Файл:MetaStation v24A 400.png MetaStation v32C (Click to enlarge)
About
MetaStation is a largely complete work-in-progress map available in the /tg/ code as an alternative to the default map. MetaStation was previously run on Badger, and is now the defualt map on the second official /tg/ server, Philip . 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. Please give any feedback you may have in this thread , and rest assured that the map is regularly updated according to such feedback.
Points to note are that:
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.
Most rooms and departments are largely as they are in the vanilla-/tg/ map, but rearranged to keep things fresh.
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.
The latest version committed is MetaStation v34D.dmm , uploaded on 08-08-13.
How to Use
Using MetaStation 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
No issues currently, report any or give feedback here .
Planned Changes
Add the Doppler Array to toxins.
Move the AI core to security, and the AI upload to where the teleporter is at the moment
Move the teleporter to where the AI is now, with a ready-room and other interesting features.
Version History
Version
Changelog
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.