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Showing content with the highest reputation on 08/27/2017 in all areas

  1. 4 points
  2. 3 points
  3. I've rolled vampire a decent amount in the past few days, so take this with my entire shaker of salt: Currently, there is no downside to force-feeding every single person who comes through processing an entire flask of holywater if anyone so much as mentions vampires on coms. They don't even have to use powers, or be suspected in any way for security/chaplain to say "Well make them chug anyway" Suggestion: Make holy water toxic. Enough so that force-feeding a chug that would kill a vampire actually kills normal people as well. (The only difference is they don't burst into flames.) If you want a test for a vampire, you have to be careful. A dropper or syringe, and that's it. Bonuses: Chaplain is discouraged from being an idiot with holy water, because it's dangerous. Additionally, antag chaplain has a way to produce a toxin to use on people. It would hopefully cut down on illegal executions as well. Other notes: This doesn't actually help vampires a whole lot, because the testing will still occur - but at least there will be some reason not to metagame and just forcefeed everyone who gets arrested an entire flask.
    1 point
  4. Well, manually mixed holy water does use mercury in the recipe, so it should probably toxic. But on the other hand, holy water created by the chaplain is water smacked with a book, doesn't make much sense if that is toxic.
    1 point
  5. 1) You have a full extra line of pixels along the belly in East/West which obscures the arm. I never mentioned anything about clipping, I said "chest ... extending too far into the neck in WEST/EAST" - which it does. See the first and second pictures respectively. 2) Talking about the chin is a little disingenuous unless the sprites that were given to me directly from your PR are somehow wrong. The left is yours, and on the right is the example edit I made to it. Your sprite's SOUTH doesn't actually appear to have a chin whatsoever, which is what my edit added back in. This is what I was referring to when I said "the shoulder area being ill-defined in SOUTH". I also noticed for some reason that you flat-shaded my edit, despite neither my edit nor the original having flat shading for the chin (which you then proceeded to criticize). 3) Given that light doesn't actually interact with sprites on SS13 (because there's no actual depth), detail and distance are things that are ascertained by light/dark values in SS13 - with darker objects appearing further away. We can also use overlapping line to signify whether an object is closer, or further away depending on where and how the lines overlap. I honestly feel like if anything, the original is the best option out of any of these - because yours feels naked and front-facing, and the edit I made only mitigates this issue slightly.
    1 point
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