Lavaland Outpost

Lavaland Outpost

A Map Design Document by Markus

Background

This map is a low-pop map changing the normal gameplay loop through strategic designs to make a unique experience centred around low-pop gameplay. Similar to Echo Station the map is featured on a planet, this time Lavaland itself. The station is on a single Z-level and will feature most rooms and departments as one might expect. Exceptions to this is merging mining and exploration under the guidance of the QM and RD, merging Atmospherics and Engineering, moving round-start materials to Cargo, removing or significantly changing Xenobio, removing tool storage, and probably the most controversial change: removing telecomms entirely,

Goal

This map hopes to make major changes to the normal gameplay loop through mostly, if not exclusively using mapping methods, in order to bring a unique experience and testing out new ideas.

Changes

The changes are ideas I’ve had or wanted to experiment for a long time.

Xenobio

With Xenobio being significantly easy and overpowered, I look to change how it is operated by making one of two changes. The first option is the easiest which is to remove the slime consoles. It is also the most controversial and for good reason. The second option is to nerf and buff Xenobio by giving them free non-grey slimes, extracts and maybe even cores. In exchange, they won’t get any grey slimes and only a limited number of monkey cubes, making their reproduction significantly more difficult. I expect Xenobiologists to either bug Genetics, Cargo, Botany, or getting themselves Rainbow slimes, for more monkey cubes. I know there are methods of getting grey slimes again but I hope to prevent the easy methods by giving them specific slime colours to make this difficult or impossible. I hope Xenobio can become a department you can get something specific out of and not everything from by simply hanging out there.

Telecomms

To replace telecomms, there will be a significant amount of intercomms around the station and its departments along with other options of communicating. Each department will be set to their department comm, including ones at their public lobby. Common channel will still exist in public hallways and station-bounced radios. The only ones with actual telecomms communication will be Mining-Exploration and maybe Security.

Tofu Walls

Reinforced walls are somewhat rarely but randomly made as regular walls and regular walls are randomly made rusty. These affect most areas expect the most high secure of areas. (The name is a reference to Tofu-dreg project)

Mining-Exploration

Unlike Echo Station, this is a single Z-level with a very limited amount of mining area. You will still be able to mine and gather some resources. However, there will be obstructions in the way such as obstinate rock, a subtype which can only be mined using a mining drill, either a hand held or an exosuit variant. The main method of collecting materials should be via Exploration. All of them will be provided a free fulton extraction pack. If they lack co-workers they can freely steal theirs too.

Engineering

Due to the location of the station, there will be several mini-stations spread out around the area. These are for collecting O2 and N2 from Lavaland and will serve as the stations only methods of getting these gases. Plasma, N2O, and possibly CO2 will be provided. Engineering will be encouraged to interact with the station and be given an extended techstorage they have exclusive access to which will contain a curated selection of low-risk boards (such as life stasis beds). Hopefully, this will encourage Medbay to ask Engineering for help rather than being little mini-engineers. I hope to include the RBMK in this station as the main method of power generation, alternatively a geo-thermal generator will serve as the main power source.

Cargo

Most standard materials expected and made available to the station on round-start will instead be located in department locked crates in Cargo along with some additional bonus equipment to compensate for this change. Making Cargo possibly the richest department on round-start on materials and so on. Each department will be provided a list of all expected items, giving their crew the job of ensuring everything is properly delivered. Additionally, Cargo will be provided a Ripley MK1 to assist in the crate delivery, mining or breaking open the crates and stealing everything inside.

Disposals

Instead of the common disposals system, there will instead only be one for each department in their techfab / storage room. The rest will be regular bins which has some random junk and maintenance garbage on round-start, allowing a janitor to have a reason to enter each department immediately and later into the round.

Spare Access

In each department there will be a temporary ID access with department hallway access to allow a janitor, engineer or such to enter without much restraint. Additionally a full department access ID will be found in the related head of staff room. This also allows antagonists to gain additional access without RRing the HoP or Captain and even non-Syndicates to get it without the use of an Agent ID.

Maintenance

Each department will have their own SMES which will be the only electrical link to each department. All pipes and wires will travel through maintenance when possible.
image

Making departments follow this vague design to serve as a centralized connection between the department and the rest of the station via pipes, power and maintenance access. This will change how vent creatures operate and allow for choke holds to be done to prevent their easy movement. Preventing Engineers and alike from having to tear up the entire piping system and welding all the vents and scrubbers to prevent only a fraction of their movement. Similarly, there will be valves in these choke holds. Most systems will be disconnected by default, including the SMES. This is to give Engineers some minor work to get around the station but it can also be ignored or easily done by a silicon or a department crewmember. Additionally, two O2-N2 filters there to prevent easy plasma floods and if there is an adequate amount of space.

