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A Map Overhaul of the Security Department


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Posted

For my next big project I'm going to be overhauling the security department. I was originally going to be touching the brig and the armor but I realised that in order to do that, I must touch everything else.


Current plans are:

- Make the warden's office connected to the brig and the armory. Most maps I'm looking at for SS13 (Boxstation, Metastation, Pubbystation) are nicely connected when it comes to the armory, the warden's office, and the brig.

- Make the brig possible to break out of without causing a shitload of noise.

- Make the armory easier to break into with different ways of breaking into it, similar to the vault redesign.

- Generally redesign everything.


POSSIBLE plans are (feedback needed).

- Put the Armory, evidence storage, and forensics on the lower levels. Most police stations tend to do this for security and design purposes.

- Make the Brig Multi-Z, warden's office on top while the cells are on the lower level.


Suggestions needed:

- Prison Escape Methods

- Armory Break-In Methods

- Problems you have with the current security layout, as antag and as a sec officer.

- Things you like about the current security layout, as antag and as a sec officer.

Posted

My Complaint is, the Brig is simply to damn big. Its all spaced out and lots of space goes to waste.


In regards to making the Armory in a lower level, I'm all for it. As long as it is FIRMLY embedded into asteroid rocks on all sides., one of the things with old vault is that you could always locate it because of a section that was always bare to space.


Also, I'd support a scarier corperate 'interogation' room.


The other ideas were pretty good.

Posted

My Complaint is, the Brig is simply to damn big. Its all spaced out and lots of space goes to waste.


In regards to making the Armory in a lower level, I'm all for it. As long as it is FIRMLY embedded into asteroid rocks on all sides., one of the things with old vault is that you could always locate it because of a section that was always bare to space.


Also, I'd support a scarier corperate 'interogation' room.


The other ideas were pretty good.

 

The armory will be more "MetaSecured" than the vault. With the vault, you can easily find ways to break in, while with the armory, there will be very limited ways to break in by comparison so raiders don't just breach EVA and steal everything.

Posted

Yes plz to multi-Z brig where it actually matters. If the main part of the communal brig itself is on the sub-level where prisoners go up or down an elevator, that'd be fantastic. Set the armory down there too so that in a staged break-out situation, they can immediately rush to arm themselves some distance away if they got busted out with help.


Add some maintenance tunnels to snake between the various departments as well, of course, especially to security. This would be very helpful for engineering revs or just traitors who wanna bust their buds out in general. As long as it's a balance of "strong, but vulnerable in some areas enough", that'd be fine.

Posted

- Make the Brig Multi-Z, warden's office on top while the cells are on the lower level.

 

Having a catwalk the warden can roam around on and look down on prisoners would be fucking sweet.

 

Both of these are great. It makes me think of all the prison movie riots with teargas coming down from the catwalks and upper levels.

Posted

If a multi-z brig is ever going to be introduced, then someone (not me) is going to have to code and sprite railings.

 

Bay already has railings, they'd likely just import those.

Posted

If a multi-z brig is ever going to be introduced, then someone (not me) is going to have to code and sprite railings.

 

Bay already has railings, they'd likely just import those.

 

I think I saw railing above medical department's lobby. Me and [mention]Menown[/mention] went up there once together.

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