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Juani2400

Minor Mapping suggestions [!]

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Additionally to KingOfThePing’s security cameras point outs, there is another up in medical psychiatry. It does not view into the isolation room.

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Add anesthetics or painkillers to the science firing range. It's pretty barbaric to shoot sentient creatures with experimental weapons, and while I can make tramadol, there should be at least some roundstart option to not be the ultimate psychopath precursor. (It's also rather annoying to make enough tram for all my tests if I'm doing them round long)

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11 hours ago, Nantei said:

Add anesthetics or painkillers to the science firing range.

You should ask Medical for these. And the barbarity of shooting something that came out of a bioprocessor is debatable.

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5 hours ago, VTCobaltblood said:

You should ask Medical for these. And the barbarity of shooting something that came out of a bioprocessor is debatable.

It's a living creature that feels pain, it's hardly ethical to shoot it while it's awake or still capable of feeling pain, regardless of its source. There's a case to be made for it being animal cruelty as far as regulations are concerned. Medical rarely will let you have them, I've tried. It's fairly harmless equipment that should probably already be there.

Edited by Nantei

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More places for more light switches:

 

Psychiatrist's Office

Therapy Ward (Isolation Ante Room)

Crystal Therapy Pod Room

Kitchen Freezer

The Bridge light switch has to be changed please. Talking about the one in the actual Bridge Command Room. Clicking it turns off the light in the entire Command Section (including the corridor, despite the corridor having it's own light switch at the double airlocks to the command lift). Can it be changed that the corridor switch only turns off the lights in the corridor and the one in the Command Room only the ones in the Command Room?

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Door control for the IAA office to avoid having to shuffle about to let someone out?
Also, This little gem in the engineering sublevel.
engi-sublevel-storage-camera.PNG.5dc1523a260efd2c37e00cad784f4b15.PNG

The room where the tesla stuff is stored.

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meme.png.4cc52e62ef05bf6bc5e98a317f514d29.png

Move the crusher's lower level camera down one tile so the AI can't see what's immediately behind the door, making accidental crushing more commonplace.

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erggh.png.ce39c7ad7cc44e8ade61981beb02af5c.png

Please, extend the table one tile downwards (and thus the entire glassed in area), so everything on the table (the lamp, paper try and laptop all have their place on the table and you still have an empty tile in front of you) and remove the NT flag stand, since it's a bit strange, if you are not a NT rep. Also a button to open the door on the table/wall behind you would be nice.

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1 hour ago, Marlon Phoenix said:

photo_2019-07-28_00-37-47.jpg

Please do this or

GarnascusINProgress_-_Copy.png

this,

 

to give the bartender full situational awareness of the bar and all the inhabitants.

This seems a bit too redundant to me... perhaps remove the older bar post in place of a central one that works sort of an open bar thingy?

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The bar above being a shared space or removed for more rec room leaving just the lil counter for the chef would be great.

 

The T design has the benefit that thr barkeep can move north and break LoS on half the bar if its crowded and hes overwhelmed.

Edited by Marlon Phoenix

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I'll be working on a smaller mapping update soon that will include some of your suggestions and some bugfixes.
Your wishes for a better bar are very much heard, but they'll have to wait until I find the time to work on the proper service remake.

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23 hours ago, Nekonyan123 said:

This seems a bit too redundant to me... perhaps remove the older bar post in place of a central one that works sort of an open bar thingy?

I agree with @Nekonyan123.  If you remove the existing bar and open up the three tile area the existing bar covers, you would be able to add tables on either side of the bar.

Though, I think the bar should be made of wood.  The metal just clashes with everything, expecially when it is placed in the middle of the bar.

You could add a (or even replace the existing) lunch counter inside the bar, forcing more traffic into the bar and making it a more social area with tables to eat and drink.

If the barkeep retaining access to the kitchen is important, then for @Marlon Phoenix's suggestion, definitely open up the top of the T to permit movement of the barkeep to dispensers/boose-o-mat.

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Add coffee machines to the Main floor. There's three of them within spitting distance of each other on the Surface level, two of which are across the hall from one another. That's just stupid.

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59 minutes ago, UncleJo said:

Add coffee machines to the Main floor. There's three of them within spitting distance of each other on the Surface level, two of which are across the hall from one another. That's just stupid.

Sure.

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Add a second level to the holodeck - Remove the roof above the holodeck to allow zero gravity to matter in there, maybe add a small 1 tile path along the outside that is cool or something. this is a suggestion that i've had in my brain for like, years... but i'm not sure how hard it'd be to work, to change the holodeck from being 1 z level higher and having hologram stuff on that second level. (this would require construction level changes)

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Chapel has some issues. Morgues/crematoriums in full view are morbid and weird. Its also incredibly difficult to perform space burials which, as a Scarab "main" poses numerous problems with getting my post-mortem wishes carried out. To resolve this, add curtains to hide the morbid fittings in the chaplains office - and include a conveyor/chute system so that bodies can be respectfully disposed off into space - because currently the only real ways are to shove them off the edge of the asteroid or drag the bodies down to the supermatter radiators. There's even an open space near the xenobiology disposals right underneath the chapel.

The larger office also allows for chairs to be set up for more private funeral services - or crew can watch from the windows. 

 

1369846005_ChapelRedesign.thumb.png.e2dc434b735303a9769a027eccdee10b.png

Edited by Happy_Fox

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Add a basic Nanomed vendor in the Medbay lobby. It would be nice to be able to vend a quick roll of gauze so your patient doesn't bleed to death at the front door.

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Some quick mapping fixes I wanna see. All of them are based on access:

 

1) The NanoMed on the merchant's shuttle is accesslocked to medbay access

 

2) this door is weird. Psychs have access to the cloning room, but not the entrance to the tempmorgue. However, a psych can get in through maintenance- very weird. ((also, it'd be nice if psychs could use the cloning console too since their job revolves around clone-patients but I don't think that fits into this thread))

agony.PNG.411feb083a17e8e88e1d0deb228f3d58.PNG

 

 

3) The non-freezer airlock in this image has funky access. Bartenders and Psychs used to be able to walk through the entire tunnel fine, but the door doesn't account for their access. So they have to go all the way around it.

image.png.0bbd1a96357998bcf46d3b24fcbb8a6c.png

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I suggest removing the supermatter core camera - so that Engineering can stop the AI from delaminating the SM. At the moment an Engineer can cut every camera in the engine room and all other adjacent cameras, but the AI can still use the core camera to open the shutters and use the controls anyway (to for example vent the entire engine room to 3000K phoron). If you want to see the core just open the shutters.

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