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On 22/09/2021 at 18:40, Alberyk said:

Here are the medical changes after the feed back.

Some notes:

-there is no such thing as main level quarentine.

-at best, we can move stuff around, but we are bound to this shape of the due to the reasons I explained already.

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Building off of the already present changes, I just have some mild suggestions (especially to that of surgery and some decal positions. Obviously, this is all entirely my opinion and the design is based upon how I enjoy medical being layed out upon a server. Going to provide a general list of the changes along with a quick mark-up I made on DD/DM.

Spoiler

9e7d5ea26af4dde18354ab25f14a64d2.thumb.png.3c737a3281e0ed09120e48cb1b091f67.png

  • Surgical layout has been altered so that the surgeon attending to the patient can access the IV, tools, computer, and any other table-based equipment without having to move/be pushed around by those also in the room. Along with the addition of a cohesive freezer to the back with two wall-mounted blood lockers which could house two O- bags each and a freezer for harvests, spare blood bag box, etc. Instead of forcing the surgeon or surgical intern to leave the theatre and go to the next theatre to grab a bag. 
  • The recovery wing of the Infirmary was modified and oriented in a personally more friendly direction, allowing for IV stands and patient closets to be present.
  • The surgical-hall desk was switched to a horizontal orientation, in attempts to 'shrink' the room so that the space was not so open. This was also done through floor decals, I personally enjoy the look of them but obviously that may not be a widely shared opinion/view.
  • ICU beds were merged to be aside each other with the IVs on opposite ends, so the attending can easily see to two patients if possible/having a wider range of mobility. 
  • Ignore the cyro-cooler room, I accidently put that O2 can in the back right corner and then realized that such would be nearly impossible to replace.
  • EMT facilities were modified to have two chairs for both present EMTs and either rack upon the wall for the rescue-rig to be secured within. Table space has plenty for kits, radios/trackers, and then toolboxes. If a second rack is kept, such could be for rollers but I know it makes it a bit cramped, just seems silly to have two EMT slots but only 1 chair.
  • Nothing changed in psych/chemistry/lift/foyer
  • I did modify/change the floor decals, adding them entirely around some room to try and decrease the wide expanse of white that filled some. This Infirmary is definitely smaller than current Aurora, but I thought (personally) it might look better keeping its current size but with a floor decal outline that kinda 'shrunk it' at first glance? (I just hate white tiles by themselves usually)
  • Storage above the foyer desk was also changed to have 2-L tables. One can fit all kits and the other any can handle any excess supplies (crutches/etc).
  • I did not go into detail on wall monitors, nano med inclusion, etc. Those spots have not changed and it seemed like a waste of time since this was just a layout alteration/suggestion.
  • Oh! I forgot to say so I am including this now! I added a trashcart incase somebody wanted to make/nab a biohazard sprite from somewhere. Seems silly to be throwing away like removed parts or something in the general trash, so I figured having a biohazard cart might be neat instead of just a reliance on sharp-boxes for disposal and general disposals!

Thank you for your time!

 

Edited by Hunt
Forgot to include trash-cart explanation <3
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Another question - if there is no shuttle and we all simply live underneath (which is fine by me), how does the crew 'disengage' from potentially overbearing threats present on the ship? Though it doesn't happen every round, if there is something threatening that security can't handle, the ERTs are called, and everybody makes their way to the docks which are generally not allowed to be threatened much by the antags, in my experience. With the NBT, are crew just expected to go down with the ship in these cases? Or will we have similar zones where it's a general rule for antags not to interfere? From what I could see, the lifts are one person only, so mass evacuation doesn't seem that possible.

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8 minutes ago, Lucaken said:

Another question - if there is no shuttle and we all simply live underneath (which is fine by me), how does the crew 'disengage' from potentially overbearing threats present on the ship? Though it doesn't happen every round, if there is something threatening that security can't handle, the ERTs are called, and everybody makes their way to the docks which are generally not allowed to be threatened much by the antags, in my experience. With the NBT, are crew just expected to go down with the ship in these cases? Or will we have similar zones where it's a general rule for antags not to interfere? From what I could see, the lifts are one person only, so mass evacuation doesn't seem that possible.

