BurgerBB Posted May 31, 2018 Posted May 31, 2018 Someone wanted me to remap xenobotany so I decided to move it to the construction level, but that meant rearranging free space and then suddenly I fucking remapped the entire science level I guess before I even remapped xenobotany.
Alberyk Posted May 31, 2018 Posted May 31, 2018 I am also against it, research is fine as it is. Some empty spaces are way too big.
Kaed Posted May 31, 2018 Posted May 31, 2018 Maybe you should slow down and try and focus on one or two moderate projects at a time instead of trying to rework every section of the map one department at a time. In general restructuring of the map is going to be met with poor reception, because people don't like it when you constantly change where things are. Some people are still angry about the medical remap. Pick a battle that you're likely to get somewhere with, with things you know how to do. Your map efforts have shown some consistent themes such as a lot of strange wide open spaces that generally are met with poor reception and are not aesthetically pleasing to look at. Mapping is about interior design and efficiency, and you can't just sort of slap things around and expect people to be into it.
BurgerBB Posted May 31, 2018 Author Posted May 31, 2018 Maybe you should slow down and try and focus on one or two moderate projects at a time instead of trying to rework every section of the map one department at a time. In general restructuring of the map is going to be met with poor reception, because people don't like it when you constantly change where things are. Some people are still angry about the medical remap. Pick a battle that you're likely to get somewhere with, with things you know how to do. Your map efforts have shown some consistent themes such as a lot of strange wide open spaces that generally are met with poor reception and are not aesthetically pleasing to look at. Mapping is about interior design and efficiency, and you can't just sort of slap things around and expect people to be into it. I didn't do the medical remap? None of this is good advice.
whiterabit Posted May 31, 2018 Posted May 31, 2018 The two tiles of glass after R&D and before Robotics seem a bit out of place. Is there going to be an airlock there or were they just thrown in? Personally, I like that the hallway is open in the current design and it seems like an unnecessary chokepoint for traffic.
Kaed Posted May 31, 2018 Posted May 31, 2018 (edited) I didn't do the medical remap? None of this is good advice. Burger I never said you did the medical rework, I said people are still salty about it. Edited June 1, 2018 by Guest
SleepyWolf Posted May 31, 2018 Posted May 31, 2018 it's still really cool and interesting to get remaps. let's not just say 'Let's never change this, it's fine as is!' when there could be something more interesting or unthought of. i personally enjoy the ideas being thrown into the air, like Burger always does.
Bauser Posted June 1, 2018 Posted June 1, 2018 I like ideas being thrown in the air, just not this one ._." It's like, what's the benefit, you know? With the bar remap suggestion, there were a dozen things we could point to and say "okay, THIS is going to improve people's experience," make it more visually appealing, more mechanically useful, more functional by design... But here, I don't see any of the rationale. I see that things have been moved around and the shapes have been changed, but I don't see that it serves any purpose at all... Research isn't so busy that it needs more of those overblown 3-wide hallways (I never like 3-wide hallways, always preferring the relatively claustrophobic effect of 2-wide). Furthermore, your design eliminates both of the existing windows from maintenance into the research wing - one being the purple-glass window into that testing chamber, and the other being the conveyor belt connecting the robotics lab to the robotics surgery room. So that immediately makes walking through those maintenance areas visually more boring. And from an antagonism standpoint, that conveyor belt is an easy point of ingress/egress for a clever traitor, so this design cuts off those opportunities by taking it out of maintenance. On the subject of moving xenobotany to the construction level: does that mean the research elevator also goes up, now? I assume you don't intend to just rip xenobotany out of the research wing? In total, not on board with this one. The changes seem pointless and they aren't pretty enough to compensate. Moving a big part of research to an entire new floor leaves the rest of it too open and hollow-feeling. -1
BurgerBB Posted June 1, 2018 Author Posted June 1, 2018 It gives me immense depression when people complain about things that already existed in the previous research map and gives it a -1 based on the incredibly flawed logic of "we don't need this." The entire purpose of this was to move Xenobotany to another level and then make the remaining empty space used. This meant moving stuff around more. I made some tweaks. Hopefully this keeps people happy instead of a near-instant dismissal.
Bauser Posted June 2, 2018 Posted June 2, 2018 Having no reason to make a change is a good reason to not make a change that people broadly dislike. So your depression is on you. Yes, the current map also has 3-wide hallways, but it only has two brief segments of them - an acceptable status quo which still isn't met by this newest iteration (which has three). The problem is things like this: Who is this space for? Who asked for three new empty rooms? You say your goal with this redesign was to move xenobotany to its own level, but why do you want to do that? Because there is clearly a drawback - people think the remaining research area looks ugly without it - so there has to be a benefit. This is not a lateral change like you seem to think.
Scheveningen Posted June 2, 2018 Posted June 2, 2018 Looks like a monitoring room for the test chamber, Bauser, I think that is what it is for. Having a separate room for the sake of weapons demonstrations ranging from prototype firearms to biological weapons is neat for RP flavor. We have the holodeck, chaplain's office, psychologist office and many other things that suit mostly roleplay flavor more than a need of mechanical necessity. There's plenty of space on the station and mapping is a kind of development that is the most considerable and radical change, but our map has a lot of room for expansion. Speak for yourself when you say "people think it looks ugly" because the most recent update looks fine to me. I don't see why this is such a problem, it moves xenobotany out of the way and down to its own sublevel where more dangerous testing should be undertaken anyway. See an Anomalist's research or xenobiology as examples.
