles which have maintenance access around their department now have access to the nearest hallway's maintenance door, too.
  • All other z-levels are the same as vanilla.


The most up to date information about MetaStation can be found in in this thread on the /tg/ forums.

Please give any feedback you may have in the thread, too, and rest assured that the map is regularly updated according to such feedback.


How to Host

Hosting MetaStation on a normal /tg/ build server isn't too complicated, but does require recompiling the code. In future this may be easier, but for now:

  • Don't host the game whilst making these changes.
  • Open tgstation.dme
  • Select the files tab on the top left of the screen
  • Expand the 'maps' folder in the file tree.
  • Untick tgstation.2.1.2 or other current map, and tick the latest MetaStation map present.
  • Click the build dropdown at the top, and click compile. This may take a minute.
  • Once compiled, run the resulting BYOND executable (.dmb) as you would normally.


Issue Tracker

Please report any issues or give feedback here.

  • Unexpected fun - Shouldn't happen again.
  • No other known issues at this time.


Planned Changes

  • Make a converted version which works on Baystation 12's code.
  • Eventually look at adjustments to the mining station / colony.
  • Eventually introduce a BoxStation (default station) derelict.


Version History and Downloads

File:MetaStation Image Previous.jpg
MetaStation v35C, the previous version for reference. High Res Download File

Click the version number to download a .zip of the .dmm file.

