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Brig's pretty oversized in a lot of places. Permabrig is easier to break into/out of. Lack of a processing room is a bit upsetting. Equipment storage is too big, really. Also, the amount of windows in the central area of the brig just looks weird. Not sure what its intended function is.


AI core and captain's office are way too easy to break into via EVA. I actually bombed the back of the AI core the other day, taking the AI down only to 40%. Turrets themselves were fucked. I walked up to it and then carded it, effortlessly. It's weird that nuke ops don't really have the challenge or risk of breaching the core anymore. Much less any other traitor. At least the AI can see it coming, though.


I love the bridge for its looks and its exposure to space, but function tends to work better over form. It's also ridiculously weak to defend as either the antag or as crew. It's pretty, but it's basically a porcelain bunny.


I love the new atmos as well. I also like how telescience has to remap everything now.

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The kitchen cold room needs to be made bigger. Its impossible to get to every locker and cabinet in there without needing to move and remove stuff and then put it back after your done.

 

There isn't really much room to expand without taking out parts of the central hallway. Believe me, I wanted to make it bigger.

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Ak44UIi.png

 

I like our paramed cave. But there are problems.


The first and foremost is how it's completely cut off on both sides, requiring medical to drag patients out of cryo, through storage, and to surgery. This wastes precious minutes.

While the extra space is nice, I do feel it could be used a bit more effectively.

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One solution would be to switch the scanners to the right side, and rework the tables/consoles on the other side so there can be a door in the middle.


I figured the big table would be used to put people's gear, or random med supplies but gear only ever gets dropped when someone goes into cryo, and people manage to keep all their medical junk on themselves most of the time.

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Or open up the side walls, make it like a city traffic block.

I'd prefer to keep the sleepers/scanners in the exact configuration they're in now. They have free spaces all around them, which eliminates traffic jams, and they don't look like crap.

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I don't really know how to put this in a way that doesn't sound very rude, but I'll try. I do not like anything about this map other than the new medical bay. The rest of it feels just like what I would expect from an amateur in Dream Maker and it certainly does not match the original quality of the map before it. Almost everything is a rectangle or a box that is way too large and has a ton of empty space. Multiple oversights, from wall holodeck PCs to the HoS' keycard authenticator showing through the wall are really just even more off-putting.


-The armory is exposed to space just 'cause.


-CSI office has been mangled. I mapped it a certain way for a specific purpose. There is supposed to be an autopsy lab there, and no, I will not buy petty arguments about forced interdepartmental interaction because literally there was one case for one body and before I could walk into medical and do an autopsy without even talking to a doctor anyway. The CSI lab should not have been drastically changed.


-The entirety of security is an amalgamation of rectangles, boxes, and other cubic entities that are poorly planned out. Where is processing. Why is the lobby like that, where is the floor tile variation? The original brig had lots of designs to break up the monotony of grey tiles. Why is the holding cell so large. Why is the locker room so huge. Just why? Honestly. We should go with the communal brig idea.


-HoP's office. Just why. It was so far better designed before, now it's just... that disposal unit. Breaks the flow.


-The entire bridge. HoP's office is massive, meeting room is cramped, personal cryogenics? Pointless. Oh, I take that back. Command lounge? Why. Meeting room and captain's office are literally so easy to break into now it's not even funny. And are also featureless rectangles.


-I do like the civilian area. Clever usage of stairs. Only gripe is the holodeck. Wall computer is like, bleh.


Basically, I hate sec and command. Too big, too featureless, feels amateur. Needs a total redesign, IMO.

 

More gripes:


Engineering is literally Fort Knox for no discernible reason. It is easy to tell that engineering and security were mapped by an engineering regular, or at least a non-security regular. At no point ever, when security, engineering, or medical had a lock down did the blast doors extend to maintenance. And they should not. As soon as you press the lockdown button Engineering is literally surrounded by impenetrable blast doors and R-Walls, while security has gaping holes in it's defenses. The windows right next to reception do not have blast doors. Engineering is too fortified, security is not.


No infirmary.

No processing.

No autopsy lab.

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holodeck PCs

That was moved after I mapped it

 

to the HoS' keycard authenticator showing through the wall are really just even more off-putting.

