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Security Re-map


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Hi everyone! I am looking for some feedback regarding a security remap. I submitted a PR for a new armory, HoS office, and equipment room, but after talking with a few people I am sorta getting to the conclusion that it may be better to just remap the entire department. So, here we go!

Essentially, I want to tackle four things. 

1. I want to turn the "briefing room" into the ready room. Currently all of security spawns there. I think I can consolidate space and make it "neater" by putting the lockers and basic equipment storage with the spawning officers, rather than having them travel an entire Z level to reach the equipment room. 

2. I want to move the Armory to where the current Brig/Warden office is, that way the HoS office does not need to be moved, and both remain closer to the central ring - similar to how it was done on the Aurora. 

3. I want to move communal to where the current armory, washroom and equipment room is. Of course the cells will be shifted around to make sure that the layout makes sense. 

4. The Security washroom/showers will move to be closer to the equipment room. 

I do not have pictures yet but I will post some when I am free today, showing my idea. 

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I'm skeptical of this, but honestly the words alone cannot allow me to picture what you have planned. I do like the idea of bringing the equipment to the third deck though, to centralize that a bit. 

I will need to see a picture of this to give feedback, as I am having trouble imagining what you want here.

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Just now, GeneralCamo said:

I'm skeptical of this, but honestly the words alone cannot allow me to picture what you have planned. I do like the idea of bringing the equipment to the third deck though, to centralize that a bit. 

I will need to see a picture of this to give feedback, as I am having trouble imagining what you want here.

Sure, I'll try to get a "prototype" going by this evening. I will have to map all of it first. 

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@GeneralCamo

Alrighty, I've completed the first "prototype" of my map idea. I ended up removing the washroom entirely from D2 and will put it on D3, just up the stairs. 
Why? Because I wanted to consolidate where people would be the most, and the washroom would be a waste of space - no one really uses it and whenever it is used, it's just to afk/wash shoes with blood. 

Here are the photo's of my proposed changes. Please remember it is an extremely rough draft. 

NewArmoryWIP.png

NewCommunalWIP.png

SecRemapWIPD2.png

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Just now, ReadThisNamePlz said:

I ended up just making a new room entirely. I went with Camo's advice, as you can see below.

ProcessingMoved.png

I seeeee, that's fair, some people would probably just ignore the HoS all together while they gear up anyway, but it being right there as you come down is nice. Hopefully doesn't cause too much clogging on the way down the steps as people try to rush in there.

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11 minutes ago, DeadLantern said:

I would like a view to space in the permabrig and in the washroom, maybe?

I tried but due to the diagonal shape it isn't possilbe - unless a spriter wants to make a diagonal window. I couuuuld make a camera console with a camera network meant for outside viewing specifically for the prisoners but, it seems like a lot of work for fluff. 

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Personally I really do not like this, and I think it's a downgrade to current layout.

The armory and locker room for officers have no need to be this close to the entrance and right in the heart and center of the brig. They do not get the traffic to warrant it, and can both be just fine at the end of the brig, like they are currently.

The warden's office and the processing rooms, on the other hand, should be both close to the entrance and be right in center of the brig. Like currently, the warden's office is the heart of the brig and overlooks the entrance and anyone that comes in and out of the brig, can see into both prisoner processing rooms, wave hello to the HoS. So currently it is in the perfect spot to know what is going on in the brig - I think this is very important, as the brig is the warden's whole job and responsibility.

But this remap instead puts the warden's office at the end of the brig, isolated from everyone else, in a place that is going to get very little traffic, if any at all. Losing all of the advantages of the current location that I mention above. 

Also the useless maintenance tunnel is... useless, serves no function, and is not even connected to the main maintenance tunnels network.

 

 

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42 minutes ago, Dreamix said:

Personally I really do not like this, and I think it's a downgrade to current layout.

The armory and locker room for officers have no need to be this close to the entrance and right in the heart and center of the brig. They do not get the traffic to warrant it, and can both be just fine at the end of the brig, like they are currently.