Version Changelog
v36B
(15/09/2013)
  • Fixed cargo bay to supply corridor doors having the wrong access level.
  • Fixed some needlessly hard to access atmos piping around the locker room and garden.
  • Altered the layout of the locker room, reducing the size of the laundry area.
  • Added an extra camera to the locker room to prevent unintentional blindspot.
  • Added an extra camera to the right of tech storage to prevent unintentional blindspot.
  • Added a minor reference to the talking postcard broken server affair, may it go down in history.
  • Removed unnecessary space poster from disposals which was a pain for the AI as it covered an APC on the wall's other side.
v36A
(14/09/2013)
  • Added missing security camera to north*east central hallway.
  • Added missing camera to art storage
  • Added airlock paints to art storage and engineering, as in BoxStation
  • Added a lockbox to the bridge.
  • Added the PDA painter machine to the HoP's office.
  • Added organ bags (renamed evidence bags) to the organ freezer in surgery.
  • Added a seedy new auxiliary bathroom*laundry area where the old gateway was.
  • Added lots of handy sinks to botany to make it more efficient than its competitors.
  • Added a grinder to the ghetto medical area.
  • Added lots of fun new items to the theatre backstage room.
  • Added the new costume vendor to the threatre backstage room.
  • Added some more helpful gear to the emergency shuttle.
  • Moved security hardsuits, they are now next to the HoS' office.
  • Moved the teleporter room to the right side of the old EVA area.
  • Moved the gateway room to where the old teleporter room was, with a nice ready room.
  • Removed chairs from surgery observation which blocked vent visibility.
  • Removed most tools from the ghetto medical area to compensate for the addition of the grinder.
  • Fixed some oddities with Pugley III's name and altered his description.
  • Fixed (possibly) the topmost door in the prison access tunnel not opening in the greytide event.
  • Altered the layout of the HoP's office, it is now a little fancier.
  • Altered the layout of the QM's office, which is now clearer and simpler.
  • Altered the layout of the janitor's office, it's now much larger and nicer.
  • Altered the layout of the central emergency storage closet, next to the bridge.
  • Altered the layout of the emergency shuttle bridge so you can't get stuck buckled in chairs.
  • Altered the layout of EVA, which is now greatly streamlined and has 8 spsace suits.
  • Altered the tiles in the meeting area by the council room, it now looks cleaner.
  • Altered the emergency-recovery-airlock area of the emergency shuttle to make it easier to sneak aboard.
v35C
(12/09/2013)
  • Updated plaque tile.
  • Removed a light switch on a table in the Detective's Office
  • Removed intercom on a table in Tool Storage
  • Added a hidden basketball to the map somewhere
  • Added ice cream vat to kitchen storage.
  • Fixed drinks with old paths possibly causing compile issues.
  • Rearranged the Chapel to be more imposing and less comfortable.
v35B
(07/09/2013)
  • Fixed some tiles not having the correct area designation in the chapel.
  • Updated all other non-station z-levels.
  • Fixed all 18 tiles which had active air calculation before roundstart.
v35A
(07/09/2013)
  • Moved locker in engineering security office to try and prevent EMPs hitting it.
  • Moved airlock poster in disposals to prevent controls being covered from some angles.
  • Research Division mulebot delivery window now has correct name and access.
  • Research Division mulebot window is now on the main research hallway, not in the break room.
  • Removed a duplicated status display blocking the RC console in telecomms.
  • Genetics access doors are no longer incorrectly all-access.
  • Medbay Storage now has two doors for easier access.
  • Added plasma coin to Captain's Quarters
  • The AI Chamber has been rearranged and should now be more secure.
  • The AI Chamber blast door has been replaced with a normal bolted door to allow AI replacement.
  • The security desk now has an extra window increasing visibility of the corridor above the AI.
  • The Atmos burn chamber now starts only partially built, requiring time and some plasteel to finish.
  • Added Pugley III, the loveable four-legged test subject.
  • Numbered the pens in Xenobiology.
  • Moved a scrubber in the Research Division entrance airlock.
  • Added two loaded beanbag riot shotguns to the armoury.
  • Added a loaded 10mm pistol to the armoury in the contraband locker.
  • Added some other harmless contraband to the locker for flavour.
  • Added a deactivated securitron in the armoury.
  • Added entertainment monitors to break rooms.
  • Added map version number to the desc text on the floor plaque near arrivals.
v34G
(16/08/2013)
  • Cargo bay blast doors are now visible on round-start.
  • Added holopads to a variety of locations.
  • Removed duplicated vent from toxins launch area.
  • Added some flashlights to maintenance.
  • Added some more cameras to remove blind-spots
v34F
(11/08/2013)
  • Removed extra launch control from toxins.
v34E
(11/08/2013)
  • Added tachyon-doppler array to the toxins test launch area.
  • Removed lockboxes from the CMO, RD and CE offices as they cannot open them.
  • Adjusted a tile in surgery so it looks a little neater.
