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== Room Structure == === Access === Access to doors is handled by req_access values. There are four when editing a door - req_access, req_access_txt, req_one_access, and req_one_access_txt. The one's we're concerned with are '''req_access_txt''' and '''req_one_access_txt'''. [[File:DoorAccessImage1.png|thumb|left|300px]] This image shows a door on the Arrivals shuttle - since it's a public door, the access is set to "0", as everyone should be able to open it. If we look at the Brig front door, we would set the access to 63, because that's the value for Security front doors - accessible by Security positions, but no one else. Multiple accesses to doors are handled by adding a semicolon (with no spaces) between access values (eg. "28;31" is for Kitchen and Cargo access). This might seem worthless, but it's useful for small maps, where jobs might need to share access due to cramped spaces. There's an important difference between the two that you need to pay attention to - req_access_txt requires '''ALL LISTED ACCESSES''' to open the door, while req_one_access_txt lets anyone with '''ONE OF THE LISTED ACCESSES''' open the door. For example - say you want your Brig to be openable by the Detective and Security Officers, we would put "63;4" in '''req_one_access_txt''', because we want the Detective '''AND''' Security to have access. If we used req_access_txt, you would need '''BOTH''' accesses to open the door, meaning neither the Detective or Security could open it. You can view all of the access values in the code/game/jobs/access.dm file. (Most should be self explanatory or have a label, but if you really aren't sure, you can take a look at Boxstation's map file and check the value on the door you're looking for). === Airless Floors === Ideal for rooms or chambers that mix gas, and for tiles exposed to space. Not ideal for areas that humans will cross in frequency. Use these on external tiles (to prevent lag when the game starts) and chambers that will require gas mixing (toxins mix chamber/ furnace). Double check these to make sure you don't suffocate mobs in the new rooms. === Fire Alarms and Fire Doors === Make sure to put these INSIDE of the boundary of the area, so there is a lock down. Any spot that gets hot as a normal function should not have a fire Alarm right next to the heat source (toxin mix chamber). Make sure there is a fully sealed area (with the exception of maintenance doors for people to escape fires) that can't be open by normal civilians. === Weak Points === Judge how high security the room will be, if it is high security, reinforced walls and electrified grill windows may be in order. Areas that do not need a lot of security can use basic walls, and windows to your liking (though normal glass windows break very very easy). Each room should have one place that's weaker than the rest (like a back door, side entrance, or a window), just because the main entrance might be out of commission (and realistically, for traitors to break into). === Item and Machinery Distribution === Be smart about what will go in an area, keep a fine balance between the size of the room and amount of equipment. Large rooms may require multiple APCs to prevent power outages early in game. Second, make sure to place equipment that make sense for the area (security computer in a security area/ Medical vendor in a medical area). === Indestructible Turfs === Before you finalize a map, check for any indestructible turfs. These turfs ignore things like external damage and are typically meant for things like special ruins/rooms where you want to avoid people trying to circumvent a path. Due to these characteristics, they have no real place on regular station maps and would probably lead to confusion for players more than anything.
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