Saudus Posted June 2, 2018 Posted June 2, 2018 (edited) I took up Dream Maker this week to play around with to learn mapping. Redesigned anomalies to get space for xenobotany downstairs. Ended up with 80 squares of empty space, almost entirely rectangular, would need to make minor alterations to sublevel maintenance for it to make sense however. Whilst I like the idea of actually using the construction level for something I hope you'll consider putting botany on the sublevel rather. Second thing I ever did in Dream Maker, so this is bound to have some issues. EDIT: The empty white tiled flooring area is where I suggest xenobotany could be placed rather than construction level. Will get a better shot of it later when I've finished the rework. Regarding this remapping of the main level, can't say I'm a fan either of the three rooms Bauser pointed out. Would rather see the firing range moved upstairs or a room with empty consoles and machine frames for people to make into lab for specific thing not already there. Edited June 3, 2018 by Guest
Asheram Posted June 2, 2018 Posted June 2, 2018 (edited) -Purged due to being irrelevant to the conversation- Edited June 3, 2018 by Guest
Bygonehero Posted June 2, 2018 Posted June 2, 2018 I like it @[mention]BurgerBB[/mention] barring this, if for some reason you decide not to remap it this floor, I would just replace xenobotany with a bathroom
Saudus Posted June 2, 2018 Posted June 2, 2018 (edited) (edit removed all text, please feel free to remove the comment itself too) Edited June 3, 2018 by Guest
Bauser Posted June 2, 2018 Posted June 2, 2018 Looks like a monitoring room for the test chamber, Bauser, I think that is what it is for. Having a separate room for the sake of weapons demonstrations ranging from prototype firearms to biological weapons is neat for RP flavor. I can see that it's intended to be a viewing room for the test chamber. I was drawing into question the necessity for something like that, given considerations like 1) that test chamber is rarely used (so now we would have three rarely used empty rooms instead of one), and 2) you can already view into the chamber both from the lab side and from maintenance, and 3) there is already a dedicated firing range for resting prototype weapons. Speak for yourself when you say "people think it looks ugly" because the most recent update looks fine to me... Well, my goal was to speak for myself, and Alberyk, and LordFowl, and Kaed, who had already voiced the same opinion. We're people, right? This is pretty ugly, especially considering science is already a pretty functionally designed department. Your changes to robotics are particularly eye-searing. I am also against it, research is fine as it is. Some empty spaces are way too big. ... a lot of strange wide open spaces that generally are met with poor reception and are not aesthetically pleasing to look at. Mapping is about interior design and efficiency, and you can't just sort of slap things around and expect people to be into it. I second Bygonehero's motion that the space would be better served if a bathroom were included somewhere on the main floor. It seems like a strange omission from the research department, now that it's been pointed out. And I agree that the newest iteration is at least a step in the right direction from the originals.
Asheram Posted June 2, 2018 Posted June 2, 2018 (edited) -Purged due to being irrelevant to the conversation- Edited June 3, 2018 by Guest
Saudus Posted June 2, 2018 Posted June 2, 2018 (edited) (edit removed all text, please feel free to remove the comment itself too) Edited June 3, 2018 by Guest
Asheram Posted June 2, 2018 Posted June 2, 2018 (edited) -Purged due to being irrelevant to the conversation- Edited June 3, 2018 by Guest
BurgerBB Posted June 3, 2018 Author Posted June 3, 2018 This thread has turned into a clusterfuck for some reason. I have absolutely 0 clue why someone else is posting their own mapping suggestions in here. Regardless, here is the almost finished design of the science main level. I will be working on xenobotany itself next.
Scheveningen Posted June 3, 2018 Posted June 3, 2018 This thread has turned into a clusterfuck for some reason. I have absolutely 0 clue why someone else is posting their own mapping suggestions in here. Because they think theirs is better, it's probably not a good idea to ignore them.
ferner Posted June 3, 2018 Posted June 3, 2018 I've personally often felt cramped working in research on the main level, Both in the RnD lab along with the chemistry and misc science rooms. So opening it up a bit more like this certainly would incline me to enjoy working in the department a bit more. Also moving the conference table away from the elevator entrance would go to improve the flow of traffic for sure. The glass portions between the RnD lab and the research hallway, along with the test chamber viewing room are welcome additions too.
Bauser Posted June 3, 2018 Posted June 3, 2018 I agree that the new R&D lab in this design is an improvement over the current one, since it's got some much-needed room for maneuverability. This was a good place to put some of that extra space. And I like that the elevator isn't inside the conference room. Still banking on the viewing-room/awkward-earmuffs-vestibule be combined to make room for a bathroom somewhere, though. I would support this change if something were done down in that area to make it a little more diverse. EDIT: There's... going to be a way to get in the elevator, right? I just realized it has no doors
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