Efficiency Station 3 Feedback Thread

Mapping Ideas and Sprite Galleries
allura
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Efficiency Station 3 Feedback Thread

Post by allura » #52190

map img (up-to-date)
custom z7

download here
version 3.1.3a

known issues: the fucking stacking machine console not showing up.
the ferry console not working.

should i write a guide to mapping?
Last edited by allura on Sun Jan 11, 2015 1:05 am, edited 146 times in total.
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Re: efficiency station 3 on badger

Post by Septavius » #52191

do you really hate asteroidstation THAT much??
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Re: efficiency station 3 on badger

Post by allura » #52192

its just a trial run
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Re: efficiency station 3 on badger

Post by paprika » #52195

Asteroid is better, even if it's shit
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Re: efficiency station 3 on badger

Post by TheWiznard » #52202

I don't really like how this map looks, but I do like how detailed/cluttered maint looks, so good job on that regard.
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Re: efficiency station 3 on badger

Post by miggles » #52206

asteroid is fucking atrocious tbh anything would beat it
so yeah trial run
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Re: efficiency station 3 on badger

Post by Spacemanspark » #52208

That is a BAAAAAAAAAD place for the Holodeck.
That being said, I've always liked Efficiency.
:^)
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Re: efficiency station 3 on badger

Post by allura » #52209

we just tested it and it was a glorious place for fire
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Re: efficiency station 3 on badger

Post by WJohnston » #52226

Oh boy. I'm okay with seeing this run but it's really all for allura to get feedback on as he's now the current maintainer of it.

And yeah the entire point of the holodeck was to have it be usable for destructive purposes.
Apparently I was an director or something.
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Re: efficiency station 3 on badger

Post by Silavite » #52240

Things I like:
The maintenance seems well done. I like the little bits here and there.
SOLARS!
Separate satellites for AI and telecoms, so if there's a rouge AI it's actually possible to try to fix telecoms. (Also, spare telecoms parts are in telecoms)
Plenty of room in atmos to play with stuff
There's a crusher
Chemistry is right next to science with the window to R&D
The HoP's office is next to arrivals
Command and security are right next to eachother
Although there is no turbine, one could be set up without much difficulty in the room just northwest of atmos

Things I don't like:
Why does science get a free portable chem dispenser in the testing lab?
The fact the the AI and telecoms are on separate sat satellites makes it criminally easy for fluke ops to bomb the AI and telecoms at once.
Why is the mining shuttle in the middle of the station?
Why is the holodeck almost in the middle of the station?
Tech storage and the vault seem a little bit too out of sight and out of mind
Despite the fact the command and secuitry are right next to eachother, there are no airlocks directly between them
The normal cells in sec seem a little too secure
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Re: efficiency station 3 on badger

Post by allura » #52263

Silavite wrote:Things I like:
The maintenance seems well done. I like the little bits here and there.
SOLARS!
Separate satellites for AI and telecoms, so if there's a rouge AI it's actually possible to try to fix telecoms. (Also, spare telecoms parts are in telecoms)
Plenty of room in atmos to play with stuff
There's a crusher
Chemistry is right next to science with the window to R&D
The HoP's office is next to arrivals
Command and security are right next to eachother
Although there is no turbine, one could be set up without much difficulty in the room just northwest of atmos

Things I don't like:
Why does science get a free portable chem dispenser in the testing lab?
The fact the the AI and telecoms are on separate sat satellites makes it criminally easy for fluke ops to bomb the AI and telecoms at once.
Why is the mining shuttle in the middle of the station?
Why is the holodeck almost in the middle of the station?
Tech storage and the vault seem a little bit too out of sight and out of mind
Despite the fact the command and secuitry are right next to eachother, there are no airlocks directly between them
The normal cells in sec seem a little too secure
-why not? they should get one for convenience and its not a big big deal. they lost firing range, got a chem dispenser
- i literally have no idea what your line of reasoning is here
-that's the point of efficiency station. mining shuttle is incredibly close to science and robotics so mineral transportation is easier
-that way when it's emagged it's actually dangerous instead of in a corner and useless.
-they're out of sight out of mind on purpose. the dark, dank hallways like that and dorms are to have a cool little area to perform crimes
-why would they have airlocks directly between them?
-they're up against maint anyone can easily access, so they're LESS secure.
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Re: efficiency station 3 on badger

Post by Cipher3 » #52266

...I actually really want to play this map now. Been looking it over for a while.
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Re: efficiency station 3 on badger

Post by allura » #52270

yay new map img
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Re: efficiency station 3 on badger

Post by Scones » #52271

I'd be super interested to play this, it looks interesting enough. I've had enough of Asteroidstation for a bit.

