Ribbonflex - Mapper/Spriter Application

Locked
User avatar
RibbonFlex
Dev Team
Dev Team
Posts: 12
Joined: 12 Aug 2015, 00:44

Ribbonflex - Mapper/Spriter Application

Post by RibbonFlex » 16 Nov 2017, 19:04

Byond ID: Ribbonflex

Age: 23

Gender: male

How would you define yourself? (Coder, Mapper, Spriter):
Mapper and/or Spriter

If Coder, what languages?
An okay grasp in java, c++, c#(unity)

Any previous experience developing with SS13?
Not that much in ss13 particularly, I never worked as a developer on any other server.
I've only recently gotten into beyond code.

Proof of any previous or current work:
A reference: viewtopic.php?f=134&t=15378
Latest layout of the map there I've been working on:
► Show Spoiler
Some additional, hopefully clearer screenshots(displayed in a program called 'PyxelEdit'):
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
► Show Spoiler
Some animation I've played with:
► Show Spoiler
► Show Spoiler
How well do you know Git?
It's been a long while since I used it so I'll just say not very well as I'll probably stumble around re-learning it.

Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No)
Yes

Anything else you'd like to add?
One thing is I used to admin on another server recently until I retired not too long ago,
I didn't leave because there was drama or anything like that, just wanted to get away from it and admining for a long while (regardless of being accepted or not).
Just putting it out there in-case it's a complication or something, I don't care for any special in-game privileges.

User avatar
Nicboone
Dev Team
Dev Team
Posts: 274
Joined: 15 Dec 2016, 00:20
Byond: Nicboone

Re: Ribbonflex - Mapper/Spriter Application

Post by Nicboone » 16 Nov 2017, 19:22

Feweh and I actually reccomended that you apply. I, for one, think your map design is really good. I would to get you on the team.

Ribbonflex had previously told me about his previous adminning, that he has since left, and applied after just over a week or so at my advice.

I think your sprites could use some work, but it isnt really enough to be worried about, especially because we have a few spriters on staff as it is that are always down to assist.

+1
Relax like Redax. "The fucking stupidest thing ever said by an SL"
Image

User avatar
Feweh
Donor
Donor
Posts: 4867
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Ribbonflex - Mapper/Spriter Application

Post by Feweh » 17 Nov 2017, 16:17

Sprites could use some work, but you've got some natural mapping talent.

User avatar
RibbonFlex
Dev Team
Dev Team
Posts: 12
Joined: 12 Aug 2015, 00:44

Re: Ribbonflex - Mapper/Spriter Application

Post by RibbonFlex » 17 Nov 2017, 17:25

Ah, yeah I'm not really a professional artist or anything. I guess I figured may as well put them out there.

User avatar
Snypehunter007
Admin
Admin
Posts: 2650
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Ribbonflex - Mapper/Spriter Application

Post by Snypehunter007 » 17 Nov 2017, 18:20

RibbonFlex wrote:
16 Nov 2017, 19:04
~snip~
I'm not the best mapper ( a.k.a pretty shit) but I figure I'll ask due to the fact that this is a mapping application.

Some easy questions:

1.) So for your map concept, what is the actual purpose of this map? Is it a colony, a factory, or a research base? I ask because you have several different buildings "types", industrial, research, etc.

Normally these are fine on a minor scale, such as having a minor "machine" shop or something, emphasizing another aspect of the (I'm going to use the word 'base' for the moment because I'm not sure if this is supposed to be a full 'colony') base while reducing another but keeping the functionality. I'm curious as to why you included them on a larger scale.

2.) Why did you decide to consolidate all of the buildings that make up #17 together?

3.) It looks like you have the starts of a residential building to the north of the 'nexus' but what is that structure just to the west of it?

4.) Why did you put the predator lodge in the very top left?

5.) Why did you include a 'tablefort' in the map like we have on LV?

