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[Feedback] Moving the Bridge to the Construction Level


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Posted
8 hours ago, furrycactus said:

Power/Atmospherics/Maintenance:

*snip*

The Engineering infrastructure comes in through an airlock and gets carried across the Medical Reception rafters. At least, for the "public" part of the level. I accidentally cut the substation out of this picture, but it's visible in the next one. The Important-Command-Actual-Bridge part will probably have its own substation which is fed from a different point, like the ladders by Engineering.

Would it be possible for the infrastructure passing over the rafters to get plating and safety rails? It doesn't make a whole lot of sense to have wires visibly 'hanging out' above the medical department, and seems especially unsafe for maintenance personnel to have nothing to keep them from falling.

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Posted

Huge improvement, but still not sold in how exposed the Captain's office is. I would suggest an ante-office that connects to the outside, could be used as a spare office too. Or instead of an office, a simple reception like the diplomatic area one, just my two cents.

Posted

Overall update after today.

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To re-iterate, the windows to the Captain's Office will have privacy shutters closed over them at roundstart, they just appear under the windows in the map editor.

 

Posted

This looks good! Obligatory post from someone who has helped with the layout a bit, but I think Joshie has done an impressive job with it, better than I could hope to do.

I do have one question though: do you have any planned additions to command with this update? Now would be the time to if ever add anything to the department given all the space you have to work with.

Posted (edited)
16 hours ago, Desven said:

Huge improvement, but still not sold in how exposed the Captain's office is. I would suggest an ante-office that connects to the outside, could be used as a spare office too. Or instead of an office, a simple reception like the diplomatic area one, just my two cents.

It's not particularly exposed. The doors in the main hall are tamper-resistant to hacking, the walls are reinforced and need a whole toolbelt and about a full minute to get through, and the windows have shutters down.

5 hours ago, Haydizzle said:

This looks good! Obligatory post from someone who has helped with the layout a bit, but I think Joshie has done an impressive job with it, better than I could hope to do.

I do have one question though: do you have any planned additions to command with this update? Now would be the time to if ever add anything to the department given all the space you have to work with.

Thank you! And I wouldn't have made this PR in the first place if you didn't provide the initial concept for it in the first place.

As for planned additions, none particularly off the top of my head. If something jumps out at me part way, I'll document it and carry on. If it's something somebody suggests on here that I decide would be beneficial to add, I'll make mention of it.

 

Edited by furrycactus
Posted

I'm liking what I see so far. :) Echoing the love for the exodus like feels coming back. I look forward to seeing what you are doing with it. :)

Posted
On 29/05/2021 at 03:23, furrycactus said:

Overall update after today.

unknown.png

unknown.png

To re-iterate, the windows to the Captain's Office will have privacy shutters closed over them at roundstart, they just appear under the windows in the map editor.

 

I like it a lot, I would probably just add some plants outside the Captain's office.

Posted

Small update. I took a break and spent most of my time working on it today reworking/adding the proper area designations in the code and such, though I did do a tiny bit of actual nitty gritty mapping too.

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I added a ladder to the surface maintenance area just behind the elevators. I also added a connecting maintenance tunnel to the Medical Interstitial Maintenance tunnels, which offers a maintenance route that doesn't require EVA equipment, and a handy path for Command to get to the Bunker more feasibly in the case of a lockdown.

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I also moved the SAT down to the Bunker, and prettied it up a little bit with the mainframe floors (they start flashing red if the self destruct is enabled, cool right? Thanks ye olde TG code.) Also adjusted the bunker's electrical and air supply to be a little more reasonably self-sufficient if it actually needs to be used. It used to be all plugged into the main line and attached to the AI's powergrid too, so using the PACMAN wasn't even viable unless you snipped a bunch of wires. Swapped out the phoron PACMAN for a uranium one because scarcity, and because the fuel lasts a little longer in that one. It's mildly radioactive when active though, so like, it gets its own little contained room so that doesn't leak out.

The SAT is still Captain-only access.

Posted
15 hours ago, furrycactus said:

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I added a ladder to the surface maintenance area just behind the elevators. I also added a connecting maintenance tunnel to the Medical Interstitial Maintenance tunnels, which offers a maintenance route that doesn't require EVA equipment, and a handy path for Command to get to the Bunker more feasibly in the case of a lockdown.

Perhaps a weird request, but could that long L-corridor be given a fire closet? Just a little something to make it feel more distinct than merely being a tight deathtrap connecting corridor.

Posted
2 minutes ago, Carver said:

Perhaps a weird request, but could that long L-corridor be given a fire closet? Just a little something to make it feel more distinct than merely being a tight deathtrap connecting corridor.

Of course! I'm just getting the rough edges down at the moment, I still have a lot of "filling" to go back and do as it were for a lot of stuff - lights, air alarms, welder tanks, intercomms, etc., so if you see a really blank area just assume that I'm still getting around to filling it out. Keep making suggestions though, by all means.

Posted
On 29/05/2021 at 03:23, furrycactus said:

Overall update after today.

unknown.png

unknown.png

To re-iterate, the windows to the Captain's Office will have privacy shutters closed over them at roundstart, they just appear under the windows in the map editor.

 

I just realized there's no Ian glass cage. Is this intentional?

Posted
5 hours ago, Desven said:

I just realized there's no Ian glass cage. Is this intentional?

Please see my above post. But honestly, I may consider removing the glass cage in favour of a pet bed, like from the old Exodus.

Posted
1 hour ago, furrycactus said:

Please see my above post. But honestly, I may consider removing the glass cage in favour of a pet bed, like from the old Exodus.

A bed sounds a million times better.

Posted

I am already excited to see it "in person", but my AI mind is noticing a lack of holopads for BUDDY to swim from, please don't forget those before you finalize :P

 

Posted

Minor request, can you add chromic windows to the HoP's meeting area? As it stands on the current map and this one, HoP's have to sit at their processing window if they want to see someone walk to their meeting door. Otherwise, I love everything about it!

  • 1 month later...
Posted

how's stuff going with this? see about the lack of updates on it, it seems pretty dead, which is a  shame, this seemed like a neat thing :(

Posted

I definitely want to continue, but I became unexpectedly busy IRL for a little while, and then had some education stuff to contend with. For the time being this is sorta on pause, but I do intend to continue it.

  • 1 month later...
Posted

Surprise, I'm back, and I started working on this again.

My current hurdle is tackling what to do with the current Bridge area. I'm still not 110% sold yet, but tentatively I'm considering giving it some stuff related to expeditions. A storage area for finds, briefing room, lounge to wait around in, soon-to-be a locker room with mech chargers and interim equipment storage for weapons/voidsuits/anything else. I even added a small infirmary for critically injured patients - not intended to serve as a second medbay, but to function just enough to stabilize patients that can't wait for transport to medical.

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This is the draft, but everything in it is still heavily subject to change.

Lemme know what y'all think or have to suggest.

Posted

Imho it looks weird due to the large amount of „dead space“

The AI/Surface elevator should be combined and moved closer to the entrance.

Then other rooms can be shifted around, so the „top side“ of the hallway (where the teleporter used to be) is also used.

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