v34D
(08/08/2013)
  • Every job that has special local maint. access can now also access the nearest public-hallway maint. door too.
  • The brig to courtroom defendant box tunnel is now correctly brig access.
  • Corrected access levels around hydroponics and science maint.
  • Fixed access level on all external airlocks from maint. Most were previously incorrectly all-access.
v34C
(08/08/2013)
  • Outer maint. door at medbay storage room is now correctly general maint access.
  • Incorrect area designation fixed under snack vendor at the bottom-left of the central hallway.
  • Added some costumes to maintenance, as requested.
  • Updated the atmos rig suit to new entry and sprite.
  • Moved telecomms around a bit so no machines are blocked, like the RC computer was.
  • Added two metal foam grenades each to both engineering and atmos, on top of their metal piles.
  • Replaced all incorrectly added holotables.
v34B
(28-07-2013)
  • Fixed vars on the Commemorative Plaque, hopefully fixing the rare frozen-arrivals bug.
  • Cyborgs now spawn at AI upload foyer again, giving roboticists a chance to spawn emags before they come asking for batteries.
  • Added some missing SPACE ACCESS warning posters.
  • Added a single margherita pizza to a hidden room.
  • Removed one cable coil from each solar control room, now there is just the one in space on the solar proper.
  • Added IDs and PDAs to bridge, on the HoP's side.
  • Added missing keycard authenticator device to the bridge and Captain's Quarters.
  • Added lockboxes to all head's offices.
  • Library backroom intercom is now correctly wall-mounted.
  • Slightly adjusted disposals layout again.
  • Removed most reinforcement from the outer-layer of the station hull.
  • Sec offices at science and engineering are more vulnerable, as in other depts.
  • Research now has only layer of rwalls that snake around a bit, is more vulnerable.
  • Removed some rwalls around the AI upload foyer.
  • Removed a few rwalls around EVA and HoP office.
  • Expanded Captain's bathroom, better shower now.
  • Removed lots of unnecessary reinforced tables.
  • Adjusted tiles in robotics operating theatre, now looks nicer.
v33D
(18/07/2013)
  • Added missing muzzle and prisoner IDs to prison.
  • Switched shower and toilet in captain's quarters.
  • Fixed AuxSci and AuxGenetics corridors, now normal sci access and genetics access respectively, so long as unbolted.
  • Re-added condimaster to botany, also moved blender to front room
  • Removed non-functional chemical bottles from botany.
  • Moved kitchen around to be more functional, also one-tile indent added from the main corridor.
  • Slightly adjusted flavour text on the memorial plaque in the funeral parlour.
  • Gave chaplain and librarian access to their own maintenance doors.
  • Rogue lightbulb in janitors closet has been removed.
  • Fixed cameras in research and medbay break rooms, virology and xenobiolgy entrances and airlocks detecting motion. Should now be as normal again.
  • Removed unnecessary extra camera in toxins lab.
  • Added secure briefcase to captain's room in the unmarked closet.
  • Removed extra RC console in robotics.
  • Removed reactive teleport armour from the RD's office desk, as there is another copy in the RD's locker anyway.
  • Added one Atmos Hardsuit in atmos and one Emergency Medical Hardsuit to CMO's office. Can easily be removed if too helpful.
  • Removed some superfluous wires at the brig.
v32F
(11-07-2013)
  • Updated syndicate bomb path, now map works again.
  • Fixed airless tiles in maint room closest to toxins test area.
  • Cyborgs spawn in robotics, not AI upload.
  • Removed light behind cryo tube.
  • Changed research department again, adding top desk and moving disposals.
  • Updated CentCom z-level to be as in current box.2.1.2.
  • Updated space under shuttle to be transit sprites.
  • Fixed tiles around locker room / aux tool storage.
  • Bridge overhauled, now has lots more computers.
  • Replaced HoP's seraph model with paper tray.
  • Fixed PA camera not appearing on correct lists.
  • Rearranged R&D again a little, re-added matter bins.
  • Rearranged robotics, added table for acid beaker.
  • Seperated vending machines from morgue entrance.
  • Fixed name of door to research department atmos control room.
  • Added newscaster to warden's office.
  • Removed extra wardrobe in locker room.
  • Small adjustment to engineering.
v31D
(07-07-2013)
  • Better camera placement in cargo/supply and other places.
  • Medbay Isolation Rooms are now Patient rooms.
  • Medbay and Research have been reorganised.
  • Escape has been enlarged and is now harder to barricade.
  • Genetics now has patient lockers.
  • There are now some patient lockers outside the morgue.
  • Drastic reduction in tinted windows
  • Some cameras are now better named, such as in break rooms.
  • 3 specialised maint. rooms - bar, surgery, farm.
  • Added cameras to solar control rooms.
  • Added donuts in a few places.
  • Replaced food vendor in bridge with drinks vendor.
  • Captain's desk in bridge now has access windoor.
  • Windoors removed in a lot of places, escape too.
  • Atmospherics no longer has uber-glass windows.
  • The Theatre now has shutters with a switch.
  • Adjusted space-bridge. Works better now.
  • Many other minor fixes and adjustments.


