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Efficiency V3

Posted: Sat Jan 30, 2016 12:28 am
by lzimann
Post your feedbacks about the map here.

Full map image: Link

Re: Efficiency V3

Posted: Sat Jan 30, 2016 1:16 am
by ShadowDimentio
>Map thread
>No picture

I give this thread a Fuck Up Rating of Chernobyl.

Re: Efficiency V3

Posted: Sat Jan 30, 2016 1:21 am
by WJohnston
Map:
https://dl.dropboxusercontent.com/u/128 ... tation.png

Don't mind the missing pipes in maintenance that's fixed.

Re: Efficiency V3

Posted: Sat Jan 30, 2016 1:40 am
by Davidchan
WJohnston wrote:Map:
https://dl.dropboxusercontent.com/u/128 ... tation.png

Don't mind the missing pipes in maintenance that's fixed.
I've got a few comments, though these are mostly from gameplay stance rather than map making stance.

Why is the mining shuttle so god damn far from Cargo?

The ORM dumps straight into Robotics/RnD. What happens when Engineering, Cargo, Bartender or anyone else who would have access needs something but Sci isn't around or refuses to share?

Bartender has no office. Has to compete with Pete/Chef for his shotgun.

Armory might be a little TOO secure (Warden office, Captain Office, HoS office and Brig cells on all sides)

Why is Prim Tool Storage and Aux Tool Storage literally across the hall from each other? Shouldn't these be spread out a bit more?

Gravity generator with maint tunnels around it... not sure how well the R wall stop the radiation but even a non-cap bomb could ruin it.

AI core only supports 1 AI.

Are those Grills between MedChem and RnD shocked?

What is going on in Xenobio top left cell?

Re: Efficiency V3

Posted: Sat Jan 30, 2016 2:10 am
by oranges
Yep it's not box and therefore is bad

Re: Efficiency V3

Posted: Sat Jan 30, 2016 2:29 am
by WJohnston
Davidchan wrote:Why is the mining shuttle so god damn far from Cargo?
Because the whole entire gimmick of all three efficiency station maps was to have mining centralized, so it can deposit its things directly onto R&D, robotics, mining etc.
Davidchan wrote:The ORM dumps straight into Robotics/RnD. What happens when Engineering, Cargo, Bartender or anyone else who would have access needs something but Sci isn't around or refuses to share?
This design went back before the ORM existed, so it wasn't quite built in mind with having science be forced to hand out their minerals. On the other hand, cargo/bartender etc do not tend to request things from mining very much, and they're all very close by so it's not very hard to do.
Davidchan wrote:Bartender has no office. Has to compete with Pete/Chef for his shotgun.
Bartender and chef share the same backrooom, and both can enter the kitchen to help with meals.
Davidchan wrote:Armory might be a little TOO secure (Warden office, Captain Office, HoS office and Brig cells on all sides)
Sorta just happened while making the layout. It's also slightly countered in that it's very close to escape/arrivals, so it's only a very short space walk to reach compared to box or metastation's huge walk.
Davidchan wrote:Why is Prim Tool Storage and Aux Tool Storage literally across the hall from each other? Shouldn't these be spread out a bit more?
Sorta just happened into place. They're not exactly far from eachother on box, either.
Davidchan wrote:Gravity generator with maint tunnels around it... not sure how well the R wall stop the radiation but even a non-cap bomb could ruin it.
More death by radiation is fine by me. The grav gen is already extremely easy to destroy, bomb or not, so it's not a big downgrade.
Davidchan wrote:AI core only supports 1 AI.
It supports 3, look again.
Davidchan wrote:Are those Grills between MedChem and RnD shocked?
They are not.
Davidchan wrote:What is going on in Xenobio top left cell?
That's the xenobio cold room, meant for killing slimes. Xenobio received this and the xenobio consoles on all maps, so I'm just doing the same thing. It has exposure to space to handle the cooling.

Re: Efficiency V3

Posted: Sat Jan 30, 2016 3:29 am
by Sebro
There's no soda or booze dispenser, in the bar. That's not intentional is it? Since, well, those things have quite a bit of importance to a barman.

Re: Efficiency V3

Posted: Sat Jan 30, 2016 3:52 am
by WJohnston
Oh, I must have forgotten to add those. This map was made before those were first added. I'll add those in the next update.

Re: Efficiency V3

Posted: Sun Jan 31, 2016 2:51 pm
by TheLongbowMan
What about a gulag shuttle?

Re: Efficiency V3

Posted: Sun Jan 31, 2016 5:58 pm
by WJohnston
I specifically did not add a gulag shuttle or a court room because those things are never, ever used.