Feedback

I am curious to hear what people has to say about this. If you have any ideas you’ve wanted to see implemented and what changes it might make I might be intrigued to include it in this.

1 Like

in my own personal lavaland station imagination, i always thought of each department being an individual building in an outdoor outpost connected by paths so that the ash storm could force you to stay in one department for a little while.

maybe annoying, could be cool.

seems like it’d clash with what you’re imagining though

3 Likes

That is something I tried with my original Astralite Outpost. However, it turned out quite poorly.

This is like my third attempt at it. lol

Edit: I even had EVA suits here to protect you from ash storms if you wanted or had to move between departments.

Probably not gonna separate departments here though, maybe I’ll make an exception or two.

Personaly downgrading any department because likely because traumatic reasons is no excuse to make it shit on purpose. Is for me just very childish to turn a department into a crapfest just because you don’t like it. And lastly if I were to use the stupid jank ass ss13 third party mapping tool StrongDMM2 and make a map.

I will not make Viro and Cargo crapfests just because I hate them as I would give every department equal value and not translate my hate into the map.

3 Likes

Well, the goal is to make the map as small as possible without anything being entirely gutted. Xenobio will still exist, it will just be different.

Update on this Lavaland Outpost idea. Spoilers ahead!

This is mostly to get my mind off things, share ideas and get feedback if anyone cares.

Here is a full picture of the current map.

I’ve added these little utility stations which will include a basic N2 and O2 filters into an air mixer and an SMES.

Here is a cleaner look.

Everything will be turned of by default but it will be accessible to Station Engineers, Atmospherics Technicians and the related department. This should make it more difficult to plasma flood the whole station, but it will become easier to plasma flood a specific department. As now the department is enclosed in a separate local distro you can plasma flood without having to disconnect other pipe routes. If a Station Engineer or Atmospherics Technician wishes to simply make a direct connection to the station distro they can enable both gas pumps. Ideally, they should enable the filters, mixers and the valve.

I’ve added a lobby room to each department too, where they will be within view of a department staff (such as Warden). I am currently using their doors, but without any access requirement. If it gets too confusing, I could make these doors start on emergency mode to make it more obvious that they are publicly accessible.

I hope for the RBMK to be the main engine for the station. In worse case, I will make an abandoned looking but still functional SM far away from the station! >:c
Hopefully the TEG will be able to shine and carry some weight.

I hope to have a few of these small “outposts” around the outside of the station for the purpose of collecting O2, N2 and CO2. With those gases being lacking but not being desolate in Atmospherics.

The core design is something along these lines.


I have two circles, the blue which acts as the center piece of the station, in this case the Bridge, and the yellow one which acts as all the departments. The departments are then split up by primary hallways and maintenance hallways or even by lavaland itself. Maintenance rooms are kept to the outside of the station while the interior maintenance only has hallways. This interior maintenance hallway is where most, if not all, pipes and wires will be in. I am purposefully avoiding using pipes in non maintenance area if it is possible to do so.

Also. Warden only rotating armoury. :trolled:


I got a normal armoury on hand if needed as I suspect people will absolutely hate it. smh

4 Likes

Not a big fan of this trend of people using lowpop as an excuse to outright remove roles they don’t like from maps.

6 Likes

Well, what roles do you think should be removed, if any?

None.
Just let people play the roles they like on lowpop.
I’m sure there are explorer mains and xenobio mains that can only play during lowpop hours.
Just seems like a bad design decision to not make the roles consistent between maps.

3 Likes

Well, make a map which doesn’t sacrifice these roles then? It ain’t as simple as you make it out to be. :confused:

1 Like

I’d prefer if those roles departments were not butchered like what is planned for xenobio.

For example I’m pretty sure any botany member would likely hate the map if it just had like 3 or 4 trays so I think cause its “low pop” department sizes should rather be kept on a middle size or what meta has.

Nothing is stopping them from yelling at an Engineer to get them more trays. I did have the idea of putting in extra boards for these situations so that Engineers has something to offer the crew that they can’t get themselves. Allows for more interactions between the Engineers and the crews other than speedrunning repairs.

depends if there are engineers on the station and for RnD to do botany tech otherwise lots of tiding will be done.

Lots of tiding is done either way. lol

Just look at R&D and count how many non-Scientists you see there in a round to do Science work.

It’s been a while since I’ve looked at this thread, and this station, and I just wanna say I’d be kinda hyped for this new approach to xenobio. I think working with a limited slimeset and set stock of monkey cubes might be… a genuinely fun approach, like turning every round into a puzzle of how to get back to self-sufficiency (or failing that just accomplish as much as possible with limited resources)

2 Likes

Not gonna lie, that wasn’t much of any thoroughly planned design. I’m happy you’re interested in it. Gets me some motivation to work on this more.

1 Like

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