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Medical Map Fix Please


Guest Marlon Phoenix

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Guest Marlon Phoenix

Medical does not have an efficient use of space. Being cramped is not good. There are many resulting problems:

 

  • There is no flow of traffic for patients or doctors. Traffic is entirely random.

    The advanced scanners are in the middle of a 4 way intersection

    The CMO's office is too big

    the waiting area is massive, but serves no purpose as they still have to run through the entire department to get to locations such as the CMO office or exam room.

    the icu is a hallway,...

    There is only one entrance. And it's far away from the people that usually need it most. (mining) This also creates a chokepoint.

 

Oldmap had a clear flow of traffic

  • You come in the lobby and just go right

    There's like 1 major intersection and that's to get to surgery

    It was spacious and you could breathe

    The best thing to do with oldmap would be to add arrows to subconsciously get people to walk and not bump into each other, creating a more cohesive traffic flow. Current map is tight and too many cooks help intent shuffle until someone dies.

 

Revert it to oldmap.


Or, if you are committed:


Smash down the wall that separates the 2 OR's and transform it into a new combined chemlab and virology lab. No isolation tables or anything, Literally just the virology equipment you need to handle viruses. Keep the sublevel for isolation.

Transform the current chemlab into the CMO office OR an additional exam room.

Turn the current CMO office and adjacent space into 2 new OR's.


Benefits:

CMO can have visiting crew without them waltzing through medical and the ICU, they just go straight thru the lobby.

The flow of patients goes south the more critical they are, instead of a 4 way intersection.

The OR no longer has WINDOWS for heckling brain surgeries.

The chemlab is no longer isolated, and can have a public access window to the hallway outside.

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Go back to the old design and revert the sublevel, the old design was great.

Spacious hallways, all departments relatively easy to access, doors in appropriate hallways, Psych and Examination room removed enough from the main hallway to be properly used as an antag hidey hole. It was gucci.

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The current medbay setup has logic behind its structure which was explained in multiple posts after the remap. I'm 100% opposed to reverting the changes and i don't support any individual change of the "alternative suggestion" except for removing windows from the ORs. Making a new chemlab that would have both chemistry and virology equipment would be an actual concern but only after and if the merge of chemistry and virology happens.


General -1 but fix the surgery windows pls

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Guest Marlon Phoenix

The current medbay setup has logic behind its structure which was explained in multiple posts after the remap.

 

On an objective, gameplay level you are wrong.

 

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Old medical had a clear flow of patient traffic on top of a spacious, wide interior. There was enough room to breathe. That means that even a fully staffed medical in a high casualty situation there was not too much of help intent shuffling going or or people getting in each other's way. Everyone is going in the same general direction. The only exception is for recuperated patients who go left in order to leave medical. But even in that situation there is the northern exit, allowing traffic to be diverted there without waltzing through or interrupting the sensitive locations of the ICU or cryo, and in such high crowd situations (where 90% of people come in thru the lobby) the shutters were able to be closed to better regulate traffic. The wide hallway allows multiple crowds to gather while allowing enough space to circumvent them. Being wide and spacious you can run without interruption or pausing for doors, cutting moment after moment off of response times. The best thing to do with the old map was add lanes of travel.


 

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where is the logic. Each room is just slapped next to other rooms. The hallways are just space. All of the high traffic areas have to share the same 4-way intersection that is cryo and the scanner beds. Typically during bad situations the flow of traffic goes from ICU to scanners to OR, or to CRYO to scanners to OR. Those are the steps that the majority of patients will take. This flow is interrupted repeatedly with help intent shuffling and the only way in and out is through a single lobby area and the tight, limited spaces. I am utterly bewildered at how you can imagine this is an ideal situation. Chemistry is awkwardly stuck in a corner, the scanners are in the middle of the traffic flow instead of the beginning, the OR is a long loop through the hallway unless you blitz through dedicated rooms. There is no flow. Everything converged into the same 4 way intersection. The only remnant of flow is if you ignore the design of the department and cut through the rooms and side doors which is the opposite of what we want. You hit multiple closed airlocks which add moment after moment to response times.


 

I'm 100% opposed to reverting the changes and i don't support any individual change of the "alternative suggestion" except for removing windows from the ORs. Making a new chemlab that would have both chemistry and virology equipment would be an actual concern but only after and if the merge of chemistry and virology happens.