This is my first round of questions. There aren't any "wrong" answers, just curious as to why you did some of the things you did.
► Show Spoiler
Staff History:
► Show Spoiler

User avatar
RibbonFlex
Dev Team
Dev Team
Posts: 12
Joined: 12 Aug 2015, 00:44

Re: Ribbonflex - Mapper/Spriter Application

Post by RibbonFlex » 18 Nov 2017, 00:05

I guess I'll include this here since it's relevant. Though things have changed in some places. I should probably re label them as I didn't take it too seriously at the beginning.
► Show Spoiler
1.)The backstory I had in mind for it originally was that it's a colony founded to support the excavation and research of the nearby dig/crash site. Over time the colony has been built up to be more self-reliant (mining materials instead of importing them for example). I'm not too good at the lore honestly, I just looked an image of the alien ship from Prometheus and made a tiny, blocky version of it. (The map as a whole is 290 wide, 260 high, the 9 space tiles lining it's outside box included).

I kinda played it fast and loose with all the things I included, mostly based off things I've found on LV though there's a few other map inspirations like the bottom right Lab feeling a little like the lambda labs. I kinda figured to include all these things with the idea that some stuff would be removed inevitably based on what people liked and disliked.

I kinda want to revamp the bottom middle area though to feel more industrial. Like, looking back on it, the 'shipyard' feels bit too silly for a small colony to have. It was just an excuse to have girders that engineers could use to wrench and move around if they wanted, making unique fortifications every round or just scraping them for metal if they wanted. I got the idea watching metal-starved engineers cleverly using the girders from the cargo dome on LV.

2.) Er, the corporate residence and pool? I figure you mean the hydroponics/kitchen/canteen area. I guess I placed adjacently them because that's how I see them in other ss13 servers, just as a quality of life thing for making and serving food(though surviving colonists would have bigger concerns). The structure as a whole acts as a large wall that covers the Eastern Nexus Flank, if marines wanted to blockade the North and South sides of it to protect from a push from the East.

3.)A construction site, though now I included a small clinic East of it:
► Show Spoiler
Like the shipyard, just another source of girders engineers could use, giving the Northern side is pretty wide and might be hard to lock-down conventionally if they open a front there.

4.) I meant the predator lodge/sand temple as an isolated corner that has multiple uses.
-If its a predator round, hopefully it's nicely isolated enough that it makes an alright home base to range down the river from, though hopefully the river water doesn't screw up their cloaking too much(I don't play pred so I can only guess). If marines unga dunga and run off to fight the preds there, hopefully any self nuclear detonations won't kill too many un-involved marines.
-Else it acts as a flank either marines or aliens can use. However it's layers of walls would act as a obstacle early game, making flanking through it effectively require some preparation time.
-Queens could use it as a forward hive to better attack Lz1, though there's the risk of it backfiring if marines manage to cut off it's escape route.

5.) I think some kind of landmark is important out in that part of the map gameplay-wise. The table for in LV is usually a rallying point command uses for pushing forwards or back, like "Advance towards table-fort", "The enemy is attacking East of the tablefort", ect. Not really dead-set on it being the same name, though.

At this point my flaming marine bias is probably apparent.

User avatar
Snypehunter007
Admin
Admin
Posts: 2650
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Ribbonflex - Mapper/Spriter Application

Post by Snypehunter007 » 18 Nov 2017, 05:50

RibbonFlex wrote:
18 Nov 2017, 00:05
I guess I'll include this here since it's relevant. Though things have changed in some places. I should probably re label them as I didn't take it too seriously at the beginning.
► Show Spoiler
1.)The backstory I had in mind for it originally was that it's a colony founded to support the excavation and research of the nearby dig/crash site. Over time the colony has been built up to be more self-reliant (mining materials instead of importing them for example). I'm not too good at the lore honestly, I just looked an image of the alien ship from Prometheus and made a tiny, blocky version of it. (The map as a whole is 290 wide, 260 high, the 9 space tiles lining it's outside box included).

I kinda played it fast and loose with all the things I included, mostly based off things I've found on LV though there's a few other map inspirations like the bottom right Lab feeling a little like the lambda labs. I kinda figured to include all these things with the idea that some stuff would be removed inevitably based on what people liked and disliked.