The warden's office and the processing rooms, on the other hand, should be both close to the entrance and be right in center of the brig. Like currently, the warden's office is the heart of the brig and overlooks the entrance and anyone that comes in and out of the brig, can see into both prisoner processing rooms, wave hello to the HoS. So currently it is in the perfect spot to know what is going on in the brig - I think this is very important, as the brig is the warden's whole job and responsibility.

But this remap instead puts the warden's office at the end of the brig, isolated from everyone else, in a place that is going to get very little traffic, if any at all. Losing all of the advantages of the current location that I mention above. 

Also the useless maintenance tunnel is... useless, serves no function, and is not even connected to the main maintenance tunnels network.

 

 

You may not see a need for the armory or locker room to be this close to the entrance, and that's okay. I don't see a need for them to be so far away from the entrance. If Security is meant to respond quickly, then why do they need to travel an entire department to get weaponry? 
I tried to move the HoS office to be near the Armory, but people didn't like that. So, I moved the Armory to be near the HoS office and entrance just as it was on the Aurora. 

When the HoS office was by the armory on the Aurora, it had two "features" - It was close to maintenance, which allowed for antagonists to get into security and the armory, and it was by security entrance. I am simply bringing that formula back. It is extremely odd for the HoS office to be acting almost like a wardens office, overlooking two cells. 

The Warden is not in charge of security, the HoS is - and in turn, they do not run the department. They don't need to be by the entrance or even close to the lobby. I tried to get it to work in a way that it would but, I couldn't. 

Processing rooms are directly across from the cells, as they were originally. They're just laid out a little differently. 

The maintenance tunnels serves for two purposes. 
1. Antagonist quality of life - being able to break out or break friends out.. or even break in. 
2. Allowing people a way to get from left to right in an emergency, or be shielded from radiation in a pinch. 

 

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49 minutes ago, Dreamix said:

Personally I really do not like this, and I think it's a downgrade to current layout.

The armory and locker room for officers have no need to be this close to the entrance and right in the heart and center of the brig. They do not get the traffic to warrant it, and can both be just fine at the end of the brig, like they are currently.

The warden's office and the processing rooms, on the other hand, should be both close to the entrance and be right in center of the brig. Like currently, the warden's office is the heart of the brig and overlooks the entrance and anyone that comes in and out of the brig, can see into both prisoner processing rooms, wave hello to the HoS. So currently it is in the perfect spot to know what is going on in the brig - I think this is very important, as the brig is the warden's whole job and responsibility.

But this remap instead puts the warden's office at the end of the brig, isolated from everyone else, in a place that is going to get very little traffic, if any at all. Losing all of the advantages of the current location that I mention above. 

Also the useless maintenance tunnel is... useless, serves no function, and is not even connected to the main maintenance tunnels network.

 

 

Also, there are three blast doors now, instead of two - making it easier to get into without clog and just nicer overall. The armory is organized better and doesn't look weird. 

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Mirror the warden office / entrance on top, remove the useless maintenance tunnel and give the warden office a door to the communal area entrance back again. No need to have the warden office as much out of the way as possible (as the hos office was in your earlier rendition) except if you want to kill any interactivity with anyone the role had beforehand

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4 minutes ago, KingOfThePing said:

Mirror the warden office / entrance on top, remove the useless maintenance tunnel and give the warden office a door to the communal area entrance back again. No need to have the warden office as much out of the way as possible (as the hos office was in your earlier rendition) except if you want to kill any interactivity with anyone the role had beforehand

I tried to do that but the diagonal shape makes it nearly impossible. I will see what I can do but the office will probably be a lot smaller. 

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51 minutes ago, ReadThisNamePlz said:

You may not see a need for the armory or locker room to be this close to the entrance, and that's okay. I don't see a need for them to be so far away from the entrance. If Security is meant to respond quickly, then why do they need to travel an entire department to get weaponry? 
I tried to move the HoS office to be near the Armory, but people didn't like that. So, I moved the Armory to be near the HoS office and entrance just as it was on the Aurora. 