General -1 but fix the surgery windows pls

 

The fact the OR and the chemlab should be swapped show another problem with the logic you are espousing. If it was logical then there would be no windows there. The windows in the hallway are necessary because the hallway the OR's are connected to need that openness or it would be an extremely long, closed off hallway and feel tight and compact and empty. The medical lobby created that opening and made that area active as well as improving response rates to the most common call areas in the south of the station.

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A lot of weird drawings

The new medbay map is following a perfect algorithm structure.

You come into the lobby.

Is it urgent?

- Counsultation wing to the right

+ you go inside and get into the triage room to figure out what's wrong

Do you need surgery?

- General treatment room is to the right.

+ Are you in critical condition?

- Up to the left into surgery

+ down into ICU for stabilising and then left for the surgery

And if you're dead you go straight to the tempomorgue that is out of the way using remote hallways (since dead people lack priority in this case).

In short - read the system explanation post that came with the map update.

Not only new medbay has perfect logic it also implemented a great descision of swapping paramedic office with the lobby. Paramedics are the ones who are supposed to respond to calls around the station. New placement reinforces this fact quiet well.

Chemistry is easily accessed from the waiting room. Medication can be transported to every section of medbay from chemistry via chutes that are right outside of chemistry.

 

The fact the OR and the chemlab should be swapped show another problem with the logic you are espousing. If it was logical then there would be no windows there. The windows in the hallway are necessary because the hallway the OR's are connected to need that openness or it would be an extremely long, closed off hallway and feel tight and compact and empty. The medical lobby created that opening and made that area active as well as improving response rates to the most common call areas in the south of the station.

I never said the OR and chemistry lab should be swapped. If you want to make the corridor feel more spacious utilise the idle the 2x2 idle space fore of the surgery. It would cut 3 tiles from it. And again, lobby swapped with paramedics office has the multitude of benefits including reinforcing the paramedics' duties and encouraging the use of examination room as well as moving some traffic to previously almost dead section of the station.

The idea that new medbay is objectively bad is objectively subjective. Start utilizing triage routes and all arguments against the new medbay will magically get fixed by themselves

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I complained about traffic flow the moment I saw the new medbay, and I will complain about it now as well.

Aside from the glaring issue with the surgery windows (who thought that a good idea?), there's the issue of narrow hallways and attempting to pass someone with a roller bed is an absolute pain.

The two worst offenders (Aside from rooms being cramped in general) is the narrow passage from the pre-op room to surgery, and the fact that the single straight line from the entrance to the ICU is blocked by a sink, suggesting that folk linger there.


I get the feeling that the designer could have aligned everything to get nice two-square hallways that would've alleviated traffic, and then intentionally shifted everything just so to ensure maximum congestion.


Go to the surgery and make a test run of how many times you have to change direction from the outside hallway to get to surgery.

It could've been Two (One fewer turns than takes from the EMT office (which in turn should've been one)), but is more. Quite a bit more if someone is washing their hands in the sink by the scanners.


Edit: also, if you run out of space then put the psychiatrists office and the CMO office on the construction level and make the elevator go up there. Just add some stairs and you're golden.

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Guest Marlon Phoenix


The CMO's office is too big

 

It's been said multiple times this isn't true, it is the same average size per square as all other head offices.

 

ok and its pretty big given the contents and interior

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I do love being trapped, cramped, in medical, while I'm supposed to be being treated. Want to scan someone, then grab the meds you need from the chemist who is conveniently less than a screen away? Nah, not anymore, have fun walking down some hallways jackass. Instead of the door being visible from the ICU, you need to walk a long wayaways to get what you need, and in medical, time is of the essence. Plus, the very cramped hallways prove a constant pain when shit gets real, as people will block them endlessly while you're trying to save a patient. The only spacious part of it is our two lobbies, the reception desk, and the hallway that goes across two rooms that nobody uses.

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Guest Marlon Phoenix

I do love being trapped, cramped, in medical, while I'm supposed to be being treated. Want to scan someone, then grab the meds you need from the chemist who is conveniently less than a screen away? Nah, not anymore, have fun walking down some hallways jackass. Instead of the door being visible from the ICU, you need to walk a long wayaways to get what you need, and in medical, time is of the essence. Plus, the very cramped hallways prove a constant pain when shit gets real, as people will block them endlessly while you're trying to save a patient. The only spacious part of it is our two lobbies, the reception desk, and the hallway that goes across two rooms that nobody uses.

 

Thank you, this echoes exactly the problems I've described in the OP. The old medical was not perfect but the one massive quality it had was its wide, open spaces and clear flow of traffic. Entire crowds meandering around medical were a pain in the butt but you could more often than not go around them. Cryo was just as much a hallway as it was a dedicated cryo area. And the shutters that could be closed let you control traffic very effectively - is cryo getting full of patients and there's a lot of people coming and going? Lower the shutters and you now have a secluded room where you are not bumped around in a help intent shuffle. The same for the ICU, which could be closed off.


