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Widebury#18527

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Sai-Aye wants to merge 13 commits intotgstation:masterfrom
Sai-Aye:widebury
Open

Widebury#18527
Sai-Aye wants to merge 13 commits intotgstation:masterfrom
Sai-Aye:widebury

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@Sai-Aye
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@Sai-Aye Sai-Aye commented Dec 9, 2025

About The Pull Request

New ship map for crash / zombie crash. Intended for medium crash pop (>=10 and <25).

SDMM Screenshot:
image

In-Game Screenshot:
image

Notable features include:

  • North exit.
  • E/W exits are positioned on the south side of the ship.
  • Central cockpit/cic placement
  • Motorbike, jerry cans, extra fuel tank in engineering.
  • Newt (medbay scug)
  • 21 x 23 size

Other Changes:

  • Made additions to shuttle.dm and crash.dm to make widebury usable.
  • Added a pop requirement in crash.dm to spawn widebury at mid pop.
  • Adjusted stationary dock size to fit widebury.
  • Fixed a typo in crash.dm

LZ testing screenshots:
https://docs.google.com/document/d/1EwKMZgSf6NCCt82buF4PNPyiNdS7zfVyQQs2Uu4XkFA/edit?usp=sharing

Why It's Good For The Game

A new ship map for crash will be a fun addition to a stale gamemode.
Widebury is more spacious to accommodate mid pop while being smaller than bigbury, and therefore easier to defend/manage.

Changelog

🆑 Scav
add: Added Widebury - a mid-sized ship map for crash / zombie crash.
/:cl:

added widebury entries to various shuttle things

fixed a typo in crash.dm

minor widebury map edit
replaced cic hull windows with tough

added motorbike, jerry cans, extra fueltank
@Sai-Aye Sai-Aye requested a review from spookydonut as a code owner December 9, 2025 12:27
@github-actions github-actions bot added Map Edit One or more changes to .dmm files. Feature New interesting mechanics with new interesting bugs labels Dec 9, 2025
@sylvia-from-fulp-station

could put some decals above the different prep vendors

@Edelor68
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Edelor68 commented Dec 10, 2025

Isnt the north shutter going to require a lot more barricades and in consequence mats? You either have to build the barricade rows extra wide or you will need to build multiple vertical lines on top of horizontal lines so that zombies cant just break one to get access to the ship.
On the standard ship you need to place 27 barricades so that the zombies need to break through 4 until they have access to the ship. The most efficient set up I can see here will need 45 barricades placed to have 4 layers between the outside and inside.
You could maybe compensate this by spawning more mats in? Although its still going to be more annoying to set up.
Screenshot 2025-12-10 185844

Medbay seems also a bit more difficult to use as there are 9 tiles between the surgery table and the cryo tube as to the original 5, though I dont see that making too much off a difference.

I think its looks really cool, though maybe for better balance there should be more of an upside this ship has that you get for trading in the more compact layout of the original ship?

@Lumipharon
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Lumipharon commented Dec 10, 2025

Have you tested this to make sure it actually fits in all the crash spots? Its so much wider it may have map clipping issues.

The medbay is horrifically cramped and impractical, its a 1 tile maint corridor across the entire area, it will be a nightmare to use.

In general this ship looks very cramped, the key artery of the ship is a 2 wide corridor, with the main part lined with vendors.
Its going to be highly congested and a pain to move around IMO, considering the overall size of the ship. This is probably the main reason why just a single large corridor tends to be more practical.

@mudzbe
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mudzbe commented Dec 11, 2025

Can you move the north exit up by one at least, so we have to make less side cades

@Sai-Aye
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Sai-Aye commented Dec 11, 2025

Isnt the north shutter going to require a lot more barricades and in consequence mats? You either have to build the barricade rows extra wide or you will need to build multiple vertical lines on top of horizontal lines so that zombies cant just break one to get access to the ship. On the standard ship you need to place 27 barricades so that the zombies need to break through 4 until they have access to the ship. The most efficient set up I can see here will need 45 barricades placed to have 4 layers between the outside and inside. You could maybe compensate this by spawning more mats in? Although its still going to be more annoying to set up.

I added an extra 50 metal and 50 plas. Also moved the north exit up by one tile and added two walls on either side to reduce the number of side cades required.

I think its looks really cool, though maybe for better balance there should be more of an upside this ship has that you get for trading in the more compact layout of the original ship?

The main upside to this ship are the large external windows and central cic windows that allow for lasgun / bas laser defence setups. I don't know if this fully compensates for the less compact layout, but I'm hoping the extra mats will add to the list of upsides.

Here is a screenshot of the new layout
image

@Sai-Aye
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Sai-Aye commented Dec 11, 2025

Have you tested this to make sure it actually fits in all the crash spots? Its so much wider it may have map clipping issues.

Yes I've used the shuttle manipulator to test all LZs in each crash map. The ship fits into most LZs with only one exit ever being fully blocked off by terrain walls. On LZs that clip into buildings the walls that block an exit can be C4'd, PC'd, or shot down with MGs. Overall the clipping issues are no worse than what bigbury has to deal with.

