Bottom post of the previous page:
Started to work on atmos but I had to revert my changes due to poor planning. Goddamn would it be nice to have a dual purpose scrubber/supply pipe. Alas. Instead I did a bunch of miscellaneous thingsDone, although I am unsure how secure to make caps room. Right now you're one rwall from the bedroom but all the goodies are in the office so then you have either another rwall or a door.Teleporter and conference room should be swapped with the captain's suite of rooms, because the cap's bedroom is too exposed and the teleporter isn't exposed enough.
I've put the window in. Maint goes behind. I am now debating putting a bar above and naming it some sort of legal pun. I'm taking suggestions on that. I might also extend that maint and put a brief spacewalk over the tube and connect that with the interior port maint.Courtroom needs a narrow-window divider and windoor down the middle to stop shitheads messing with the trials
Court maint should be a little more extensive, perhaps behind the HOP's office (so the caps office can be access from maint if it's swapped like above)
Detective is done, Labour is rearranged and transfer room has an extra tile of breathing space which seems to look okay. I've removed the rwalls from the inner ring of the sec space moat and put a few windows in. Nukeops can't do it instantly but it's certainly doable to bomb the armory and go in loud.Detective's office needs another window on the front, one on either side of the door.
Labour shuttle dock needs a few windows looking in at it from maint, to reduce claustrophobia and also so you can tell if it's gone to let you bust into sec
Transfer room is poorly thought out.
Spaced sections in the main maint ring below sec are a bad idea if they block the route.
The maint ring cuts off sec from space with two layers of rwalls, this is not nukeboi friendly
Brig solar umbilical is pretty swag
Agreed. Put in a few bushes. We have no good tree sprites unfortunately. I also made a sprite request so hopefully I can get something.Garden is out of the way and also fuckheug empty, fill it up with trees or flowers or bushes or pot plants or something
Already done so that each of the three disposals (from port, starboard or central) is run by a separate lever. Bottom conveyor is separate as well. Cargo got moved out and it alleviates some of the cramps. Forgot about windows, I'll put those in.Cargo's cool disposals setup needs seperate conveyors for all the belts, so you can hang onto things sec flushes but not med,
Cargo lobby should be indented by another tile
QM should be indented towards space 2 tiles, so you dont have a 1-wide wall corridor leading into a 2-wide nicely arranged one.
Left wall of mining tunnel should have 2 windows in it.
Gravgen was prehaps a little too secure. I've rearranged the vault as well. There are not two toxins labs. One is a mixing lab like on box and meta. It has a vent but no igniter as well as a volume pump. The rest of the equipment is to make it feature complete compared to box or meta. It's put next to toxins to encourage people to use it. There's a couple new options for gas mixes that people can experiment now. Blast range is difficult to fit so it's going in at a later date. I have not forgot about it though.The little cramped maint corridor leading to the maint vault should be made bigger, either an ante-room or just opened into the tunnels entirely.
Gravgen's doors/lobby should be visible from main halls
Neither of the two toxins labs have maint access or a blast range
There are two toxins labs.
AI stuff and space stuff (along with maint) are getting an overhaul next instead of atmos so this should be fixed by next update.AI lobby defense turrets have too little firing range to protect from melee jackintheboxing, move them up or the teleporter room and side doors down
AI walkway uses fullwindows instead of directionalwindows
AI walkway has a solid inner wall
AI core has only 1 rwall
Surgury rwalls are gone. Why does it need maint access? Chem has a test lab mainly for grenades. They usually don't cause damage to floors and walls. I've put a box of monkey cubes so they have some targets. It gives chem a legit reason to build all those horrifying mixtures they've always wanted to but couldn't justify being non-antag. Rwalls fixed on chem and morgue. Cryo tank room will get fixed when I redo maint. Windows were forgotten, going on the list of stuff to do.Surgery is surrounded by rwalls and has no maint access.
Chem has a test-lab which can dump to space, but anything mixed in there which needs venting to space (also they should just ask science to use theirs instead of having one in their back yard) will blow up the windows and expose the lab.
Chemistry has entirely regular walls, exposed to public maint, but the morgue has 100% rwalls
The (really cool btw) cryo tank holding room is too cramped, move maint out 1 tile there and make it 3 wide
You can't see into genetics from the main medbay supercorridor
I have loaded it up and it doesn't feel so bad. An extra tile really does make it feel like a main throughfare and it makes gunplay much more fun in chases down the halls. But the most consistent criticism of the map is the space allocation so I tried to justify the use of 5 wide. First I made a mock-up of a 4w section of the station. But it really didn't solve anything in my opinion. If you thought 5 was too wide 4 really isn't that much of an improvement. Instead what I settled to do is sprinkle more cosmetics through the halls, vending, disposals, chairs, ect. I also put in some glass covered space tiles. One of the worst things about sections of box is the complete lack of awareness that you are in space. Hopefully these windows or floordows or whatever help allievate that. They also break up the corridors (not too much I hope) and actually have the unexpected benefit of damping plasma fires in the main halls. So that's nice. I am unsure as to the spacing of them so I'd like feed back.The thing that bothers me the most about this station is the huge fucking hallways.
Take some time to load up your map and walk around in it, it will feel huge and empty and awful.
3 wide really is wide enough, 4 at best.
Sorry about the wall of text, without further ado,
Current State of the Station