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New Medbay


Frances

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Today, I remade the medbay.


http://i.imgur.com/rB8jGoo.jpg


Here's what we're looking at:


Chemistry

Chemistry is a bit smaller (sorry!), and a bit more coherent. The counter now faces the medbay lobby, rather than a random hallway. Some stuff has been moved from the lab to storage rooms (where it should rightfully be). Basically Bay's chemistry lab.


Lobby

It's Bay's lobby, in Aurora green. I noticed our lobby is super popular for chair-RP, and tbh it's pitifully small. Bay's lobby looks great, professional, and makes the entire medbay feel a lot more big and serious. Plus you've got two desk chairs, a watercooler, and a storage table for roller beds. Thus the reasons for the change. I couldn't remake this lobby any better than Bay did, so I'm plugging theirs in.


Treatment Centre

That's where the sleepers/scanners are. Ours is super duper small, and since it's where most of the action happens whenever shit goes down in medical, it needed an expansion. Now the consoles are across a wall, computers/tables across another, and the entire layout should leave a lot more breathing space.


Cryo

Cryo hasn't changed much, except it's right by the emergency entrance (close to the main entrance and treatment centre, too), and isn't closed off by stupid doors anymore.


Storage Rooms

There's three. One for medicine/chemicals, adjoined to the chemistry lab, one for general medical equipment (right under the treatment centre), and one for misc equipment, such as grenade casings, bio suits, syringe guns, etc. The last one even has room for an Odysseus. All three rooms are under general medbay access ("5"). Chemists get to keep the dangerous chemicals storage in the chemlab for this reason, but other medbay personnel can come and steal their grenades from the secondary equipment room - though self-respecting medical personnel won't do that, will they?


Break Room

Things changed a lot here - I never see the current break room get used for RP (it's too cramped), so I tried to make it a lot more interesting, and closer to critical medbay areas. You've got a reading section, plus some mini salon with a TV (maybe idle medical personnel will come to watch the TV now, instead of loitering around the lobby?) You've also got a soda fountain (aren't those awesome?), and some medical monitors, ensuring you're not being completely useless whenever you waste away your time chair-rping.


Morgue

Two extra trays for these super-prolific antags, and we now have an autopsy camera for photographing bodies.


Surgery + Freezer

Surgery is the same, cause it works and is awesome. (Well, you can also check patient records mid-surgery now). The freezer is bigger, and the blood bags are there now (instead of being left to bask in the warm station air).


Recovery Room

Tried to make it look a bit more complete than our current one. A patient closet for each bed, and beds have dividers between them (they're tinted windows, but could be replaced by regular windows if people find the loss of visibility more annoying than the additional privacy). You can also play cards on the table now.


Psychiatric Office

It's some weird hybrid of Bay's and our current one. I really liked the desk+wooden floor part from Bay, so I put it in. No more watercooler, sorry. (Hey, just go get drinks from the break room's soda fountain.)


CMO's Office

It's in the middle of nowhere now. Sorry about that.

Uhh, besides that, it looks less crappy (?), already comes with a keycart_auth (the last one didn't have any for months, kek), and is better organized (most of the equipment cluttering the desk was moved to the CMO's locker). You also have buttons for putting the medbay and viro in quarantine (which I'll explain later).


Genetics & Cloning

Basically unchanged.


Patient Rooms

Still the same. Does anyone use them? Anyway, I left them in for now because they can be used for antagging (due to the lack of cameras and their relatively remote location).


Virology

Not pictured here, but although I'm still in love with Chris' viro design, I readded Bay's big quarantine room. Our communal quarantine room is way too tiny, and it shows whenever there's infections/quarantine events and people have to stand on a single game tile for hours.


Other Additions

-Bay's emergency telephone system

-An emergency kit by the emergency entrance, with roller beds, stasis bags, an emergency toolbox and a radio.

-A guest pass terminal by the medbay entrance

-Quarantine shutters - those that quarantine the entire medbay (and those for virology) can be activated from the CMO's office, while the lobby desk has a button to bring down shutters in front of the entry doors.




Like it? Hate it? Leave comments here. I'm off to pipe the layout now, and will put the file up sometime later tonight.

(Also, I wanted to add a poll to this so people could vote on whether they'd like to use this layout or not, but I think either the poll function is broken, or I can't make polls for some reason).

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Heh, this is probably the third time medbay's been remapped "just 'cause". But I still like it.


My only complaint: There should be a doorway between cryo and the sleepers/body scanner room. That way if someone is in critical, you can dump them in the cryo, diagnose them properly, and if they're still unstable you can easily dunk them back in without having to go around. Just a little thing.