I'm not sure what happpened there. Witt probably put it on the wall tile instead of offsetting it from a nearby floor tile. Either way, I'm working on a sec redesign.

-The armory is exposed to space just 'cause.

I believe that was an intentional weak point. The armory has always been exposed to space. I'm working on a redesign that has it internal.

-CSI office has been mangled. I mapped it a certain way for a specific purpose. There is supposed to be an autopsy lab there, and no, I will not buy petty arguments about forced interdepartmental interaction because literally there was one case for one body and before I could walk into medical and do an autopsy without even talking to a doctor anyway. The CSI lab should not have been drastically changed.

It's not petty. You have morgue access. Use it. Security doesn't need to take over most of medical's job. And they certainly should not get exclusive access to any cadavers.

-The entirety of security is an amalgamation of rectangles, boxes, and other cubic entities that are poorly planned out. Where is processing. Why is the lobby like that, where is the floor tile variation? The original brig had lots of designs to break up the monotony of grey tiles. Why is the holding cell so large. Why is the locker room so huge. Just why? Honestly. We should go with the communal brig idea.

I'm working on a redesign from Witt's design. It is going to take time.

-HoP's office. Just why. It was so far better designed before, now it's just... that disposal unit. Breaks the flow.


-The entire bridge. HoP's office is massive, meeting room is cramped, personal cryogenics? Pointless. Oh, I take that back. Command lounge? Why. Meeting room and captain's office are literally so easy to break into now it's not even funny. And are also featureless rectangles.

The command area definitely needs work.

 

-I do like the civilian area. Clever usage of stairs. Only gripe is the holodeck. Wall computer is like, bleh.

I did that. The wall computer wasn't part of the original design. No fucking idea why it got moved into a wall.

 

More gripes:


Engineering is literally Fort Knox for no discernible reason. It is easy to tell that engineering and security were mapped by an engineering regular, or at least a non-security regular. At no point ever, when security, engineering, or medical had a lock down did the blast doors extend to maintenance. And they should not. As soon as you press the lockdown button Engineering is literally surrounded by impenetrable blast doors and R-Walls, while security has gaping holes in it's defenses. The windows right next to reception do not have blast doors. Engineering is too fortified, security is not.

The lockdowns before were pointless. A lockdown exists to keep people out of an area. Before engineering was so permeable anyone could walk in, even during lockdown. Now an area which is supposed to be high security is indeed high security.


Not to mention there are about four weak points in the engineering design. Just because you do not know how to get in does not mean that it is an impregnable fortress.

 

No infirmary. -fixing

No processing. -fixing

No autopsy lab. -Not coming back.

 

Wnpcvps.png

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I personally think Security needs a complete rework by a Security regular. It looks like it was built with an outsider's eye. It feels like a massive 'fuck you meany Jackboot bastards' kind of deal.


Perhaps that's an unjustly assumption but Security is never popular in opinion.

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Forensic autopsies should not be performed or even have anything to do with medical staff at all because no one in medical should really know how to do them.


Clinical autopsy =/= forensic autopsy. Doctors do not know how to do them. No one else had a goddamn issue with the lab but you and it's mostly because you're a Bay immigrant.


I did the detective and FT rewrite and I mapped in an autopsy lab for a reason.

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We were also given morgue trays on evidence? So we can store bodies but we can't have a facility to actually process them. This seems illogical, seeing as the argument is Forensics disallowing medical to have corpses but then giving us a half baked morgue in Security instead?


As someone who played in the investigative area. The previous design, that actually was designed by someone who played forensics, worked well.

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Forensic autopsies should not be performed or even have anything to do with medical staff at all because no one in medical should really know how to do them.


Clinical autopsy =/= forensic autopsy. Doctors do not know how to do them. No one else had a goddamn issue with the lab but you and it's mostly because you're a Bay immigrant.


I did the detective and FT rewrite and I mapped in an autopsy lab for a reason.

 

http://medind.nic.in/maa/t05/i3/maat05i3p258.pdf

 

Under section 174, Cr

PC the inquesting authority can order any registered

medical practitioner or medical graduate to carry out

ML autopsy.