Version Changelog
v29E
  • Rearranged items in engineering, a little easier to use now.
  • Made theatre bigger by getting rid of wasteful doublewalls near it.
  • Better camera distribution in the dorms and science.
  • Moved camera off glass in the Garden.
  • Added hazard stripes to maintenance in central command module
  • Added Ian Shirt + Latex Gloves + Tie-dye shirt in hidden places
  • PA camera is now EMP-proof
  • Missing holopads added to robotics and R&D
  • Science guard locker is now the correct type (not engineering locker)
  • Pointless windoor in robotics removed, as well as those in the funeral parlour and tool storage.
  • The CMO now has access to the genetics auxiliary access bolt control buttons.
  • Morgue acccess added to chef and roboticist.
  • Made a multi-purpose half-built space-platform above arrivals.
  • Reduce tinted windows, replaced them all with full-tile-tined-windows, walls, or normal windows again.
  • Made the art room a bit better
  • A few other small fixes and changes
v28M-II-C
  • Added bolt controls to auxiliary genetics and robotics access doors. They are labelled RD-Only for clarity.
  • Moved disposals and mulebot delivery from the Mech Bay to Robotics. The destination tag is still the same.
  • Moved around some things in robotics, welding goggles are more visible.
  • Corrected CentComm transit shuttle positioning in arrivals - it now lands properly without a space gap.
  • Rearranged dorms to be three tiles wide
  • Altered the Lawyer's Office, it is now more accessible in line with Miggles' suggestion, and also larger.
  • Fixed broken disposals north of Medbay, and in the Medbay break room. The whole disposals loop works again.
  • Removed unneeded disposals pipes by the gateway room.
  • Removed glass around cargo disposals conveyor to stop window-hitting spam.
  • Fixed single space tile in the Janitor's Closet.
  • Medbay security office has correct access level rather than all-access.
  • Added airlock entry to Research, as in boxstation.
  • Added a good few fire-fighting lockers in public areas
  • Many other small bug fixes.
v28M
  • Add sink to robotics for cleaning bloody surgery gear
  • Improved layouts of Medbay, Research and Supply departments
  • Added large test chamber to Xenobiology.
  • Tinted a great deal of windows to make life easier for traitors
  • More snack machines, but all are public and so a little more risky, but this should help encourage more player interaction.
  • Fixed problem with syndicate shuttle doors.
  • Added internal tunnels to singularity arms.
  • Made more airlocks viable for spacing people.
  • A few other changes.
  • Fixed lots of small bugs.
v27M-II-L
  • Now compiles again, after being broken by 'range' var removal
  • Numerous small fixes applied after some small playtesting
  • Emitters around singulo engine now start welded and ready to go
  • The dormitory space area has been changed. See attached image.
  • All major departments now have their own atmos loop to sabotage.
  • E.V.A. storage has been reworked to be nicer
v27G-IV
  • Engineering foyer maintenance door now opens for atmos techs too
  • Supply Mailroom maintenance door is now for supply-access only
  • Singularity cameras are now EMP-proof
  • Added P.A.C.M.A.N. portable generator to engineering storage
  • All S.M.E.S. units are as vanilla, with 50k outputs and inputs at roundstart
  • Missing disposals pipes re-added in the warehouse and interrogation room listening desk
  • Missing camera in misc. research has been added, shows up both on the telescreen in the room and the station-wide CCTV system
  • Research break room now has the correct area designation, one tile was set as 'space'
  • Missing Starboard Maintenance APC has been added behind the bar
  • Aft Maintenance APC has been moved from behind the medbay sec desk to the more central aft maintenance between escape and research.
  • Missing Port Maintenance APC has been added between the chapel and library
  • Area designations around the vault have been improved, preventing teleportation-to-space incidents
  • Area designations around port/fore areas of maintenance have been changed to better suit their names.
  • Fore Maintenance APC has been named correctly (previously EVA Maint APC), and moved up slightly, by the inner brig corridor.
  • Extra floating lightswitch removed from genetics
  • Medbay breakroom maintenance door is now medical-access only
  • HoP desk shutter has been replaced with a blast door to make it easier to click the windoors
  • Extra newscaster removed from HoP's office
  • Missing Request Console added to HoP's office
  • Missing virology bed added
  • Curtains in the chapel funeral parlour should now be open, not just appear open
  • Lovely dressers have been added to the captain's office and some rooms in the dormitories
  • A missing wardrobe has been added to cabin 4 of the dorms
  • Various objects moved around in the Captain's Quarters, and a razor and flask have been added.
  • A box of glorious medals has been added to the Captain's office.
  • Lights have been removed from space at entrances to virology and xenobiology external modules
  • Other locations with space tiles - bridge, etc - now have a space area designation, to prevent teleporting-to-space issues with wizards
  • Robotics consoles have been replaced with current vanilla versions and the area designation changed too, hopefully this will fix any issues syncing
  • Inner brig blast doors are now below the actual doors, so you can still use the doors when the blast doors are closed
  • Cloning door id fixed
  • Intercom added to HoP's office
v27G-III
  • Replaced Janitor's Wagon with new Janitor's Cart
  • Replaced all station bounced radios with the 'off' variant
  • Updated holodeck to be as current main /tg/station
v27G-II
  • Fixed a small mistake on the incinerator's disposals pipe.
v27G
  • Widened a lot of maintenance
  • Overhauled maintenance between disposals and tool storage via cargo and by the vault.]
  • Made engineering pod look like it could actually launch.
  • Fixed name of cloning exit button.
v27C
  • Updated to latest /tg/ revision, fully compatible with current code again.
  • Added interrogation viewing room and intercom. Still no camera, so still hidden from AI.
  • The bar is now about a third smaller, not so bloated. Maintenance in the area has been expanded.
  • Extended maintenance, added space bridge above supply shuttle bay, tunnel above dorms, moved toxins vent.
  • Science can now be effectively barricaded with shutters, and all windows are tinted.
  • Dorms cabin 5 changed to nice viewing window.
  • Cleaned up virology tables a bit
  • Reduced number of seed extractors in the garden.
  • Removed cigarette machine from library.
  • Fixed a few little bugs.
v24B
  • Fixed mass driver path being blocked at disposals.
v24A
  • Fixed cameras not working in the toxins test area
  • Improved positioning of chem dispenser and fixed low number of beakers and single large beaker
  • Updated Xenobiology to the current layout of 2 opposing columns of 3 cells.
  • Improved the chapel mass driver, incinerator disposals outlet, and defunct solar.
  • A few other small fixes and adjustments.
v23C
  • Added Ian again
  • Fixed (hopefully, under testing) the bizarre freezing atmos problem
  • Added a three-tier shield to the atmos chambers, made of grilles.
  • Changed firedoors to be under virtually all normal doors, but no windows. They're actually *under* them now.
  • Fixed a variety of other smaller bugs found during playtesting on Sibyl #1 today - thanks everyone who helped out.
v23A
  • Fixed being able to access settings on the toxins burn chamber from maint.
  • Fixed many other little visual issues
v22C
  • Made some changes to the shuttle to make it nicer
  • Fixed some problems with the atmos burn chamber being a bit clunky. It's more usable now.
v22B
  • Got rid of table between sleepers in the emergency shuttle. Sleepers should be fine now.
  • Remade the AI upload foyer so servers are not doubled unnecessarily.