The lift is not meant for evacuation. Ending a round is only possible by doing a bluespace jump or calling an evacuation which will arm the escape pods. There are other safe places to hang around, however. But we won't have anything like the red dock.

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2 hours ago, Hunt said:

Building off of the already present changes, I just have some mild suggestions (especially to that of surgery and some decal positions. Obviously, this is all entirely my opinion and the design is based upon how I enjoy medical being layed out upon a server. Going to provide a general list of the changes along with a quick mark-up I made on DD/DM.

  Hide contents

9e7d5ea26af4dde18354ab25f14a64d2.thumb.png.3c737a3281e0ed09120e48cb1b091f67.png

  • Surgical layout has been altered so that the surgeon attending to the patient can access the IV, tools, computer, and any other table-based equipment without having to move/be pushed around by those also in the room. Along with the addition of a cohesive freezer to the back with two wall-mounted blood lockers which could house two O- bags each and a freezer for harvests, spare blood bag box, etc. Instead of forcing the surgeon or surgical intern to leave the theatre and go to the next theatre to grab a bag. 
  • The recovery wing of the Infirmary was modified and oriented in a personally more friendly direction, allowing for IV stands and patient closets to be present.
  • The surgical-hall desk was switched to a horizontal orientation, in attempts to 'shrink' the room so that the space was not so open. This was also done through floor decals, I personally enjoy the look of them but obviously that may not be a widely shared opinion/view.
  • ICU beds were merged to be aside each other with the IVs on opposite ends, so the attending can easily see to two patients if possible/having a wider range of mobility. 
  • Ignore the cyro-cooler room, I accidently put that O2 can in the back right corner and then realized that such would be nearly impossible to replace.
  • EMT facilities were modified to have two chairs for both present EMTs and either rack upon the wall for the rescue-rig to be secured within. Table space has plenty for kits, radios/trackers, and then toolboxes. If a second rack is kept, such could be for rollers but I know it makes it a bit cramped, just seems silly to have two EMT slots but only 1 chair.
  • Nothing changed in psych/chemistry/lift/foyer
  • I did modify/change the floor decals, adding them entirely around some room to try and decrease the wide expanse of white that filled some. This Infirmary is definitely smaller than current Aurora, but I thought (personally) it might look better keeping its current size but with a floor decal outline that kinda 'shrunk it' at first glance? (I just hate white tiles by themselves usually)
  • Storage above the foyer desk was also changed to have 2-L tables. One can fit all kits and the other any can handle any excess supplies (crutches/etc).
  • I did not go into detail on wall monitors, nano med inclusion, etc. Those spots have not changed and it seemed like a waste of time since this was just a layout alteration/suggestion.
  • Oh! I forgot to say so I am including this now! I added a trashcart incase somebody wanted to make/nab a biohazard sprite from somewhere. Seems silly to be throwing away like removed parts or something in the general trash, so I figured having a biohazard cart might be neat instead of just a reliance on sharp-boxes for disposal and general disposals!

Thank you for your time!

 

Jesus that's amazing. I would change the trash carts to some biohazard trashcan that can be sprited easily, but other than that 10/10.

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16 hours ago, greenjoe said:

I'm wondering about that too, for if we visit somewhere like the Jargon Federation, if that'd just mean IPCs aren't allowed out.. technically by the laws the ship would have to follow any laws of the systems it visits, unless that ends up changing due to the SCC somehow forcing systems to allow the ship to hold it's own laws. Even then the IPCs would be stuck on the ship in Jargon, anyway.

Regarding this;

IPCS are not disallowed within the Jargon Federation, they're just often blocked due to mountains of red tape. I imagine that the SCC would do its best to allow ALL its employees to contribute to the mission. The only place I can see this being an issue is Dominia. 

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16 hours ago, Hunt said:

Building off of the already present changes, I just have some mild suggestions (especially to that of surgery and some decal positions. Obviously, this is all entirely my opinion and the design is based upon how I enjoy medical being layed out upon a server. Going to provide a general list of the changes along with a quick mark-up I made on DD/DM.

