---
# System prepended metadata

title: SandBox Station (Name placeholder)
tags: [mapdev, new map, ss13, skyrat, desert]

---

# What is Sandbox Station?
Sandbox Station is a new map being designed for Skyrat Station, by me, kodiaksnowleaf on Discord. The map is a 255x255 planet station, similar to Icebox Station, but with several distinct differences, which will be listed later. There are several points which will involve coding itself, and further deep diving, and thusly will be hereby referred to as 'Stretch Goals' for the map- or, things that will not be 'required' for the map to be playable and in a release state. Also, the name itself, SandBox Station, is a placeholder name until I come up with something better, merely a shitpost of a name, and is not its permanent name, as the map itself looks *nothing* like Box Station.
# Key Features
* Sand planet, riffing on Star Wars and Dune mostly 
* External atmosphere will be survivable, but radioactive from the (in lore) multiple stars.
* Exterior will always be sunny and bright (see above)
* All station features will be on a single Z-level, and as a Stretch Goal of mining being underground, lush oasis caves, with water instead of lava, as well as lots of flora, and an even further stretch goal of non-lizard tribals; suggestions have been Frogs or Naga/Lamia. (Mining can be on lavaland as normal for the default, as this goal might take a few weeks even after the map is finished)
* native wildlife is desert themed, currently using some of the TG station Fallout 13 assets, such as giant scorpions and cazadors. (Stretch Goal: Unique sprites for them. Commissioned?)
* Design is heavily RP oriented, taking inspirations from Void Raptor and Blueshift (RIP) This means lots of 'fluff' rooms that serve no gameplay purpose (Gyms, Restrooms, Stores, Rec Rooms, etc.) as well as lots of open parks and sunrooms for Crew to relax in their free time, as well as sizeable break rooms for each department, with ammenities.
* Map is quite large, and is most certainly intended for higher populations, but can function on lower populations- just being very empty.
* Reworking Lavaland's ash storms or Icebox's snowstorms to have blistering hot sandstorms that randomly blow across the desert. (Sorta Stretch Goal?)
# Department Specific Unique Features
In this section, I will elaborate more on what specific, unique features have been added to departments, and what features are planned for future departments. This section, compared to most of this document, is much more of a living portion, and will be edited under suggestion, new ideas, limitations, etc. Screenshots will be attached where relevant. *(Yes I know I haven't done atmos pipes yet it's a pain in the ass and I will do it once Atmos proper is finished for routing purposes)*

* **Security**
    * Security Gym/Showers/Changing room ![](https://hackmd.io/_uploads/SytxLc4o3.png)
    * Security Break Room/Sunroom![](https://hackmd.io/_uploads/rkbUI5Ns3.png)
    * Security Restrooms![](https://hackmd.io/_uploads/SkyjU5Eoh.png)
    * Warden's Office has Private Quarters![](https://hackmd.io/_uploads/H1ryD9Nsh.png)
    * Large, custom monument infront of Sec, 'Sand Drake Rib'- a small pool around the rib, w/ plaque and park![](https://hackmd.io/_uploads/rke9K5Ej2.png)


* **Permabrig**
    * Nothing Unique, layout is spacious![](https://hackmd.io/_uploads/B1UjvqVo3.png)

* **Arrivals**
    * Train Station 'vibe'![](https://hackmd.io/_uploads/BJIB_q4sh.png)
    * Small coffee shop w/ freezer near arrivals![](https://hackmd.io/_uploads/S1Z0_qVo3.png)

* **North Central Hall**
    * Pet shop: Fish supplies, fluff animal toys, a few fish for aquariums![](https://hackmd.io/_uploads/B1lrt9Nj3.png)
    * One of many public spaces, a small park? Not specifically named. Across from pet shop![](https://hackmd.io/_uploads/Hy0RKqVsh.png)

* **Cargo**
    * Post Office room for deliveries/mail Connected to cargo via warehouse (Shutters).![](https://hackmd.io/_uploads/SyzU9qEo2.png)
    * 'Public' gun store for Cargo to utilise/Secure Warehouse (Seperate from main one) Equipment starting out is all surplus/old. Barricade to prevent people from entering until cargo is 'ready'. ![](https://hackmd.io/_uploads/ByZ2ccEo3.png)
    * Cargo break room, outfitting room, restrooms, and showers![](https://hackmd.io/_uploads/H11zs9Vi3.png)
    * Cargo mini-mech bay: Mostly for charging/repairing. Also has loader arms.![](https://hackmd.io/_uploads/SkHUjcNs3.png)
    * Largest Feature: Interior cargo ship landing pad. a 30x30 circle, with Customs Post on the south end of the circle, as well as two hidden hangouts between the container crates. Firelocks block the main pad from the rest of cargo in the event of a breach. Inspired by Docking Bay 94 from Star Wars; 15 HP goldgrub named Jabba in the wall, and a toy e-sword.![](https://hackmd.io/_uploads/HkIx2cNs2.png)