New medical is a series of 2-tile wide hallways which cause a lot of traffic jams. 5 doctors running around with 5 patients in rollerbeds have to all go in all sorts of different directions, converging in the middle to the scanners then literally everywhere else. There is no flow, no cohesion.

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As someone who plays Surgeon, it's a nightmare. I'm cut off from the main hub of medical and it takes far too long for a critical patient to get to me. The windows are redundant as they remain tinted, the reason we had an observation point in the last designs was so loved ones or guards can overview the procedure in private. Overall, it's a logistical nightmare in times of emergency and an irritant on a steady day. A lot of the interior needs to be ripped out and worked from the school of logistics, hell get a brutalist architect if you need to.

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Revert it. The medical map is the bane of the vast majority of medical players, for many reasons, in addition to the many, many reasons that have already been posted.


It is a cramped, impractical labyrinth that players waste more time navigating than it takes to actually treat a patient, not to mention that it is an utter eyesore.

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Revert. I've tried working out ways to figure out how to centralize two entrances from either ends like from before, but they simply didn't work out because too many walls would need to be knocked down just to allow for a more streamlined emergency entrance. You can even take 'shortcuts' as of now but they pretty much still cover the same distance from going all the way into maintenance and upward towards cryogenics, and similarly if you looped upward, to the right and downward again through the lobby towards cryogenics.


I'm not even sure as to why the decision to move the main entrance from the main ring, arguably more populated then the hallway towards the bridge, ever got sent through. The current path into medical from the halls is absurdly time-consuming, and the current medical mapping is just flat out broken. It is actually stupid medical was changed like this, the previous map was just fine for its intended purpose. What was missing that needed medical to change?


This is exactly why the devs need to be more proactive in engaging in prior discussion with people to gauge feedback and also get them to agree to these massive sweeping changes. I will never stop being a critic as long as these deliberately bad decisions and relatively low QA testing are still a problem.

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This is exactly why the devs need to be more proactive in engaging in prior discussion with people to gauge feedback and also get them to agree to these massive sweeping changes. I will never stop being a critic as long as these deliberately bad decisions and relatively low QA testing are still a problem.

The basis for the recent mapping changes, according to Juani, was put forth to the respective security and medical discords. Not the forums, not the main discord, but unofficial discords that don't even comprise a fraction of the playerbase of their respective departments. I feel like this was an incredibly irresponsible and poorly thought out thing to do.

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I'm not even sure as to why the decision to move the main entrance from the main ring, arguably more populated then the hallway towards the bridge, ever got sent through.

Having a sneaking suspicion that one of the primary goals of this was to ensure that the EMT had easier access to the rest of the station, and a deterrent to the regular medical personnel, ensuring that the EMT had priority.


I will say it succeeded, even though what they actually needed was improved access and either starting with an Odysseus or an equivalent vehicle.

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This is exactly why the devs need to be more proactive in engaging in prior discussion with people to gauge feedback and also get them to agree to these massive sweeping changes. I will never stop being a critic as long as these deliberately bad decisions and relatively low QA testing are still a problem.

The basis for the recent mapping changes, according to Juani, was put forth to the respective security and medical discords. Not the forums, not the main discord, but unofficial discords that don't even comprise a fraction of the playerbase of their respective departments. I feel like this was an incredibly irresponsible and poorly thought out thing to do.

 

This is why we don't listen to the community.


wait...

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The basis for the recent mapping changes, according to Juani, was put forth to the respective security and medical discords. Not the forums, not the main discord, but unofficial discords that don't even comprise a fraction of the playerbase of their respective departments. I feel like this was an incredibly irresponsible and poorly thought out thing to do.



For clarity’s sake.

Discussions of mapping or any suggestion for that matter are not representative of the affiliated security discord, NT-ISD.


Any and all suggestions or discussions occurring are the concerns of the individual speakers.


In regards to medical’s current mapping situation.

I will state that the original mapping plan had many, many flaws, such as a giant completely underused waiting room at the literal bottom end of the department.


However, the basic functionality, short term was better and provided more space.


Despite that, I can see the logic of the new mapping situation in respect to patient delegation according to needs, but the location of certain services needs to be readjusted. Surgery not being the place with hallway windows.

Chemistry not being locked in a corner with the chemistry vendor being an inconvience to get to.

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