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docs: submap design guide (#28394)
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* docs: submap design guide

* formatting fix
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warriorstar-orion authored Feb 16, 2025
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Expand Up @@ -179,3 +179,77 @@ If a map manipulation fails, it should do both these things:
- Alternative possible layouts for the whole map, where rooms and departments
are in different places every round.
- The sky is the limit, literally.
# Submaps Design Guidelines
1. Currently, while they do not have to be exactly rectangular, submaps cannot
be larger than 24x24 tiles. This is in order to prevent them from being too
difficult to review or navigate and get used to in-game.
2. Submaps are **not** to be used as a proxy to change something you do not like
about a map. If you have issues with the balance or design of a map, those
issues should be addressed with ordinary remap PRs.
## Stations
1. For the time being, submaps on stations may only be used in maintenance
tunnels, and only one submap per area (i.e. fore, aft) is permitted.
2. Submaps in maintenance tunnels should continue to comply with existing rules
about signposting. Areas in maints should remain recognizable regardless of
submap configuration. This means that pre-existing signposts should be
respected, such as the abandoned medical area in Box medmaints, the mining
equipment in Cere cargo maints, etc.
3. To prevent overuse of submaps, there is currently a restriction of three per
station. This limit may be raised depending on how submaps are received by
players. The areas chosen are first-come, first serve. Whoever gets their
changes mapped in first sets the available submaps.
4. Submaps should be used to increase variety and add an element of chance to
player mechanics. They should not be used with an intention to confuse
players, or to cut off the primary path through the maintenance tunnels.
Primary paths through maints can make detours but must return to their
original ingress and egress points. Paths which lead to department maints
airlocks must remain obvious and easily accessible.
5. Submaps may not replace tiles which have atmos pipes, power cables, or other
engineering/atmospherics equipment. This is to prevent this equipment from
being hidden with walls or no longer accessible via their pre-existing
primary paths through maintenance.
6. All pre-existing balance guidelines regarding mapping apply to submaps:
https://devdocs.paradisestation.org/mapping/design/#balance-guidelines
Loot counts must remain consistent. Walls should only be reinforced in
appropriate places. There should be no "treasure troves" or hoards only
accessible with detailed map knowledge. AI cameras cannot be placed in maints
submaps. Antag/sec balance, tactical flexibility, and navigability must be
considered. Dead ends are to be avoided. Department maintenance airlocks may
not be moved or removed.
7. One submap must be an exact duplicate of the original area's contents. A
submap will never not be chosen, and so it's necessary there be a submap of
the original area's contents so that a variant with those contents spawns.
8. The original contents of the submap's area should remain as is. This is so
that in the event mapmanip fails, the original area's contents can still be
used.
9. Currently, submaps which replace entire areas of maints are discouraged until
we see a design that will not frustrate players or become a balance problem
regarding sec/antag navigability. If someone is willing to create a PR to
prototype this, they are welcome to, but there is no guarantee it will be
accepted. A PR of this kind is not subject to the 24x24 size constraint rule.
## Ruins
1. Submaps on ruins are allowed to be more flexible. There's currently no limit
on how many submaps may be used on a given ruin, however the 24x24 tile limit
remains.
2. Submaps should be used to increase the number of unique ways a ruin can be
approached and run, including randomizing specific challenges, rewards, and
paths through the ruin. They should not be used purely for decorative
purposes, or for changes that could be accomplished using existing random
spawners.

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