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Adds more sidewalks to bigred, places warning stripe tiles under all …
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…doors on bigred, give LZ1 glass ceiling so weather doesn't get in there (cmss13-devs#3520)

# About the pull request

This PR

Adds more sidewalks (the outlines around the buildings) to bigred making
the map feel more consistant

Adds glass ceilings to LZ and that warehouse west of medical

Puts warning stripes under all the doors

Cleans up out of place tiles that I assume were mapper error?

does all of the above to a bunch of nightmares 

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game

I think the outlines looked cool and wanted them to be around more
because I think it makes sense

I think warning stripes under doors is also cool and I did it to the
Almayer and LV522 so I'm doing it here too

I think that LZ1 and that warehouse probably would have ceilings ICly

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: SpartanBobby
maptweak: LZ1 Bigred and west medical warehouse now has a glass ceiling
maptweak: More sidewalks and pathways on big red
maptweak: various minor turf edits to big red
maptweak: places warning stripes tile under all doors on big red

/:cl:
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spartanbobby authored Jun 4, 2023
1 parent 24c8a98 commit ff0f840
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Showing 7 changed files with 2,025 additions and 1,858 deletions.
5 changes: 4 additions & 1 deletion code/game/area/BigRed.dm
Original file line number Diff line number Diff line change
Expand Up @@ -325,6 +325,9 @@
is_resin_allowed = FALSE
soundscape_playlist = SCAPE_PL_DESERT_STORM

/area/bigredv2/outside/nw/ceiling
ceiling = CEILING_GLASS

/area/bigredv2/outside/c
name = "\improper Central Colony Grounds"
icon_state = "purple"
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/area/bigredv2/outside/space_port
name = "\improper Space Port"
icon_state = "green"
ceiling = CEILING_NONE
ceiling = CEILING_GLASS
is_resin_allowed = FALSE
is_landing_zone = TRUE

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