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WickedCybs Mappies Application


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Ckey/BYOND Username: WickedCybs
Discord Name: Cyberspy/WickedCybs#8403
Position Being Applied For: Mapper, mainly. I kind of do other stuff too, though.
Past Experiences/Knowledge: My past experiences essentially started on Aurora, where I actually got into trying out working on github, visual studio code, strongdmm.


Examples of Past Work: I have a lot of PR's merged, most not actually related to mapping since I only got into this on the launch of the Horizon. I'll post what I'm particularly proud of, or pushed me out of my comfort zone though.

The Yacht + Casino Ship port - I won't claim this as my fully original work, it was just my first foray into giving Aurora an away site that had much of the same systems its main playspaces would. Power, atmospherics. It's the sample of what I would like to eventually do for most of our sites and It's been gratifying seeing seeing players put what I actually thought would happen, into practice. Making attempts to repair these ships and fly them around.

More Landmarks Around the Horizon - For a long while, we didn't have any means for shuttles, including the Horizon's own to float around the Horizon. They could only directly land in the hangars or dock, for those that could dock. Now there's a lot of options for where exactly you would like to go around the Horizon, which can be useful for the gimmicks and plans players have.

Horizon Shuttle Enhancements - For a while, the Intrepid and mining pod ran on the magical power most shuttles use as of now, and their atmospheric systems were rudimentary. It involved some setup to help my future PRs and was a means to push my own point on how shuttles should be. 

The Luceian and Fisanduhian Zippos - Pretty small PRs. I tend to think of them because other than overall design of the zippo itself which was unchanged, I had to think of how to change the symbols and colours on it. I had to actually be a little more original, in that regard. I am mainly a copy/paster coder that builds off of other peoples work rather than make something truly original.

Face Masks - My first PR (I think) where I added an item to the game, and a widely used one at that. It taught me how to make it spawn places, it was my first actual foray into mapping as I would place it in various areas. The sprite itself was a cut down gas mask with the only real original bit being the back facing sprite.

There's also minor bugfixes, mapping fixes I won't really list here that taught me a lot.


Additional Comments: I am generally content to just be a contributor, but recently I have had a focus on the overmap lately and how to make it more interesting. There's a lot of issues, persistent ones that I think we're accumulating and that I want to rectify (as an example, most third parties only have one navpoint outside their ship, some only have the hangar). The best place to do this I think, is from within the team. There will hopefully be more examples contributors can draw upon to make fully featured away sites and ships. I also used to main engineering in SS13, and that's some core knowledge on the principles of getting a map setup since it gives an understanding of the pipes, wires and such.

I do have to say, massive mapping projects and stuff are things I haven't done before, and I couldn't be sure I'm capable of it. I still work best with something to go off of, or improve on. Sometimes the map itself is only really half the battle, as I have spent a lot of hours learning exactly what makes a third party tick with the one Kataphract pr I have up at the moment, and the map itself wasn't even the hardest part (It was mostly set in stone, too!) it was all the underlying code and systems.

Edited by WickedCybs
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