The medbay is horrifically cramped and impractical, its a 1 tile maint corridor across the entire area, it will be a nightmare to use.

The main portion of medbay (surgery, vendors) actually has a 2 tile wide walkable space. Cryo, chem, and sleeper/autodoc area is more cramped for sure, but I don't think it will be a big issue. Will need to do live testing to know for sure though.

In general this ship looks very cramped, the key artery of the ship is a 2 wide corridor, with the main part lined with vendors. Its going to be highly congested and a pain to move around IMO, considering the overall size of the ship. This is probably the main reason why just a single large corridor tends to be more practical.

Valid point. To address this I slightly reduced the size of CIC and moved it up by one tile. There is now a 3 wide corridor by prep/vendors and the most cramped areas of the ship are relegated to the 2x5 corridors on either side of CIC. Screenshot below.

image

edited cic size and position
moved north exit up by 1 tile
added 50 extra metal and plasteel
@Edelor68
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Edelor68 commented Dec 11, 2025

The main portion of medbay (surgery, vendors) actually has a 2 tile wide walkable space. Cryo, chem, and sleeper/autodoc area is more cramped for sure, but I don't think it will be a big issue. Will need to do live testing to know for sure though.

In my experience the area in front of the cryotube sees the most use, especially in zombie crash, as the dyalisis machine is nearly always needed.
It might already be enough to just switch the white and green areas around so that the 2 tile wide space is in front of the tube and the vendors and surgery are the more cramped section.
That would make it about the same as on the Canterbury.
You could also experiment with the order of the machines. You kept them arranged about the same way as on the Canterbury but none of them really need to be placed next to each other except maybe the surgery table and limb printer.
It might make fora bit more interesting medical gameplay if the work flow happens differently on the ships.
Or you could just remove the 2 white non-window walls so that both spaces are 2 wide.

It might also be a good idea to plan for #18497 getting merged and already reserve a spot for the extra vendor so that it doesn't have to be crammed into an awkward spot.

@mudzbe
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mudzbe commented Dec 11, 2025

image

this could make the medbay less crampt and reduce the amount of cades needed for the north exit whilst retaining the general layout, and it makes the chem stuff closer

@Sai-Aye
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Sai-Aye commented Dec 16, 2025

It might already be enough to just switch the white and green areas around so that the 2 tile wide space is in front of the tube and the vendors and surgery are the more cramped section. That would make it about the same as on the Canterbury.

I tried swapping the sections but it somehow reduced the total free tiles so I scrapped that.

Or you could just remove the 2 white non-window walls so that both spaces are 2 wide.

This is what I went with in the end. Screenshot below:
image

It might also be a good idea to plan for #18497 getting merged and already reserve a spot for the extra vendor so that it doesn't have to be crammed into an awkward spot.

Good point. There is a loadout vendor inside the cockpit that is kinda redundant. I put it there to fill space. It can be replaced with the extra vendor when it gets merged. Screenshot:
image

@Sai-Aye Sai-Aye requested a review from spookydonut December 16, 2025 15:24
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shuttle changes appear ok, get whoever else to review balance/mapping

@Sai-Aye
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Sai-Aye commented Dec 16, 2025

@Lumipharon review please

@Technical-l
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make sure that your ship isnt able to crush any disks
on research outpost, big canter can crush a disk spawn on its southwestern spawn and basically softlock the game

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I second what Technical-I said. The landmarks were made with the assumption that the Cant was narrow and wouldn't crush disks. Have you verified that the Widebury is safe?

@Sai-Aye
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Sai-Aye commented Dec 21, 2025

I second what Technical-I said. The landmarks were made with the assumption that the Cant was narrow and wouldn't crush disks. Have you verified that the Widebury is safe?

I've tested it with all crash maps, below is a link to a google doc with zoomed out screenshots of widebury in each LZ.

https://docs.google.com/document/d/1EwKMZgSf6NCCt82buF4PNPyiNdS7zfVyQQs2Uu4XkFA/edit?usp=sharing

None of the LZs cause the disk or disk APC to be crushed.

@Sai-Aye Sai-Aye requested a review from RipGrayson December 21, 2025 11:56
moved around stuff in medbay
rearranged upper prep vendors
added tiles under engines

replaced 1 count phoron stacks with medium stacks in chem
replaced one 25 count plasteel stack with 50 count

removed the loadout vendor in cockpit to make space for req vendor

moved some dropship seats to better positions
@TiviPlus TiviPlus added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Dec 22, 2025
@mudzbe
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mudzbe commented Jan 10, 2026

can there only be one fuel tank?

@Sai-Aye
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Sai-Aye commented Jan 11, 2026

can there only be one fuel tank?

My laptop mobo broke, can't update anything until I get a new PC

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Feature New interesting mechanics with new interesting bugs Map Edit One or more changes to .dmm files. Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes.

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9 participants