It wouldn't hurt to test it for a week.
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Re: efficiency station 3 on badger

Post by allura » #52273

people who are voting no, please tell me things to fix on the map so i can maybe change your minds
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Re: [poll] efficiency station 3 on badger

Post by allura » #52457

big image update!!!
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Re: [poll] efficiency station 3 on badger

Post by allura » #52470

z7 image added to op!!!
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Re: efficiency station 3 on badger

Post by paprika » #52474

allura wrote:people who are voting no, please tell me things to fix on the map so i can maybe change your minds
Delete your thread then I'll vote yes, eff 3 is bad
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Re: efficiency station 3 on badger

Post by allura » #52483

paprika wrote:
allura wrote:people who are voting no, please tell me things to fix on the map so i can maybe change your minds
Delete your thread then I'll vote yes, eff 3 is bad
i specifcally old you to vote no, paprka
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Re: [poll] efficiency station 3 on badger

Post by FrostFenex » #52491

I approve of a trial run, mostly so that I can explore that new space level.
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Re: [poll] efficiency station 3 on badger

Post by Miauw » #52549

just FYI the custom z7 will soon be on ALL MAPS
so woo more space content
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Re: [poll] efficiency station 3 on badger

Post by Not-Dorsidarf » #53705

I find there aren't enough doors and stuff on this map.

Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route
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Re: [poll] efficiency station 3 on badger

Post by Earthykiller127 » #53709

Not-Dorsidarf wrote:I find there aren't enough doors and stuff on this map.

Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route
they are airlocks not doors :')
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Re: [poll] efficiency station 3 on badger

Post by allura » #53712

Not-Dorsidarf wrote:I find there aren't enough doors and stuff on this map.

Like, there's only one way into escape, and the chapel next door feels closed off and isolated. Maybe do a glass wall and a door? Same with the library. Huge wall all the way down, prevents library from being a through route
i can't make that happen on the library without really rearranging it, and i don't want to do that. the library is based off the tg1.0 design with tables in the front because whenever someone plays a dnd round it isn't tucked in the back and everyone can see. it was a lot of back back then.
no clue how where i could put a door without making escape feel cramped due to a lack of chairs or space taken up by a door, but i understand your bemoaning from thereonly being 1 escape entrnace.
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Re: [poll] efficiency station 3 on badger

Post by allura » #53716

Image escape
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Re: [poll] efficiency station 3 on badger

Post by Remie Richards » #53727

From some rounds today, what I saw of the map, I got used to and think it's pretty nice.
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Re: [poll] efficiency station 3 on badger

Post by paprika » #53756

Better than broken asteroid atm, but not better than box.
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Re: [poll] efficiency station 3 on badger

Post by Scones » #53758

Nothing wrong with it - I enjoyed it a lot better than assteroid

Expanded Maint + Bridge layout are def my favorite parts.

AI sat is a little weird, though, especially considering the AI has blind spots inside it. Is there a map feedback thread somewhere?
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Re: Efficiency Station 3 Feedback Thread

Post by danno » #53784

The maint is pretty fucking good, at least from an aesthetic viewpoint. I've yet to find serious problems with the map yet apart from a sub-par kitchen.
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Re: Efficiency Station 3 Feedback Thread

Post by iyaerP » #53970

Toxins mixxing chamber doesn't work correctly, and the launch tube suffers from space wind dragging the bomb out of the mass driver before it has a chance to fire.
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Re: Efficiency Station 3 Feedback Thread

Post by allura » #53994

iyaerP wrote:Toxins mixxing chamber doesn't work correctly, and the launch tube suffers from space wind dragging the bomb out of the mass driver before it has a chance to fire.
both fixed
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Re: Efficiency Station 3 Feedback Thread

Post by Scones » #54036

-Clarifying so you can fix-

- AI cannot see the upper-most right corner on the Sat: It lacks both camera coverage and line-of-sight from it's core
- AI has no vision inside the teleporter room on board the Sat (No camera?)
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Re: Efficiency Station 3 Feedback Thread

Post by allura » #54039

Cecily wrote:-Clarifying so you can fix-

- AI cannot see the upper-most right corner on the Sat: It lacks both camera coverage and line-of-sight from it's core
- AI has no vision inside the teleporter room on board the Sat (No camera?)
camera has been fixed already
the teleporter room has no camera intentionally to be used as a weakspot or murder room on the ai. it was the same on metastation
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Re: Efficiency Station 3 Feedback Thread

Post by Scones » #54081

allura wrote:the teleporter room has no camera intentionally to be used as a weakspot or murder room on the ai. it was the same on metastation
I sort of disagree with it's existence, in that case. The Sat is the AI's domain - If anywhere, that is where it should have uninhibited view. I guess I'll just have to park Pingsky in there every single round to ensure people aren't sneaking in (Although it is true that the teleporter room is somewhat more secure on Efficiency than it is on Box)

Seriously, it's supposed to be an ordeal to breach the AI's inner sanctum. It should not have a glaring security breach like that.
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Re: Efficiency Station 3 Feedback Thread

