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Overview:
The first huge fuckoff mapping PR for giving the Horizon enough extra space to be able to comfortably map on it for the duration before NBT2 and not be super cramped (extends aft by 6 turfs).

Includes a SECOND vault to heist at the back of the ship and a lot of maint area people can repurpose. Notably, this also removes the Xenobio Hazardous Containment room and the Medical Emergency Storage room (contents of the latter have been moved). Otherwise, y'all got more ship.

Map Images:
Screenshot 2025-10-16 141649
Screenshot 2025-10-16 141702
Screenshot 2025-10-16 141714

Misc Features:
Screenshot 2025-10-16 141727
Screenshot 2025-10-16 141736
Screenshot 2025-10-16 141743
Screenshot 2025-10-16 141803

@github-actions github-actions bot added Javascript Pull requests that update Javascript code. 🗺️ Mapping - Horizon The PR touches the Horizon map files. TGUI labels Oct 16, 2025
@Batrachophreno
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!review

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. Mark the PR as ready for review again if it is ready to be reviewed.

@kano-dot
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kano-dot commented Oct 20, 2025

This will need more eyes given the nature of large scale remaps, for now here's your initial shopping list!

Some doors throughout the map are 1 tile off from the place they should be at

List of locations

103, 159, D1

X: 103, Y: 159, D1

112, 160, D1

X: 112, Y: 160, D1

135, 155, D3

X: 135, Y: 155, D3


A list of some pipe/cable errors

List

Screenshot_8


Screenshot_9
Screenshot_10
Screenshot_12
Screenshot_13
Screenshot_14
Screenshot_15
Screenshot_17

This tile has a SMES, lacks a node connected to the grid to the right


bdsbndbneb

This area in front of the vault needs an apc


Screenshot_2

New vault's turret controls needs to be pixel-shifted toward the wall. Also please use the obj/machinery/door/airlock/vault/bolted here, which is what we use for original vault

Additionally it'd be helpful if bolt control buttons stated explictly which vault door has been opened in the command comms, unless what's intended here is to confuse the heads


Screenshot_18

Original vault has 4 hardsuits, with this addition 9 suits in total. Vault items rarely see any use if at all, but by gameplay-wise players shouldn't have access to this many hardsuits without the aid of a machinist imo


Screenshot_4

Currently all of these are a structure, fastened to the ground. I really like idea that engineers keep spare signs, but right now it's a bit weird having to unfasten them to pick them up.

About its item types... Currently how they work is when a sign is unfastened, it'll transit from structure to base type item by caching its icon_state- so there's no explict types for each signs, which is pain


Screenshot_1

An ideal room should make a good use of the space allocated for it, preferably without obstructing the foot traffic (especially if it's a junction part between rooms or a hallway). Currently this room feels empty and could use more detailing to make it look more alive and natural.

In this case, this is a walkway between many important rooms in engineering, think of how workers would evaluate this space without getting awarded a talk in HR. Shrinking the size and giving the new space to the maintenance is also an option if detailing doesn't work well


Screenshot_19

In this design science feels a bit burried with this rather secluded entrance. I think you can just add another hallway like this, or any other way you see fit


Screenshot_5

Ditto with space usage here. You could carry or expand the connector section of atmos to here, or anything else you see fit


Screenshot_6

Evaluate this space too please


Screenshot_7

Please make sure to use hidden type here for the supply pipes


Screenshot_16

You can put a line of lattices here like this to allow passage, unless you want to avoid that which is fine!

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as listed above

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kano-dot commented Oct 20, 2025

Not an addition to above but just my thoughts, I think we should reserve the usage of dark tiles for the high-secure/important areas, or at least retain the usage of gray tiles in hallways. Colour choice is a good way to notify people about the theme of a room, and dark tiles are screaming "you're entering a serious place, watch your step!"

@Batrachophreno
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Kano you rock TY. Also damn I never even thought of being able to hide everything but pipe/cable layers to check for that kind of crap.

Will fix up the dumb errors that are the product of burnt out brain then work on the suggested revisions.

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Conflicts have been resolved. Mark the PR as ready for review again if it is ready to be reviewed.

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Batrachophreno commented Oct 21, 2025

  1. Fixed all misplaced doors.
  2. Removed all extra pipes.
  3. Added missing SMES wire node.
  4. Added missing APC.
  5. Fixed turret control pixel shift. Updated door definition used for tech vault. I'm content leaving it ambiguous to give antags a little extra time in either given vault.
  6. Tech vault hardsuits replaced with three napalm grenades and a Supermatter Fuel Assembly for the INDRA, in case anyone loses their mind.
  7. Signs as discussed in Discord.
  8. Reworked Engi hallway area: Screenshot 2025-10-21 163706
  9. Reworked Science entrance area: Screenshot 2025-10-21 163633
  10. Reworked Atmos areas: Screenshot 2025-10-21 163719
  11. Updated pipes to use Hidden variant.
  12. Added lattices.

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!review

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A few things I missed during review:

Screenshot_34

Excess pipes


Screenshot_24

Disconnected grid

Screenshot_28

Ditto


Screenshot_29

Rogue cables


Screenshot_31

Platform with wrong direction


Screenshot_32

Rebel door


Screenshot_22

Rogue request console


Screenshot_23

Turbine room is kind of dark at the moment


Screenshot_27

Science hallway needs some lighting as well

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. Mark the PR as ready for review again if it is ready to be reviewed.

@Batrachophreno
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Made the acknowledged changes, and ran through view filters to clean up a good number more unlinked connections, rogue area assignments, misaligned fire doors, etc.

@Batrachophreno
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!review

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a few nitpicks aside, should be good!

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3 participants