  Reveal hidden contents

9e7d5ea26af4dde18354ab25f14a64d2.thumb.png.3c737a3281e0ed09120e48cb1b091f67.png

  • Surgical layout has been altered so that the surgeon attending to the patient can access the IV, tools, computer, and any other table-based equipment without having to move/be pushed around by those also in the room. Along with the addition of a cohesive freezer to the back with two wall-mounted blood lockers which could house two O- bags each and a freezer for harvests, spare blood bag box, etc. Instead of forcing the surgeon or surgical intern to leave the theatre and go to the next theatre to grab a bag. 
  • The recovery wing of the Infirmary was modified and oriented in a personally more friendly direction, allowing for IV stands and patient closets to be present.
  • The surgical-hall desk was switched to a horizontal orientation, in attempts to 'shrink' the room so that the space was not so open. This was also done through floor decals, I personally enjoy the look of them but obviously that may not be a widely shared opinion/view.
  • ICU beds were merged to be aside each other with the IVs on opposite ends, so the attending can easily see to two patients if possible/having a wider range of mobility. 
  • Ignore the cyro-cooler room, I accidently put that O2 can in the back right corner and then realized that such would be nearly impossible to replace.
  • EMT facilities were modified to have two chairs for both present EMTs and either rack upon the wall for the rescue-rig to be secured within. Table space has plenty for kits, radios/trackers, and then toolboxes. If a second rack is kept, such could be for rollers but I know it makes it a bit cramped, just seems silly to have two EMT slots but only 1 chair.
  • Nothing changed in psych/chemistry/lift/foyer
  • I did modify/change the floor decals, adding them entirely around some room to try and decrease the wide expanse of white that filled some. This Infirmary is definitely smaller than current Aurora, but I thought (personally) it might look better keeping its current size but with a floor decal outline that kinda 'shrunk it' at first glance? (I just hate white tiles by themselves usually)
  • Storage above the foyer desk was also changed to have 2-L tables. One can fit all kits and the other any can handle any excess supplies (crutches/etc).
  • I did not go into detail on wall monitors, nano med inclusion, etc. Those spots have not changed and it seemed like a waste of time since this was just a layout alteration/suggestion.
  • Oh! I forgot to say so I am including this now! I added a trashcart incase somebody wanted to make/nab a biohazard sprite from somewhere. Seems silly to be throwing away like removed parts or something in the general trash, so I figured having a biohazard cart might be neat instead of just a reliance on sharp-boxes for disposal and general disposals!

Thank you for your time!

 

Love these additions. I think they would be incredibly beneficial to medical play.

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18 hours ago, Desven said:

I feel it's not possible to have us dock every round, maybe we will be in the middle of nowhere sometimes. But it's certainly something that could happen. It does make you question what would happen with characters not allowed in certain places, I guess they'd just stay inside the ship. Honestly, I feel just rping what facilities the living quarters hold is for the best.

I didn't say it had to happen every round.

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1 hour ago, Caelphon said:

Regarding this;

IPCS are not disallowed within the Jargon Federation, they're just often blocked due to mountains of red tape. I imagine that the SCC would do its best to allow ALL its employees to contribute to the mission. The only place I can see this being an issue is Dominia. 

wonder how it'd be handed with dominia, then...

Edited by greenjoe
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After reading some comments, a specific concern about psych-patients having to sit in the hall and watch surgery was evidently present. I decided to try and give it a go by redesigning the psych-office and some modifications further to the hallway. However, I noticed (mostly since I didn't have the full map it was hard to compare z-levels at first, that the hole in the ceiling of the upper level medical would have to shrink to fit both the surgical and psych-modifications, even separately they both expand each room by 1 tile inwards and thus shrinking the hole itself. Luckily, if they are both expanded, the symmetrical lattice is kept for the most part.

Spoiler

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The attached image above would be the combination of a modified psych-office with some more aesthetic/comfortable appeal to it. The desk would be in view of those in the tiny waiting room, which is further separated from surgery and far more comfortable.