Everything else looks great. Especially chemistry. Nice cozy little box, you get a little cubicle-esque desk with your chem dispenser, master, beakers, arranged in a way so that you can do everything without getting out of your chair. Also, I like having chemistry "reception" within medbay rather than out in the hallway, so the nurses can document things better.

Edited by Guest
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Heh, this is probably the third time medbay's been remapped "just 'cause". But I still like it.

Well, the full story behind that is that our original layout (which idk where it's from) was remapped by Mocheeze, which ended up being a complete failure. (Like, there were five AI holopads in one area, rooms shaped like curse words, a L-shaped table in the middle of the main hallway, and the chemistry's scrubbers weren't connected to anything.) Following that, I remade the medbay entirely into the layout we have now, but one thing that always saddened me about it was how small the treatment centre (and later lobby) were. And since the treatment centre is central to the current layout, there's not really any changing it without redoing the whole medbay. Which I did.

 

My only complaint: There should be a doorway between cryo and the sleepers/body scanner room. That way if someone is in critical, you can dump them in the cryo, diagnose them properly, and if they're still unstable you can easily dunk them back in without having to go around. Just a little thing.
No. It's like ten more tiles to walk, you can walk them and it might take around 5 extra seconds. Central rooms full of holes are generally a good thing, but there's no room on that wall to add more doors. (Gotta preserve the space around the sleepers.)

 

Chemistry makes me mad and sad. Too small for my liking. :(

While I saw these complaints coming, our chemistry lab is freakishly huge, and placed very awkwardly. It basically has the shape of a lobby, while the lobby has the shape of a chemistry lab. Going from a 4 x 9 to 5 x 6 layout isn't a gigantic loss, either (you only lose 6 tiles). But I see it as a necessary evil to have Bay's lobby.

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It's better in the event of an emergency to not have to walk an extra 5 seconds that might compromise your patient. Infections? Hello.

People take minutes, if not more, to get to medbay. Medical itself can be freakishly slow to respond as well. A 20-30 second delay might start to become significant, but going out of your way to cut 5 seconds on a process that's usually measured on a 5-10 minute timespan isn't worth it.

Placing a windoor over the rollerbeds in the lobby would be nice, because people might try to steal them.

I'd like to wait, and do that if they get really abused? I can see people stealing rollerbeds for actually amusing things, and if they manage to be subtle about it, I'm tempted to let them (but as I said, if that storage gets pillaged every round, then we could put a windoor on it).

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Guest Marlon Phoenix

Noooo, not the CMO office. :( I want to be at the center of things to keep an eye on the medbay without being in the way in the middle of the hallway.

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Noooo, not the CMO office. :( I want to be at the center of things to keep an eye on the medbay without being in the way in the middle of the hallway.

The current CMO office doesn't really watch over anything either, though. You've got cryo, the storage room, and that's pretty much it. And people don't go to cryo unless somebody is dying, in which case you're probably not going to be in your office anyway. I guess this one lets you see people running to the secondary storage to steal the syringe gun and grenades, though?


I really like Bay's CMO office (though it doesn't feel like an office, it is right in the middle of the medbay and overlooks everything). Sadly, we've got no room to spare there, because everything portbound is blocked by the /tg/station atmos.

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Guest Marlon Phoenix

I've always thought the existing recovery room would make a really nice CMO office; you can spy on who's coming in and leaving without taking up the front desk, and get to be in your office for things while still being available to immediately spot in-patients. The surgery prep can be the "recovery" area since it's rare there's a line to the OR, and when there is they're usually being held stable in cryo or in one of the sleepers. As it stands the recovery room is a place for doctors to go SSD.

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I've always thought the existing recovery room would make a really nice CMO office; you can spy on who's coming in and leaving without taking up the front desk, and get to be in your office for things while still being available to immediately spot in-patients. The surgery prep can be the "recovery" area since it's rare there's a line to the OR, and when there is they're usually being held stable in cryo or in one of the sleepers. As it stands the recovery room is a place for doctors to go SSD.

That would honestly work okay (though, new layout! More problems fixed!)


But I've always wanted the recovery room to serve an actual purpose, aside from "dump unconscious bodies from surgery". Which is why I added a little living area into it (which might see even more of a purpose now that it has playing cards), and, I dunno. The problem is illnesses aren't long-lasting, you run into medbay, doctors fix you, and you run out. We don't even really need a recovery room, doctors could just shake you a few times and dump your ass in the lobby again.