Post by allura » #54095

Cecily wrote:
allura wrote:the teleporter room has no camera intentionally to be used as a weakspot or murder room on the ai. it was the same on metastation
I sort of disagree with it's existence, in that case. The Sat is the AI's domain - If anywhere, that is where it should have uninhibited view. I guess I'll just have to park Pingsky in there every single round to ensure people aren't sneaking in (Although it is true that the teleporter room is somewhat more secure on Efficiency than it is on Box)

Seriously, it's supposed to be an ordeal to breach the AI's inner sanctum. It should not have a glaring security breach like that.
fine, i added a camera there
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Re: Efficiency Station 3 Feedback Thread

Post by jyxpe » #55164

There are two area issues that I can see: NE of station (for Syndie Shuttle) is misshapen and the Syndicate Shuttle has a Space area tile in it (untested but may cause issues with travel)
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Re: Efficiency Station 3 Feedback Thread

Post by Cipher3 » #55236

I have had two AIs have trouble with toggling the outer chamber turrets on/off - the two which are just a window away from the wall. All the wall buttons were set to disable and they'd still fire.

That actually stopped me from escaping, too.
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Coravin Vattes asks, "Please?"
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Re: Efficiency Station 3 Feedback Thread

Post by jyxpe » #55265

You can alt-click turrets to toggle them manually.
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Re: Efficiency Station 3 Feedback Thread

Post by DemonFiren » #55316

Move the mining shuttle doors so they directly face the ore redemption machine.

This makes resource processing more...efficient.
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Re: Efficiency Station 3 Feedback Thread

Post by Wizardjenkins66 » #55422

The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
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Re: Efficiency Station 3 Feedback Thread

Post by allura » #55434

Wizardjenkins66 wrote:The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
all three intentional
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Re: Efficiency Station 3 Feedback Thread

Post by Methelod » #55548

Only the middle locker in the kitchen is actually ID protected. The meat storage and milk storage are both able to be unlocked by anyone.
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Re: Efficiency Station 3 Feedback Thread

Post by moyogo » #55937

allura wrote:
Wizardjenkins66 wrote:The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
all three intentional
That's not very efficient.
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Re: Efficiency Station 3 Feedback Thread

Post by allura » #55979

moyogo wrote:
allura wrote:
Wizardjenkins66 wrote:The Bar, Kitchen, and botany have some glaring flaws.
1.There is no way to access the Kitchen without either jumping the table or going through the bar.
2. Botany and Kitchen lack a connecting door that doesn't have a table in the way, So again you have to either go all the way around or resort to tablehopping.
3. Kitchen and Bar share the same backroom, Meaning that bartenders also have to deal with Pete randomly attacking you.
all three intentional
That's not very efficient.
1. the bartender and chef together share a singular workplace, meaning they both go through the same entrance. this saves space. efficient.
2. i know this isnt efficient but i honestly DON'T see why bartender should be intruding upon botany's workspace. when the door was there on meta, no one ever used it.
3. kitchen and bar backroom together saves space, they share a workplace, and it makes for easy exchange of product and gives the chef access to bartender's equipment and the bartender access to the chef's equipment, in case only one of them is on. pete only attacks you if you step on a tile he was standing on and move him, so don't do that. it's a spacious backroom.
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Re: Efficiency Station 3 Feedback Thread

Post by miggles » #56317

uh no when there was a door between them on meta i used it literally every round as either chef or botanist
you can actually plant and keep your own shit instead of depending on people who 90% of the time will just grow weed because XD DANK XD and as a botanist you can serve shit made out of the growns the chef isnt using himself
win/win
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Re: Efficiency Station 3 Feedback Thread

Post by WJohnston » #56334

I'm okay with there being a door between the chef and botany, honestly.
Apparently I was an director or something.
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Re: Efficiency Station 3 Feedback Thread

Post by Scones » #56348

Security equipment becomes strained when higher population shows up (Rare as that is)

Addition of the third sec equipment locker would be grand
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Re: Efficiency Station 3 Feedback Thread

Post by allura » #56382

go to depsec lockers.
the fucking mc update has completely crippled every map and totally broken this game. it isnt live on badger yet and hopefully sos won't make it live on badger so it can be a haven from this shit
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Re: Efficiency Station 3 Feedback Thread

Post by Rhisereld » #56405

Kitchen is massive. It's annoying running around this huge room to access all the stuff you need. And a door between botany and kitchen would be greatly appreciated. With the kitchen entrance in the bar, it's too much of a walk. Everyone hops over the table, anyway.
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Re: Efficiency Station 3 Feedback Thread

Post by Wyzack » #56628

Not sure if this is just a fluke or whatever, but it seems really easy for tators and tiders to fuck up the powergrid by cutting a few wires in maintenance, it has been happening a lot recently. Do other maps have more redundancy for power grids?
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Kor wrote:I wish Wyzack was still an admin.
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