  • No changes to the previously mentioned surgical layout.
  • Psych-office has been extended one tile into the hall and given a comfortable atmosphere to it.
  • A 'platform' was made and given 'steps' so that there is a multilevel feel towards the office, a bit more official than just being flat/equal to the remaining Infirmary floor.
  • Nothing excessively changes about the office or the outside public hallway, utilities are the same/etc
  • There was concern that the new waiting room felt cramped, I wasn't able to easily change that without editing the structure more and causing the gap in the ceiling above to shrink further. Obviously I will probably continue to mess with mapping layout/suggestions when I need something to keep me busy while watching lectures 😛
Spoiler

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Now this is where the tragedy struck me as I realized the upper floor would have to be compacted from its original view, which is also attached. Due to the expansion of surgery and psych independently, a tile was taken in on both sides of the expanse. Personally, not too sure on how the upper level would/should change to accommodate for my suggested surgery/psych changes but I made a very quick mark-up of what could be done. Due to the change of both gap sides, the symmetrical lattice is still present. The notable/major change would be that there is now a direct maintenance access to the Infirmary upper floor instead of necessarily having to go through the attached (office?)

 

Obviously, I know there has already been so much work put into NBT and I don't think anything here is really that vital of a change. Perhaps its more aesthetic based or simply preference, it could easily be both. Nevertheless, just thought I would post them to get some creative fluids moving and incase any further opinion was wanted. As always, thank you for your time.

Edited by Hunt
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On 18/10/2021 at 18:50, greenjoe said:

since the living quarters on the NBT are below the first deck
if a hole gets blown in the floor
it'd open to space
which doesn't make sense cause there should be floor below

unless there is something in place for that

I think this should be answered, as it is pretty true. What would be below? Living quarters? Nothing? I think this could be answered pretty easily, but it can be answered in a multitude of ways, all affecting how the NBT is actually crafted/made. So I think this is a question worth answering.

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15 hours ago, Desven said:

I'm sorry, but those wall machines look like a downgrade from our current sprites. Even the ATM, while interesting, is not as good as the Idris themed one (given it's an Idris ATM).

idk i actually quite enjoy the aesthetic that's on display. 🤔 Those lighter coloured walls look sweet as well.

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Here's the comparison I posted yesterday on the Discord:

image.png.36fa3c585eca7600d6b918e958dbad71.png

 

As I told Kyres too: there's nothing to tweak with these. Don't touch them. There are other sprites that require an upgrade urgently, but these (and I would argue the computers too) have nothing to 'fix'.

  

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I like the new wall machines. Simple, visually unified.

On the other hand I very strongly dislike the new (floor) consoles. They're too far forward, when it feels they should be at the back of the tile they're on rather than the front. Lot of visually wasted space on the tile, and obscenely bright screens.

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Got bored during an exam-review today, decided to spend 20 minutes marking up some potential suggestions to the Bridge breakroom. Not entirely happy with them, but because the window sprites are on the NBT file and not the public, can't get them rn and it was too much hassle to use the already-present shuttle stuff.

  • Moved plant-window inplace of the reinforced wall, firedoor is present incase of breach, could also add bridge lockdown shutters/privacy glass. Basically an attempt to give antags another exit/entrance point.
  • Added a multi-level factor to the breakroom so the room is less flat.
  • Moved the boozemat into the wall (the sprite) so it could be accessed but not take up a tile of space.
  • Ill attach other random suggestions/mark ups I did, not huge fans of any of these, but I think they have some good concepts to them?
  • Not a huge fan of the carpet-one, but I thought I would try it out.
  • OH! Before I am asked. The white/shuttle wall is in place of the new NBT walls and the windows are obviously where the others go, just no diag sprites.

Thanks for your time.

Spoiler

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Edited by Hunt
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I'll add my bit too... I don't mind changes in sprites, but these new consoles (walls and big-computer-like-ones) are just... Not right. Unless we get something else that somehow looks better than what we have today, don't change it, please.

Worst case scenario, just replace the "N" with a star on some of these sprites and that's it, don't bother making something new if it isn't better. And I don't mean to sound harsh, right? I may not agree with design choices from Kyres' work, but as far as things go technically speaking, they are talented, they do good sprites, that's undeniable... But let's change things when we need to, and when we have better option, not just for the sake of replacing everything like a fresh coat of paint because we'd need something new.

Plus, we have way more aged sprites that we should focus on, seriously, these consoles are not a priority, if we're talking about sprites that need changing...

TL:DR : I agree with Desven and his essay and you should read it - these new console sprites are not good enough - don't change them now.

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