 

Actually, yes they can. Legally. If ordered too. The issue of doing so improperly is there, but legally it is entirely possible for any registered MD or graduate to conduct a ML autopsy if ordered to do so.


FTs have morgue access. There is an autopsy table there. That is why it is there. FTs do not need their own unique facilities to hold bodies forever and deny those players the ability to be brought back into the game.


Yes, other people did have issues with the table in the FT lab. You simply do not see their complaints because you do not generally play anything but security.

 

We were also given morgue trays on evidence? So we can store bodies but we can't have a facility to actually process them. This seems illogical, seeing as the argument is Forensics disallowing medical to have corpses but then giving us a half baked morgue in Security instead?

Those trays are going goodbye as well. See the map I posted above.

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I would prefer CSI have their own autopsy table tbh. Ive had corpses ruined by MDs and Nurses that decide to cut up a body and end up frigging up. And Medical will not take kindly to a security presence, even just a CSI, in their department. We have two different dead body reports for a reason, coroner for medical and autopsy for FTs. Please stop trying to force department interaction like this.

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Right now adding a table would require a lot of moving things about. Perhaps access-locked morgue trays for CSIs as an alternative in the morgue? Placing a window and windoor locked to CSI access trays would be better than separate facilities. We do not need two morgues.

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We only really put proper griefy shitlers in there

 

Maybe YOU do.




The issue with that morgue compromise is that you're still locking doctors out of access to the body. Which was the issue at its core. I personally do not have an issue with Forensics having its own autopsy area. However with forensics being literally across the hall from the morgue I see absolutely no reason for them to have it anymore. Any issues that are had are OOC-related 'territorial' fallacies. CSI has every right to be in the morgue for an autopsy; and the people that like touching bodies are usually balds, griefers, chucklefucks, etc. which is another thing that will be a minimal issue with normal players.


However as I see it, Security is all ate up and needs a remapping. A reshuffle at the very least. God damn.

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That seems like a fair compromise.

 

No.

 

[2:39:28 PM] Suethere are several hospitals and then there is the county coroner's office

[2:39:28 PM] Sue: both have their own morgues

[2:39:32 PM] Sue: both have their own autopsy labs

[2:39:40 PM] Sue: hospitals perform clinical autopsies on patients

[2:39:42 PM] Sue: when they ded

[2:39:46 PM] Sue: and the doctors are like

[2:39:58 PM] Sue: 'shit how was it the syphilisvirusmelanomacancer?'

[2:40:15 PM] Sue: the county coroner performs criminal autopsies when a brutha gets whacked

 

I remain adamant that I mapped the CSI lab a certain way for a specific purpose and I do not want it heavily changed for asinine reasons. Medical has no business involving themselves in security matters, and the autopsy lab had a single tray. "Keeping them out of the round forever" is a nice way of saying "Medical didn't give a shit enough to remember so why would they in their own morgue".


Take out the storage tray if it makes you so wary. As said, the morgue is literally across from the CSI lab. They should be able to perform an autopsy in private without interruption in their own lab and then carry the body right across the hall.

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Take out the storage tray if it makes you so wary. As said, the morgue is literally across from the CSI lab. They should be able to perform an autopsy in private without interruption in their own lab and then carry the body right across the hall.

 


No.


1. The CSI has morgue access for a reason.

2. The morgue is literally across from the CSI lab.

3. The morgue has always been and still is the designated area for autopsies.

4. Doctors do not have CSI room access. So having a body taken there at any point before cloning is explicitly taking that player out of the lab.


CSI's do not need a private morgue or autopsy table. Period.

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  • 3 weeks later...

In the newest map update gives the armoury combat shotguns, and Ive never used the armoury to much before, but I think they used to be riot shotguns, and beside that, I suppose they're for riot control, with the beanbag shells given in the locker, both are filled with lethal 12gauge

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wpH7Hhe.png

 

Turn this door into a counter and windoor. The officers don't have access and I prefer to set things on a counter to conveniently give them things rather than throwing it on the floor or handing it to them invidually. That takes too much time, and officers can go around if they're being let in the armory. It's generally awkward, I think.

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  • 2 weeks later...
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