Bottom post of the previous page:
So I was watching the Cult test on Northstar.I think the design itself is really good, except for the design philosophy around the maint.
The maint is huge, and really interesting, as a counter point it also has persistent insta-kill threats like pumped up maint grilles and mines, these are randomly placed so even crew familiar with the station and equipped with insuls would find clearing these threats difficult, and that's just the grilles. For many roles maint isn't an optional threat like lavaland, due to specific antags Sec, paramedics and engineers going into maint will be mandatory.
A few issues with this is:
1: Insta-kill threats remove a lot of player agency and enjoyment, it doesn't give the player the option to learn and adapt-in round. Because maint is so large and dangerous the chances of them being found is smaller too, resulting in more players being effectively round-removed by talking the wrong step and dying. Not fun. A number of players seem to die from maint, think chasms in lavaland but in narrow hallways. Learning how to navigate maint at all safely will take many rounds of insta-death and frustration. Insuls help, but there are also land mines and the like.
2: These instakill threats don't affect things like a blob, which is already absurdly strong on this station.
3: These instakill threats can remove antags (which commonly use maint) before they can even add conflict to the station
4: These insta-kill threats stop security and players from effectively engaging any threat within maint (especially a blob or cult)
5: Some of these traps will catch multiple players (I saw a grille at a corner killed two different players due to pathing)
The philosphy around maint seems to be that it needs to be dangerous if its going to be as strong as it is, however the way these dangers are implemented is more focussed on instantly killing the player for a mistake, than to give them a challenging in-round experience.
My advice is to reduce the lethality of these threats, or to replace the insta-kill threats with mobs, atmospheric threats, one-time explosives and other hazards so that players can interact with and face these challenges in a more enjoyable manner. Current philosophy of navigate it perfectly or instantly die greatly detracts from a round making it less about player interaction and more about players overcoming the environment. (which is what lavaland and exploration is for, and they do it far better)