When the HoS office was by the armory on the Aurora, it had two "features" - It was close to maintenance, which allowed for antagonists to get into security and the armory, and it was by security entrance. I am simply bringing that formula back. It is extremely odd for the HoS office to be acting almost like a wardens office, overlooking two cells. 

Is security meant to respond quickly? It makes sense that they are meant to, of course, but it also makes antagging harder if the security officers sitting in the lobby are just 5 tiles away from the blood-boiling laser rifles.

The brig (and probably anything else too) should be optimized for the common everyday situations. Your remap moves the armory closer to the entrance so getting weapons is quicker, for the non-canon merc rounds when they go shooty, while making the actually common tasks harder and require more walking around, like processing and detaining prisoners.

And, honestly, I do not care about the layout on the Aurora. It's been months since then, and it's Horizon now. I think our current layout is better than whatever was back on Aurora, and our current brig has had many QoL small remaps and fixes since the launch of Horizon.

 

52 minutes ago, ReadThisNamePlz said:

The Warden is not in charge of security, the HoS is - and in turn, they do not run the department. They don't need to be by the entrance or even close to the lobby. I tried to get it to work in a way that it would but, I couldn't. 

The warden is in charge of the brig, prisoners, processing, etc. The warden needs to be by the entrance and close to the center, so they can see what is going on, and keep track of who's in the brig, how many prisoners are there, are they being processed, etc. The current layout is perfect for that. The warden does not run the department, but they run the brig. And even then, wardens often take the leadership role in security, whenever there is no HoS.

Putting the warden's office at the end of the brig, as Ping said, will kill any interactivity with anyone the role had beforehand. And it'd be hard to be useful from inside of the warden's office, since you can't see anything outside of it, and there's not going to be much traffic there. If a warden were to go SSD in their office during a slow round, they might not even be noticed, as a sec officer has no business walking there (other than to check up on the SSD warden).

 

52 minutes ago, ReadThisNamePlz said:

The maintenance tunnels serves for two purposes. 
1. Antagonist quality of life - being able to break out or break friends out.. or even break in. 
2. Allowing people a way to get from left to right in an emergency, or be shielded from radiation in a pinch. 

I meant specifically the useless tunnel that connects one security hallway to the other, and is not connected to the main maintenance tunnel network. If an antagonist is using that tunnel, that means they've already broken into the the brig from the proper maintenance tunnels, leaving a broken door or whatever. Would be better if that tunnel was connected to the tunnel with the ladder above the garden.

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1 minute ago, niennab said:

I don't have an opinion for a majority of the changes however I always had the impression that the armory was farthest from the lobby to benefit antags. I don't know if we're benefitting antags by it being so near to the lobby. 

It moves communal to a place that is easier to escape from/break into. 

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Overall I’m indifferent if this were to be implemented or not, but I do have some thoughts. Personally I don’t see the advantage of this redesign over the current setup. It isolates the realistically more used brig in favor of the cannon less used armory while at the same time isolating the warden and making their office near pointless. I pretty much agree with everything Dream has talked about. 

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30 minutes ago, bobbob212 said:

Overall I’m indifferent if this were to be implemented or not, but I do have some thoughts. Personally I don’t see the advantage of this redesign over the current setup. It isolates the realistically more used brig in favor of the cannon less used armory while at the same time isolating the warden and making their office near pointless. I pretty much agree with everything Dream has talked about. 

I am putting gameplay over realism right now - which is something that has to happen. I'm going to try and swap the Wardens office around to be at the top of the hall to prevent isolation. 

The communal area is never really used in round, so why does it need to use so much space or be in the center? It's wasteful and pointless. And when it is used, it is used to permanently keep antagonists where they have very little chance to escape/be helped to escape. 

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