There is a thread in policy discussion concerning the removal of Box and an increasing number of people that seem to be dissatisfied with my favorite station. So I've decided that I would attempt to learn mapping to make box a better experience for everybody involved. I've started a new thread since the last one is from ~2018 and box has changed since then.
Some of the criticisms I have heard so far
-APCs located in maint.
I actually liked this aspect of Box as a traitor as you could emag or hack the apc, turn off the lights + environment so they need a crowbar to run and come in from the top. After thinking about it for awhile I don't think it is a good idea to deny apc access to AIs specifically malf AIs.
The fix is either moving the APCs into their respective departments/rooms or adding cameras to maint so the AI doesn't need to send a borg to hack the apcs.
-Box does not have enough EVA suits.
Meta and delta both have a total of 8, Box has a total of 4. Assuming 50 players that is either 1 space suit per 6.25 players (8 suits) or 1 space suit per 12.5 (4 suits). Not sure how many players box was designed for but in any cast it is a simple fix to increase the quantity of suits all that needs to be done is reshuffling the racks around or expanding into the room just east of the EVA suits. While I'm talking about EVA the addition of eva shutters + a button to control them would also probably be a good change.
-Box does not have enough public access fire suits in the main hallways
I'd have to do a count but this does seem to be the case at least for public access. I'm not sure how difficult it would be as I'm still figuring things out. From what I can tell it seems the main hallway or rooms connecting to it will have to be redesigned in order to add more emergency/fire lockers.
-Box's bridge is not fancy enough
https://tgstation13.org/phpBB/viewtopic ... 26#p543914
This post from the removal thread by Yenwodyah sums it up pretty well.
Metal chairs instead of swivel/fancy, Non-distinct flooring, lack of vending machines, etc.
I'm actually looking into changing this at the moment: darker floors show off the decals more. Slightly bigger entrance for additional decals (little blue boxes) on the way in. Forgive the shitty image I'm trying to figure out how to zoom out for easy not shit cropped screenshots on my own.
I've seen arrivals needs more decals/needs to be redesigned if there are any other bare places try to provide screenshot comparisons as it will help with zoning in on departments/hallways. For example the outside of botany lacks
green squares and potted plants are in short supply on station.
-Box's powernet is shitting itself.
I'm not sure if it is a coding issue or just an issue with box but re-doing the entire power grid is a lot of work and would like to know if starting from scratch with the power net would help in any way or if it is literally a code issue. In any case there may be interest in having the power grid redesigned to be a circular loop instead of whatever the hell it is now.
-Possible problems concerning the layout itself.
Some of the grumblings I hear concern...
-AI upload being on the bridge.
I suppose this is applicable to revs or other bad guys that want to change the AI's laws instead of stealing the upload board from storage as its pretty difficult to arrive undetected on the bridge and change the laws.
The AI upload could be moved to a number of locations: the current location of the gravity generator (making it similar to Meta), onto the satellite (Delta), possibly even to the current comms room (moving current comms to the satellite).
-Cargo's position on the station
Not sure about this one cargo has always seemed fine to me. Might be a complaint from Meta security players who have cargo basically next door and don't need to travel far to secure it/get implants.
-Box's maint sucks
Reasons for this seem to range from the lack of room variety in comparison to meta/delta which has things like abandoned robotics/botany/etc. To things like the enclosing/redesigns of maint over time due to map changes making it feel more closed off and dead end-y.
-Perma is absolutely destroyed when meteors come.
Dunno if this is a 'feature' or if some grilles/walls should be set up to help keep the prison secure
Some of the things I have problems with and don't know if anybody agrees with me
-The location of the chem factory
it is pretty far away from chemistry if it isn't going to be moved then maybe moving chem to the old genetics room or viro would be the efficient thing to do
-The AI satellite is kind of shitty.
Not sure if having the AI on station was better as assassinating it was a pain, it was at least interesting. Also not sure if the older design of the satellite was better.
-Current location of the gravity generator
it seems kind of hard to sabotage being in the main hallway instead of in maint by engineering.
-The movement of the detective's office and removal of a maintenance tunnel leading to sec
I liked multiple ways into and out of the sec hallway as an antag
-The holodeck
I think a door from maint should be added so antags can use the atmospheric burn or wildlife simulator or bee whatever that place is called, without dying/having to go through it.
-Toxins current design
Its a really long right angle and has to go across the hall for the plasma/oxygen. I'd probably like to switch the RD's office and the tank storage it also has a rediculous amount of scrubbers/air pumps/empty cannisters
-Adding old engines
I'd like to add the parts of old engines (singulo+tesla) in their locked cargo crates, to engineering secure storage so engineers don't have to spend several thousand cargo points to do a fun side project.
I won't be able to do anything but goof off in the map editor for a few weeks as I figure things out in the map editor + github and deal with RL busywork but I would like to start looking at complaints/criticisms/proposals now. If you think there is something wrong with box no matter how small or insignificant now is the time to voice your opinion.