vgstation-coders / vgstation13

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Taxi2 Discussion #6869

Closed Probe1 closed 8 years ago

Probe1 commented 8 years ago

Taxi is extremely cramped and difficult to work with. It was designed for low pop in mind but players don't vote logically. They vote on what they want to play.

Current Taxi will be very challenging to improve and meet players criticism due to its constructiveness. I feel that at this point, the best option might be a complete re-write, using Taxi as a building block but ultimately making a completely new station.

Please discuss the idea.

Probe1 commented 8 years ago

Vote: Taxi should be..

Vote Result: Kept more or less the same but improved. with 16 votes Removed had 6 votes Remade had 0 votes

PJB3005 commented 8 years ago

I agree the BELT HELL was very duct-taped on because I couldn't find a proper place to move certain things to.

SonixApache commented 8 years ago

Worth a shot, can't be worse than current taxi.

Kurfursten commented 8 years ago

I definitely think a redesign would be good, but it would also be crazy to do a remapping on that scale if people don't want it.

Probe1 commented 8 years ago

Yeah that's why I'm not leaping to this and made a discussion. I'd rather not spend 12 or 20 hours doing something that isn't wanted.

People do want taxi to be improved. The problem is.. there's just no goddamn space. Each station needs to be about 20% bigger for even lowpoop and that would be such a pain in the ass to do that you might as well start from scratch.

ihadtoregisterforthis commented 8 years ago

Worth a try. If anyone comes up with a design that ends up being better, without being Box, the kingdom of horror might end.

On that design in the picture, there's quite a few things that could be made better. There's a lot of unused precious space.

As for the general idea, what could go on a fourth station?

CyberTropic commented 8 years ago

A fourth station made up of maintenance tunnels and abandoned ghetto bars would be neat, since one of the problems with taxi is not enough hidden areas

PJB3005 commented 8 years ago

@TNepr that's the derelict station for you.

Did you know you don't even need an emag to ride the taxis there? I sure do.

Kurfursten commented 8 years ago

@Probe1 Here's what it would look like more realistically with some thought put into it.

untitled

Probe1 commented 8 years ago

It looks like you already have a map? Make a PR!

Kurfursten commented 8 years ago

It doesn't have complete coverage for scrubber waste lines, antagonist ship docking locations, cameras, newscasters, intercoms, extinguishers, and other quality of life little things yet - many of these things require a significant time investment to test (besides ensuring access on all doors, etc.). I put in a few minutes here and there over a month and I finally have a prototype. What it does have is:

Probe1 commented 8 years ago

Now is as good of a time as any for a PR. We can help and pull against it.

ihadtoregisterforthis commented 8 years ago

Remember to keep an eye on why is taxi like it is #1569. It surely changed a lot but there are some foundational reasons like

Then I had to think about the individual rooms and where they should be placed, and I ran into the problem of "Why would anyone ever WANT to go to the sec station unless they enjoyed being beaten up?".

Also since it's being made from the ground up you can avoid #5949 and other mapping issues

Kurfursten commented 8 years ago

Yes, one major change I want to make from any other map is that all scrubber pipes will be entirely on pipe layer 2, meaning they can stack with vents. In short, there is no need to pipe under walls at all. But this has been a slow crawl of design, I'll push it when it's a little closer to completion (in essence, when I don't know what else to fix), mainly because I'd rather avoid a bunch of server publicity until it's closer to done. As for the other thing, now that R&D is on security station, every department has an excuse to visit - but I take your point, and it is something to consider down the line. The dorms are on Sec Station: maybe they should be past the checkpoint instead of in the public sector?

I may need help with getting Taxis to work - the neo shuttle code remains enigmatic to me. I have one partially working but they have really been a bane for me. That can come after I finish atmos though. Here's a "real" image though: resolution is still bad and the whole bridge/cap office got cut off, but there will be a better image in the future. Already you can see the most important parts though.

I am pretty happy with where it is from a design standpoint - rooms and maintenance are generally larger and more habitable, plenty of stuff for assistants to get into when they get bored. The idea to put an EVA/Pod Bay on every station was not mine, it came from the thread, and I have to say it works really well, I am very happy with where that is at, although the map had to be designed with the common suits and pods in mind, so there are much less windows than other maps, especially to secure areas like perma. composite

Kurfursten commented 8 years ago

I've made a lot of progress over the week, as the many crossed-off items above indicate. I'm getting very close to a PR. What's left?

Most of these things could be helped with by other people after the PR goes up. When maps go live, they are traditionally unplayable trainwrecks (I am reminded of Taxi's debut), but I'd like to avoid that here. @Probe1 is the one who fixed a lot of Taxi's wires and pipes so I'd like him in particular to have a look over it, since I know he has a sharp eye (granted he used the render map).

ihadtoregisterforthis commented 8 years ago

Gee Bill, how come your mom let's you have five wide hallways?

Kurfursten commented 8 years ago

I think it works here (although it's really closer to two 2-wide hallways because of the placement of lockers, plants, and walls in the middle of the halls). Remember, the original Taxi boasts 4-wide halls, in a similar vein. The idea between two 2-wides was that people will be congregating in these halls a lot - more than box. The focus is on service windows that do not remove you from the main hallway - for instance, Cargo, Botany, Chemistry and R&D on Box have you move out of the flow of normal traffic to stand at the window, but Robotics and Mechanics have no such inlet - so you need to be able to get around people on both sides, 2-wide for each half of the hall.

I might trash it when it gets to the review step, really, because after playtesting the lockers get annoyingly shoved around and then they just get in the way. This seemed like the best solution for having lockers readily accessible everywhere, but that may not be worth the annoyance they cause. Here are two solutions I've considered:

Once I put up some better images (probably later today?) you'll be able to see a lot of things much more clearly (and I'm sure find some much more glaring issues that I glossed over)