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TribeOfBeavers wrote:Would it be possible to add a disposals unit to genetics? The tables end up covered in DNA injectors without one.
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
Wyzack wrote:In terms of neat hidden stuff around the station are you leaning more towards meta which has lots of stuff, or box which is very minimalist?
I prefer the metastation style of thinking where there is all kinds of neat things hidden around such as in maint. My favorite part of the late Discstation was the spacebucks derelict coffee shop in maint. Any plans for cool stuff like that?
Anonmare wrote:You might wnanna put in an alternate power source. Emitter beams destroy SM shards for some godawful reason.
Archie700 wrote:It looks like perma prisoners can escape to cargo if they're fast enough to break the windows.
Might prove interesting to have a major department so close to perma.
ausops wrote:apart from this there is literally nothing more to say other than that this is the first thread in five years to have achieved something.
Bawhoppennn wrote:It looks like you are using the incorrect path for your shuttle walls, you should be using the /turf/closed/wall/mineral/titanium path for them, as opposed to the generic path. Never use the overspace variant of it either, as it will break visually during transit. Same case for the syndie looking shuttle walls (plastitanium)
ausops wrote:apart from this there is literally nothing more to say other than that this is the first thread in five years to have achieved something.
pubby wrote:Kitchen is far away from hydroponics and the bar which is concerning.
Anonmare wrote:I think the APC and air alarm in the Theatre backstage might be unreachable with the vending machines in the way, might need to rejigger a few things around.
Okand37 wrote:I wouldn't say three tiles is far away in terms of kitchen to botany, as it allows room for the proper foyer entrance that I find to be cool.
Alipheese wrote:What are the 2 rooms in medbay that are dusty/old storage?
Alipheese wrote: Service is beautiful. The connecting hallway is amazing.
Just opinion as I've played botantist alot, the gene machine is almost always used constantly And a corner doesn't work that well.
Otherwise I'm absolutely loving the station.
Alipheese wrote:Okand37 wrote:I tried to make a picture of all the map sofar. Its not the best quality, but it gives some clarity.
snip
Virology keeps getting cut or hasn't been made?
MrAlphonzo wrote:The clown can grab the electric guitar at roundstart.
I thought I could trust you.
letshavecake wrote:Please don't let the entire bar area look like a food court
The problem with other maps giving the bartender and chef a shared workspace is that every bar looks like an elementary school lunch room
You have enough space between them, don't repeat their mistakes
Also the main cargo area is a bit too huge and open, it would help if it was slightly segmented with a small wall or two in the middle, so it could keep it's open feeling but not be a big empty field
There's also only one small maint area connected to the entire department that only leads to arrivals, very dishonorabru, the totally legal and above board cargo workers already have it have it hard enough running their completely honest business
And actually now that I look at it, that maint bar&grill is WAY too close to the actual service area
There's room on the station for both, they don't need to be right across the hall from each other
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