*Every job that has special local maint. access can now also access the nearest public-hallway maint. door too.
*The brig to courtroom defendant box tunnel is now correctly brig access.
*Corrected access levels around hydroponics and science maint.
*Fixed access level on all external airlocks from maint. Most were previously incorrectly all-access.
|-
! scope="row" | v34C
||
*Outer maint. door at medbay storage room is now correctly general maint access.
*Incorrect area designation fixed under snack vendor at the bottom-left of the central hallway.
*Added some costumes to maintenance, as requested.
*Updated the atmos rig suit to new entry and sprite.
*Moved telecomms around a bit so no machines are blocked, like the RC computer was.
*Added two metal foam grenades each to both engineering and atmos, on top of their metal piles.
*Replaced all incorrectly added holotables.
|-
! scope="row" | v34B
||
*Fixed vars on the Commemorative Plaque, hopefully fixing the rare frozen-arrivals bug.
*Cyborgs now spawn at AI upload foyer again, giving roboticists a chance to spawn emags before they come asking for batteries.
*Added some missing SPACE ACCESS warning posters.
*Added a single margherita pizza to a hidden room.
*Removed one cable coil from each solar control room, now there is just the one in space on the solar proper.
*Added IDs and PDAs to bridge, on the HoP's side.
*Added missing keycard authenticator device to the bridge and Captain's Quarters.
*Added lockboxes to all head's offices.
*Library backroom intercom is now correctly wall-mounted.
*Slightly adjusted disposals layout again.
*Removed most reinforcement from the outer-layer of the station hull.
*Sec offices at science and engineering are more vulnerable, as in other depts.
*Research now has only layer of rwalls that snake around a bit, is more vulnerable.
*Removed some rwalls around the AI upload foyer.
*Removed a few rwalls around EVA and HoP office.
*Expanded Captain's bathroom, better shower now.
*Removed lots of unnecessary reinforced tables.
*Adjusted tiles in robotics operating theatre, now looks nicer.
|-
! scope="row" | v33D
||
*Added missing muzzle and prisoner IDs to prison.
*Switched shower and toilet in captain's quarters.
*Fixed AuxSci and AuxGenetics corridors, now normal sci access and genetics access respectively, so long as unbolted.
*Re-added condimaster to botany, also moved blender to front room
*Removed non-functional chemical bottles from botany.
*Moved kitchen around to be more functional, also one-tile indent added from the main corridor.
*Slightly adjusted flavour text on the memorial plaque in the funeral parlour.
*Gave chaplain and librarian access to their own maintenance doors.
*Rogue lightbulb in janitors closet has been removed.
*Fixed cameras in research and medbay break rooms, virology and xenobiolgy entrances and airlocks detecting motion. Should now be as normal again.
*Removed unnecessary extra camera in toxins lab.
*Added secure briefcase to captain's room in the unmarked closet.
*Removed extra RC console in robotics.
*Removed reactive teleport armour from the RD's office desk, as there is another copy in the RD's locker anyway.
*Added one Atmos Hardsuit in atmos and one Emergency Medical Hardsuit to CMO's office. Can easily be removed if too helpful.
*Removed some superfluous wires at the brig.
|-
! scope="row" | v32F
||
*Updated syndicate bomb path, now map works again.
*Fixed airless tiles in maint room closest to toxins test area.
*Cyborgs spawn in robotics, not AI upload.
*Removed light behind cryo tube.
*Changed research department again, adding top desk and moving disposals.
*Updated CentCom z-level to be as in current box.2.1.2.
*Updated space under shuttle to be transit sprites.
*Fixed tiles around locker room / aux tool storage.
*Bridge overhauled, now has lots more computers.
*Replaced HoP's seraph model with paper tray.
*Fixed PA camera not appearing on correct lists.
*Rearranged R&D again a little, re-added matter bins.
*Rearranged robotics, added table for acid beaker.
*Seperated vending machines from morgue entrance.
*Fixed name of door to research department atmos control room.
*Added newscaster to warden's office.
*Removed extra wardrobe in locker room.
*Small adjustment to engineering.
|-
! scope="row" | v31D
||
*Better camera placement in cargo/supply and other places.
*Medbay Isolation Rooms are now Patient rooms.
*Medbay and Research have been reorganised.
*Escape has been enlarged and is now harder to barricade.
*Genetics now has patient lockers.
*There are now some patient lockers outside the morgue.
*Drastic reduction in tinted windows
*Some cameras are now better named, such as in break rooms.
*3 specialised maint. rooms - bar, surgery, farm.
*Added cameras to solar control rooms.
*Added donuts in a few places.
*Replaced food vendor in bridge with drinks vendor.
*Captain's desk in bridge now has access windoor.
*Windoors removed in a lot of places, escape too.
*Atmospherics no longer has uber-glass windows.
*The Theatre now has shutters with a switch.
*Adjusted space-bridge. Works better now.
*Many other minor fixes and adjustments.
|}
{| class="wikitable"
|-
! Version !! Changelog
|-
! scope="row" | v29E
||
*Rearranged items in engineering, a little easier to use now.
*Made theatre bigger by getting rid of wasteful doublewalls near it.
*Better camera distribution in the dorms and science.
*Moved camera off glass in the Garden.
*Added hazard stripes to maintenance in central command module
*Added Ian Shirt + Latex Gloves + Tie-dye shirt in hidden places
*PA camera is now EMP-proof
*Missing holopads added to robotics and R&D
*Science guard locker is now the correct type (not engineering locker)
*Pointless windoor in robotics removed, as well as those in the funeral parlour and tool storage.
*The CMO now has access to the genetics auxiliary access bolt control buttons.
*Morgue acccess added to chef and roboticist.
*Made a multi-purpose half-built space-platform above arrivals.
*Reduce tinted windows, replaced them all with full-tile-tined-windows, walls, or normal windows again.
*Made the art room a bit better
*A few other small fixes and changes
|-
|-
! scope="row" | v28M-II-C
! scope="row" | v28M-II-C
Revision as of 13:26, 11 August 2013
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, [byond://game.ss13.eu:2337 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.