I kinda want to revamp the bottom middle area though to feel more industrial. Like, looking back on it, the 'shipyard' feels bit too silly for a small colony to have. It was just an excuse to have girders that engineers could use to wrench and move around if they wanted, making unique fortifications every round or just scraping them for metal if they wanted. I got the idea watching metal-starved engineers cleverly using the girders from the cargo dome on LV.

2.) Er, the corporate residence and pool? I figure you mean the hydroponics/kitchen/canteen area. I guess I placed adjacently them because that's how I see them in other ss13 servers, just as a quality of life thing for making and serving food(though surviving colonists would have bigger concerns). The structure as a whole acts as a large wall that covers the Eastern Nexus Flank, if marines wanted to blockade the North and South sides of it to protect from a push from the East.

3.)A construction site, though now I included a small clinic East of it:
► Show Spoiler
Like the shipyard, just another source of girders engineers could use, giving the Northern side is pretty wide and might be hard to lock-down conventionally if they open a front there.

4.) I meant the predator lodge/sand temple as an isolated corner that has multiple uses.
-If its a predator round, hopefully it's nicely isolated enough that it makes an alright home base to range down the river from, though hopefully the river water doesn't screw up their cloaking too much(I don't play pred so I can only guess). If marines unga dunga and run off to fight the preds there, hopefully any self nuclear detonations won't kill too many un-involved marines.
-Else it acts as a flank either marines or aliens can use. However it's layers of walls would act as a obstacle early game, making flanking through it effectively require some preparation time.
-Queens could use it as a forward hive to better attack Lz1, though there's the risk of it backfiring if marines manage to cut off it's escape route.

5.) I think some kind of landmark is important out in that part of the map gameplay-wise. The table for in LV is usually a rallying point command uses for pushing forwards or back, like "Advance towards table-fort", "The enemy is attacking East of the tablefort", ect. Not really dead-set on it being the same name, though.

At this point my flaming marine bias is probably apparent.
Nothing necessarily wrong with being a little biased, I lean towards marine biased more than xenos as well, though it is muted by being a mod for so long and having to deal with marines more than xenos.

Just to comment back on your answers,

1.) Lore is pretty important, it basically determines your entire focus for the map and what you should introduce to it. Since this is just a redesigning of LV, things like the shipyard don't work, but you realized that.

2.) Kitchen and Canteen as a combo work really well and is what happens all the time in real life, hydroponics . . . less so. They don't have to necessarily be on the other side of the colony either. A personally recommendation would have been to have a just a few rows of "greenhouses"or so nearby to the canteen, but clearly separated.

3.) That is a pretty good substitute.

5.) The only reason I ask is because tablefort as a concept awkward and doesn't make a ton of sense, even on current LV.

I have more to comment later but II'm going on a trip so I have to pack.
► Show Spoiler
Staff History:
► Show Spoiler

User avatar
RibbonFlex
Dev Team
Dev Team
Posts: 12
Joined: 12 Aug 2015, 00:44

Re: Ribbonflex - Mapper/Spriter Application

Post by RibbonFlex » 18 Nov 2017, 10:22

True, building-wise there's still several areas I'm not quite sure what to do with if people have better ideas of what should be replaced.
Like the nexus, I included a small brig and armory there figuring it serves as a main hub though I'm not certain what to do with the other 3/4ths of it.
Maybe have one part dedicated to telecom's or something.

The map's still pretty rough around the edges as a whole, so maybe I should spend more time fleshing it out and come back down the road.

User avatar
apophis775
Host
Host
Posts: 6981
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Ribbonflex - Mapper/Spriter Application

Post by apophis775 » 18 Nov 2017, 16:26

How do you feel about working in closed source?

Also, do you play on any other servers?
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

User avatar
Bmc777
Head Dev
Head Dev
Posts: 190
Joined: 18 Jul 2016, 14:13
Location: Florida

Re: Ribbonflex - Mapper/Spriter Application

Post by Bmc777 » 18 Nov 2017, 16:52

This is great work and we're accepting your app. I'll be PMing you shortly with more details.

Locked