Where am I going with this? I don't know. People have been sick before, for events at least. It's pretty much a good place to put actual "patients", that's not an isolated patient room.

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My only concern is the hall size, in the past the two wide paths have cause significant issues.

A soloution I came up with for opening the arterial routes is to turn the genetics internal window into single panels with a windoor and moving the rest below one space to the right, making maint a little smaller but opening up the halls without loosing space in the other rooms. The other is to remove one tile at the bottom of the scanner/sleeper room and shift it all down one.


One 3 min crappy photoshop later: http://postimg.org/image/wji317cyz/


The only other change may be to swap the top sleeper with the scanner. Oh an a window near the emergency door for the break room so staff on break in the top area could see wounded at the emergency door.


Also chem is a great size, actually more space efficient and roomier despite the smaller space.

Guest pass console near the front door is great for giving temp access to EMTs provided one person is near by with access, or just assisting with moment to moment temp access needs without having to run to the bridge and do it all the time.

The CMO office has always been out of the way, and the CMOs rarely uses it for anything more than a place for paperwork, and private meetings.


TDLR: LOVE IT changes in spoiler.

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Can we have an EMT area?

Don't have much room left, but I could try. What's that, exactly?

 

Some place, near a door, with supplies for EMTs:


1. A Crew Monitoring Computer with a few chairs (not stools please)

2. A small stack of rollerbeds, a few cryobags, and bodybag box

3. Possibly a place to put an oddy (not a charger, but a spot to just have an oddy rest)

4. A rack with two radios, crowbars, oxygen tanks, and flashlights (I'd also love one hardsuit there, but that isn't happening due to some silly belief that it would make medical too "easy", no idea why ...)

5. An AED or two.


The little lounge area left of cryo could be a good spot for it. Open up the top and right side of that room, close off the lower half, and add in the equipment and it would be golden.

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Something that worries me is the distance between cryo, sleepers/scanner, and surgery.


If someone has internal bleeding, they have to go from cryo (if they're lucky and this step isn't skipped) to a scanner so the doctor can say OH SHIT, back to cryo, and then a RUN has to be made to surgery, going through an equipment room on the way.


Granted, this is a rare occasion. But things spread out so much really worries me, as a Diona doctor. 10 tiles for a human is a couple seconds. 10 tiles for a Diona is the better part of a minute.

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The little lounge area left of cryo could be a good spot for it. Open up the top and right side of that room, close off the lower half, and add in the equipment and it would be golden.
But the lounge is important u_u


If no one cares about the breakroom (as is the case now), I'll axe the lounge and do that. Right now I'm sorta hoping it can serve as a cool space and incite people to idle someplace else than the lobby.

 

Something that worries me is the distance between cryo, sleepers/scanner, and surgery.
You can run between the three through the equipment room south of the scanner. It's not too big of a difference from how the layout is now, distance-wise.


Plus if you're playing a Diona doctor you're sorta forcing that onto yourself.

 

My only concern is the hall size, in the past the two wide paths have cause significant issues.

A soloution I came up with for opening the arterial routes is to turn the genetics internal window into single panels with a windoor and moving the rest below one space to the right, making maint a little smaller but opening up the halls without loosing space in the other rooms. The other is to remove one tile at the bottom of the scanner/sleeper room and shift it all down one.

I don't know if I want to squish the layout of the treatment centre, it's sorta all built around symmetry. The hallways are also no longer encumbered by roller beds, disposals and other stuff, so you should be bumping into things less often. I mean, Bay does it and it's not terrible. The fix you proposed works otherwise, though, so Skull might force me to add it. Not sure.

 

The only other change may be to swap the top sleeper with the scanner. Oh an a window near the emergency door for the break room so staff on break in the top area could see wounded at the emergency door.
When have wounded ever waited by the emergency entrance rather than the lobby?


Also, you should tell me why you want to switch the scanner. Right now, I put it on the bottom rather than top because that way you can panic rush through equipment storage to get to cryo, if needed.



Again, sorry I'm shutting most of these suggestions down. I'm not responding badly to criticism, simply explaining why I wouldn't personally add most of those changes. If you think this is bullshit, feel free to tell me.

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There are quite a few cameras missing. They don't seem to cover all of the hallways.

I just added a camera in the middle of the long hallway (which I ignored somehow), the rest of the halls should be fully covered by room cameras.

The lack of cameras in secondary storage is intentional, I'm even tempted to remove the one in the freezer storage. They make for nice hiding places for nefarious deeds.

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