Boxstation

We all know that Solaris Ridge aka Big Red is the greatest map ever made – at least until it was made completely unwinnable by multi-z (something that will hopefully be fixed when OBs get fixed). It’s built with mapping theory, there was a lot of real thought and effort put into where everything is

But what I found out recently: Big Red/Solaris Ridge is literally just Boxstation. Dorms, bar, medbay, it’s all LITERALLY COPY-PASTED from Boxstation.

Something else I found out recently: Fucking CM used to be just Boxstation.

Let’s get Boxstation in its entirety thrown on a ground map – fuck it, we can throw it on Solaris Ridge. It will be the new non-multiz version of Solaris Ridge. If I mapped this, would we be down to merge it???

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Give this man every resource he needs, NOW

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this would be possible, but boxstation is so far in the past that simply grabbing the map file and trying to load it on modern CM’s codebase with strongDMM would have 90% of objects floating in the void due to everything being repath’d over the years.

Also the image you have is not of the latest boxstation, if someone wants to bring back Boxstation it should definitely be the TG version

Bonus:

Boxstation lore featuring Steelpoint?!?! in 2014?

image

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Porting boxstation to CM is possible but you’d need to practically remap it 1:1, loading the old map, as noted above, only loads a few of the objects and none of the actual floors

The effort to remap is not really the problem, its more than you are committing so much work for a map that is certainly going to remain an event map that gets used a few times a year at most, and is likely unbalanced to hell.

Good times. I did a bunch of mapping for /tg/ a long time ago. I’d not claim I was a “““leading map developer””” insofar as I was just one of the main people posting updates and reworks of things like the atmo piping.

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Well, consider it thrown directly onto Solaris. Caves, the ground, all that shit. It becomes a relatively normal map then – it’s Big Red with less open space. But, arguably, easier for marines than the current Big Red because no multi-z. Turns it into a kind of Chance’s Claim thing really.

As for having to remap it 1:1 — is that really true? Because I know what a map is – a map is a text file. Each tile corresponds to a specific text character. I know for a FACT I can take the Boxstation file, open that bitch in notepad, and Find+Replace tiles with an equivalent CM tile. After that – once all the tiles are made compatible with CM – then it’s just a matter of filling out the map with ground, caves, etc.

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Editing a map file in the text editor has a high risk of breaking something. Even if you were able to convert the older boxstation map file over to CM, you would still need to do a significant amount of mapping in SDMM to bring the map up to minimum viable standard, I already can tell you would need to map in two custom landing zones.

Basically, a lot of work for an event map.

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Find+Replace tiles with an equivalent CM tile.

what you’re describing is just an updatepaths script, the thing is that you’d need the motivation to go through every single floor tile type on boxstation and find its’ closest counterpart on CM and typepath that, and then repeat that for nearly every single thing in the map. Just for fun I downloaded Boxstation and tried to hit it on strongDMM. here’s roughly 1/10th of the items that would need repathing. (Yes, that is a scroll wheel, it is a very long scroll)

And here’s what the bridge looks like:

You’d basically be remapping the entirety of Boxstation with a couple blueprints (mostly the walls, as those carried over).

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Hear me out… Icebox station… everyone loves ice maps. :confused:

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