Mapping Checklist
This page is a work in progress. Information present here may be incomplete or outdated.
Taken from https://github.com/impstation/imp-station-14/issues/2611
Jobs
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Command Jobs: Map command member spawns on the bridge together, ideally in a conference room if one is available.
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Hospitality Director: Map spawn with other command. Head of service department. 1 job slot.
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Courier: Map spawn in mail room. Member of supply department, delivers mail. 1 job slot per map, outside of special circumstances.
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Supply Assistant: Map spawn in cargo alongside cargo technicians. Intern job for supply. 1 job slot per map.
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Research Assistant: This is an upstream role, however with changes we have made to them and scientists, these should be limited to 1 job slot per map.
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Brigmedic: Map spawn in brigmedic or secoff locker room in security. Tends to inmates' medical needs. 1 job slot per map.
Antags
- Mid-round antag spawn location: Map in publicly accessible but isolated locations, such as maints. Ensure these rooms are escapable. Used by fugitive and paradox anomaly spawns, heretic return from hell system.
Rooms
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EVA storage: Standard upstream map feature, however we have standardized this room to be Command access locked. Avoid using the EVA airlock prototypes.
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Service storeroom/breakroom: Service access locked room. Should contain the service techfab, servicer cargo ordering console, and a service lockbox. Other contents optional, such as service supplies (cleaning supplies, seeds, etc.), breakroom accoutrements, such as a table, chairs, snacks, microwave.
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Hospitality Director's office/quarters: Hospitality Director access locked room. Map around service area and storeroom. Ideally public-facing, but may be mapped in maints. Should at minimum contain an Oswald spawner, HD bedsheet (thief steal targets), and a filled hospitality director's locker. Otherwise should have design similar to other heads' offices, but service themed.
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mail room: Courier access locked room. Part of the supply department. Must contain a mail teleporter and at least one filled courier locker.
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brigmedic room: Area in security used for treating inmates' medical needs. Locked by security access, if it can be adjacent to a public area, can also be locked by a security/medical airlock for medical doctors to enter if needed. Should contain filled brigmedic locker, a bed (medical, optionally), other medical supplies, medical records computer, morgue unit, stasis bed (optional).
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evidence storage room: Optional, but nice to have. Security access locked room. Area dedicated to keeping confiscated items and other evidence outside of the armory. Utilize evidence lockers and contraband storage crates, mark with evidence sign.
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drone/materials room: Standard upstream mapping feature, but should contain one (maximum) cyborg recharging station drone spawner.
Machines
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shipyard console: Used by the quartermaster to order shuttles. Map in the QM's office. A spare board can be found in the QM's locker.
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cutter machine: Upstream machine. Used to craft tiles not craftable with the construction menu. Map in public, utility area, such as the tools room. Optional, but nice to have mapped, can otherwise be constructed roundstart with a machine board printed at science.
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washing machines: Functionality not currently implemented, but intended to be used for dying clothing. Map in places where you'd expect to find washing machines such as dorms, restrooms, or other public utility area.
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SalvDrobe: Used for dispensing salvage clothing. Map in salvage.
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Pride-O-Mat: Upstream vendor, but not utilized on all Wizden maps. Map alongside ClothesMate and WinterDrobe, typically in dorms.
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service techfab: Used for constructing service-related supplies. Map in a service access locked area, such as the service storeroom, along with a small amount of materials. Departmental techfabs for all departments eventually (TM).
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Medical/Criminal/Station records computers: We have added functionality to these computers, at least one each should be placed in the appropriate departments.
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oven and food-o-mat: Microwave recipes have been broken up and distributed between the microwave and these two other machines. Map in the kitchen.
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medical assembler: Previous medical microwave recipes must not be produced with this machine. Map in medical.
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book return teleporter: Spawns in random books periodically with the chance of them being tool spellbooks. Mapped in the library ideally behind Librarian access.
Other entities
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Random HoS gun spawner: The typical standard for the HoS's secondary weapon is a WT550 mapped in their office with two extra magazines. This can optionally be replaced with the random HoS gun spawner, which spawns a random gun case of particular guns, including the WT550.
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Guidebookshelf: Contains easy access to guidebooks. Place at least one in the library.
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griffy suit locker: Contains the Griffy mascot costume. Should be placed in the warden's office where possible.
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janitor's locker: Replacement for the standard custodial closet, locked by janitor access. Contains the Shining Spring (and potentially other janitor-specific toys in the future) along with the regular supplies that were in the custodial closet. Place in janitor's room. Limit to 1 per map.
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station beacons for solars: We have direction-specific prototypes for station beacons. These should be utilized instead of the generic solars station beacon.
Accesses and doors
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shipyard external airlock: Unlocked external airlock. Shuttles purchased from the shipyard console will prioritize docking with these airlocks, otherwise, they will try to dock with another available external airlock. Use in places where you would prefer shipyard shuttles to spawn.
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vault door: Command access locked door that begins the round bolted. Command door remote must be use to unbolt it. Use for entrance to the vault.
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Logistics doors: Used on cargo shuttles to lock access to the shuttle controls from non-cargo technicians.
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Librarian and Reporter doors: The librarian backroom should be locked behind a librarian access locked door. Reporter's areas can be locked behind reporter access doors.
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Clown, Mime, and Musician doors: Use of doors locked by these accesses is optional, otherwise theatre access locked doors can be used.
Engines
- Supermatter: Ported from EE and heavily modified by Dark. Not required, but an option for your station's engine. Refer to Dark's guide for mapping it as well as look at how it is implemented on our stations for reference: https://docs.google.com/document/d/1S17Qz9yWHeHl3cSmHH8QM7oKDItPFypdeZaKfVWhVOY/edit?tab=t.0#heading=h.o8jy0uk7p4v0
Also a graphic of our map population ranges of our currently rotated maps (not up to date):