* **Mining**
    * Mining is not 'in' Cargo, but is connected via a central, interior hallway. It is its 'own' section of cargo.![](https://hackmd.io/_uploads/S1iDn9Ni2.png)
    * Mining break room, changing room, and showers/restrooms![](https://hackmd.io/_uploads/r1win9Ejh.png)
    * Inspired by Tramstation, the money/ore vault is in Cargo, but still locked unless QM or higher.![](https://hackmd.io/_uploads/BygbpcNoh.png)

# Works in Progress
From here out, the areas are UNFINISHED and often lacking screenshots, but will be updated as time goes on, and eventually moved into the section above once completed. Started departments will be labelled as such. All things listed are planned features for the departments.

* **Service** - **Started**
    * Lots of public areas, parks, and recreational activities (See: Arcades, stages, music halls, art galleries, etc.)
    * 'The Oasis Bar' - Bar/Kitchen will be centered around a oasis near the center of the station, like a nexus point for movement. The Oasis itself will be a large public park, with restraunt seating and benches, with the kitchen still having interior seating as well as the bar. *A potential stream of water flowing down the main hall into another smaller park? (Tentative idea)*
    * Stage styled like an amphitheatre rather than the usual wooden performance stages on other stations
    * Maintenance is somewhat labyrinthine on purpose, for the benefit to antags, due to the large amount of open floorplans in the public areas/departments. Numerous small/medium rooms, and a few large ones, for conversion into various needs by crew who care to fix them up.
    * Fauna in a few 'boss rooms' in Maintenance, rooms containing good random loot (Tier 6+ Maints loot, as well as money and other goodies) Example image of one north of Cargo, a 'Sand Scorpion' (Renamed/recoloured big scorpions in the files) incursion, where the creatures burrowed up under a maints gambling den and wrecked the place. Red outline for easier deliniation of the rooms. Den in the floor does not spawn anything (Or, shouldnt), and is merely for looks.![](https://hackmd.io/_uploads/HJBwloNsn.png)
    * Service will not get a large breakroom like the other departments, as it has the bar and kitchen, however it will get a larger, public restroom (See: Buccee's) near the central oasis.

* **Medbay**
    * Medbay will have a recovery room, for dedicated patient RP so it does not intrude/get interrupted by more grave wounding (IE: Blob, antags, etc.)
    * Mental Health wards (See: 2 or 3 rooms) dedicated to psychological assistance/RP, including a inpatient room or two.
    * Break room and restroom like other departments
    * Seperating triage (Slap a suture or burn patch on and good to go) from more dedicated treatment (stasis beds, surgery, etc.)
    * If Zydras lets me, taking her idea of a proper pharmacy 'store' for Chemistry to play around with should they choose to.
    * Waiting room for non-patients, rather than milling around in the lobby like goobers

* **Engineering**
    * Splitting Atmospherics and Engineering into an inverted V shape, with the SM in the middle, and both departments can access the SM room.
    * Break room and restroom at the tip of the inverted V shape, combining the rooms for both atmos and engineering's requirements
    * Funny fluff/pointless visual gag: Adding stacks of grass tiling in the supply storage for engineering, implying the grass in the gardens around the station is fake like astroturf or something. Maybe even rename the tiles to astroturf.
    * Connect Aux Base to Engineering so that maybe it gets built for once
    * (Tentative) Dedicated room to build station projects

* **Science/Research**
    * Robotics has a seperate ripperdoc room from the main borg assembly room and mech bay
    * Departmental restroom, break room, etc.
    * Bomb range riffing on the Trinity Test tower for toxins
    * RD gets a pet that doesnt suck? Lamarr is lame im sorry.
    * Xenobio zoo open to the public?

# Full Station Image (7/30/23)
(File too big, use link instead, or I can DM it to you directly) https://cdn.discordapp.com/attachments/349784611506618369/1135410471424503949/2023-07-30_20.59.17.png


# Conclusion
The map still has a lot of work left on it, and I am slowly picking away at it, but I decided I would provide this document, as well as more directly begin communicating with maptainers now that I have a proof of concept for the map, and have something to actually show off. I am very much open to suggestions, advice, or criticism. I have been quite passionate about this project, and am willing to answer any questions people may have. Hopefully, this document outlined my vision for SandBox Station (Name pending) and maybe even exposed more people to what is in the works. Feel free to DM me on Discord at kodiaksnowleaf (UserID: 229082615636819970) if you have anything to say about the map!