No seriously no one uses them. You might say "but I use them!" but no, no one uses them nearly enough to even warrant existing. They're a waste of space that I'd frankly rather dedicate to making permabrig not super tucked away and impossible to ever be checked up on. The intent with my security's design is to make sure permabrig is very clear and visible to any officers who stroll around in their office, and having a gulag shoved somewhere in between while perma is put even further back would not be ideal.

Re: Efficiency V3

Posted: Sun Jan 31, 2016 6:26 pm
by confused rock
Should be an O shape, not a U. maybe put a little hallway near escape or something.

Re: Efficiency V3

Posted: Sun Jan 31, 2016 7:13 pm
by WJohnston
Why do you keep asking me this over and over, that's what efficiency station 2 was, and it was even more compact than this. I decided against it because it left no room for expansion or traitorous deeds. I had to trade off a bit of efficiency for gameplay.

Eff 2's map for anyone wondering

Re: Efficiency V3

Posted: Sun Jan 31, 2016 7:15 pm
by InsaneHyena
Played a cult round on this station. Maints are so small, not interconnecting and lacking hiding places, that the only "good" hiding place I've found was between two airlocks in science maint. Got found out in two minutes by two separate people, because maints are so fucking shitty.

And no, before you ask, I don't only like box. I like birdboat too.

Re: Efficiency V3

Posted: Sun Jan 31, 2016 7:16 pm
by WJohnston
I plan to expand on maintenance for eff 3, yes. I know it's pretty terribly lacking around medsci, so I'll be adding to it.

Re: Efficiency V3

Posted: Sun Jan 31, 2016 7:35 pm
by Atlanta-Ned
My thoughts:
- Swap aux tool storage and teleporter, the latter needs a second entrance off the hall.
- If that happens, I'd recommend adding a second brig entrance + hallway that wraps around the teleporter room
- Do I dare ask for a route between perma lobby and the security holding area at escape? I do. Got a nice block of empty space to cram that hallway into.
- If you shifted hydroponics the right a few tiles, you could add a second path into the brig on the left side of the library AND open the brig cells to the public. Feels a little too secure at the moment.
- Add firelocks to: Vault Hallway, Engineering hallway near AI upload, research division internal hallway, more around the holodeck
- Dorms don't feel isolated enough. The glass wall south of the holodeck control room should be a solid wall. I'd make the northernmost wall of the holodeck a solid wall as well.

Re: Efficiency V3

Posted: Sun Jan 31, 2016 10:44 pm
by Yakumo_Chen

Re: Efficiency V3

Posted: Sun Jan 31, 2016 11:51 pm
by TrustyGun
Things I like
Telecom Sat is cool and gives a much needed advantage to nuke ops on this map because of how compacted everything is

I love the bridge, It's very goon-esque

I love how compacted the station is, it would be great for med-pop player counts, like Basil now

Things I dislike
Science maint is stupid. For some reason, there is a water cooler directly in the one tile walkthough of maint, it's tiny and doesn't even have interesting loot. There is a lot of space you can use to improve on here

You can probably break the window from perma and spacewalk to escape without getting killed. ??? Remove the left two windows and add one to the right side, it will slightly increase the distance, making it harder to escape without getting injured

I like the design of the bridge, but having it easily be emaged directly though maint is probably a bad idea, because you can access the HoS's office, the Captain's office, and the HoP's office within seconds of each other.

Ian doesn't have a bed. 0/10

Re: Efficiency V3

Posted: Mon Feb 22, 2016 2:19 am
by Yakumo_Chen
There is only one main path through the station so a single well-placed bomb or other large-scale hazard can figuratively cut the station in half. Great map design.

Re: Efficiency V3

Posted: Fri May 06, 2016 5:01 am
by Hibbles
Mapping issue detected; the HoS office doesn't have proper access set, it should have, like, whatever the HoS level is. As of now, the HoS can't access their own door.

Re: Efficiency V3

Posted: Mon Jul 18, 2016 11:52 am
by InsaneHyena
InsaneHyena wrote:Image
Image

JUST

Re: Efficiency V3

Posted: Tue Jul 19, 2016 5:15 pm
by lzimann
Not a problem with map itself, something broke with shuttle rotations

Re: Efficiency V3

Posted: Tue Jul 19, 2016 7:30 pm
by onleavedontatme
I have literally never seen this map not suffer powet failure. I think there is some sort of error in the wiring.

Re: Efficiency V3

Posted: Tue Jul 19, 2016 7:54 pm
by Wyzack
It might have the same issue disc had before it was removed where tons of wires are randomly missing which causes a billion breaks in the powernet