The NebulaStation - The New Future [FEEDBACK]

Mapping Ideas and Sprite Galleries
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CalictuS
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The NebulaStation - The New Future [FEEDBACK]

Post by CalictuS » #732791

Here you can leave your thoughts about my station, advice or constructive criticism. :paperwrote:

> Original PR < :pen:
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by DrOof » #732800

is good
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IsaacExists
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by IsaacExists » #732801

You were absolutely cooking with this map, it's beautiful. Not only do the rooms look well designed but the z-levels are incorporated in a way that makes it feel especially spacestation-like. Weird way to describe it but good work!
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SmArtKar
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by SmArtKar » #732802

Amazing map! However, here's some stuff I spotted: coffee machines in dept lobbies seem to lack beans they need to operate - I recommend you add a packet or two. A few stale pastries in fridges could also work (ones that don't you make happy or give much nutrition). Pool grill lacks coal it needs to operate. Toxins could probably benefit from having its windoor/glass left of it removed, maybe the wall above two burn chambers too - there's a lot of doors there.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by PJ2005 » #732803

Really good looking, only criticisms i have are AIsat is a tad boring and I feel like there should be a zen garden somewhere
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by InariWhitebear » #732804

Coffee machines in engi also lacked beans
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Sonnzer
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Sonnzer » #732805

This map is VERY cushy! I love the bridge reception areas. Very spacious station. Main gripe is that the sorta bridge hall bit is public access, and has a command intercom in it. This means that any crewmember can get free all radio access with loud volume (Cap headset basically.) Also, the nuke on the bookshelf in the command breakroom has an odd name (Non-specific action figure). Other than that, this map is absolutely great!
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by KingKuma » #732809

(Copied from pr:)
Ok so I was browsing the current pull requests, because I have no life, and saw "new map" with "good first pr" on it, and was a bit worried. Mapping is hard.

I havent been happier to be wrong on a pr ever. This map is... it genuinely may be my favorite map we have. It feels like a place that could actually exist - akin to kilo or bird - items laid out on tables randomly, lazily, not in neat rows like they were placed by a machine - deserves special mention for the "lived-in" feeling. it's also multi-z without having one or more of the zlevels feeling half-empty, which often happens (icebox and wawa come to mind). There's other stuff - the cargo containers in cargo, the plasma glass floor in engineering, the plants everywhere - but i want to be SOMEWHAT brief.

Somehow, (and I know this is gonna sound insane), it feels like if ss13 was an actual place, it would be like this one. To me, it looks like it was just a small space outpost that continually got remodeled and had extensions bolted on into some Space Winchester Mystery House which fits the "nonsensical, metal death trap masquerading as a space station" incredibly well.

Genuinely incredible. 10/10.
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MatrixOne
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by MatrixOne » #732810

Heya, I had a look at Nebula flying around as a ghost. I generally start from a point of skepticism but my first look was very positive.

As a chemistry/medbay main I first flew to medbay and checked for all the necessities, all seemed to be in order. Nothing stood out to me as bad or wrong, and there were a lot of details that I found "neat" like CMO's little surgery table in their office, cool break rooms, nice decor. I would have preferred for cryo to not be separated by a doorway but that's a small thing. The chem storage was not forgotten, and chem factory space was sufficient - I'm always hoping for a larger space or extra goodies but I don't expect them so a lack of those is not an issue as long as the necessities are there, which they are. Pharma looks cool and is situated very well. And naturally a wealth of stuff to explore on the lower Z level, which is great and placing them there but concentrating the necessary 'heart of the medbay' on one Z level is the right choice. I was impressed.

Cargonia - I had a brief flyby, seemed a little bit narrow, I think cargopeople are the happiest when they have a lot of space to build on and dump crates to, but I'd need to look around more.

Engi - I like that it's placed next to Security. Station begins to fall apart into chaos when Security is taken out and having engineers there on standby can be valuable. Excited to see how this plays out and influences shifts. No complaints there.

Sci - The RnD desk is very close to and in view of lathes where scientists are likely to be, which is great - it'll be easier to hail the scientists down and ask for shit.
Robotics: I love the location, having it centralized by hallway is great for borgos and requests, and especially it being by medbay! I think it's a huge win. A small issue is that robotics is very cramped and a tiny place, it'll be hard to move around there, I'd love to see it expanded. Move that smart organ storage separating robotics from the surgery table, maybe make it public for docs to use and knock down the two window tiles with the bushes in them. that itself would give a lot more space.

Security posts - they're too far away from the main areas and don't give you view into the department, particularly in sci or medbay. It's tucked into a corner, as a seccie you want to be in the center to see what's going on, so I don't see seccies using this except to charge guns. I hope they'll be moved to a more prominent location.

Service - I feel like the bar and kitchen are too far apart. I'd much like to have them close together to congregate people into more roleplay rather than spread them out. Bar itself looks nice and spacious and it has character, I love it. It could use a few more tables (maybe instead of where the monitors are) just to let barkeeps stack drinks and arrange them.

Kitchen - ESPECIALLY needs more table space, way way more. You will see chefs having to cram their food into four tiles and it'll look terrible. More tables allow for cute arrangements. Please table me! The cold room looks nice but I really hope that moving in and out of it frequently won't firelock the kitchen from the cold. I like that it's all on the same Z level and within reach of the chef! I'm a little concerned if the produce order console being in the cold room won't be rough for lizardpeople making their orders (and the goat can aggro them too). I already saw lizard chefs take burn damage just by being there. I'd prefer to have the console just in the kitchen itself. One thing I DO love is the smartfridge from hydroponics - right there! Great placement, instant delivery from hydroponics to chef. Very happy to see it. However, the biogen looks like a bit of a trip for the chef to get to. you could easily replace the notice board wall under the smartfridge with a second biogen and it'd be amazing for the chef to get milk, sugar, flour, monke, and plant wraps.
Dorms area being on the separate Z-level is the perfect place for it. Happy to see it be moved there instead of something else crucial. Also glad to see plant trays in the bee room - a single botanist won't have to dump bees on the entirety of hydroponics but can keep them contained. Good thinking and I'm happy to see that. And it's a small issue but the break room coffee machines I saw didn't have coffee near them, we need that to make them work!

Departures looks fine, spacious and pretty, not much to say. I probably would have preferred it to be on the same Z-level as other main areas just so you can "walk left" without having to take the janky staircases which often have antags camp them or destroy them.

Atmosia - nice and spacious. The critical pipes (distro and waste) are labeled and visible which I like. you DID put air canisters on the upper Z-level, right by the hallway, which is where they should be - this shows me you were conscious of people who come in to top off their tanks, especially plasmemes. Glad to see atmos have a desk connected to main hallway even though the department goes deeper into another Z-level, it's not disconnected. Tech storage and secure tech storage are a great placement with some room for a break-in from maints. All good points.

Bridge - Teleporter and gateway and EVA are separated from the main station quite a bit, I hope these blue doors leading there are still public, but I think they are. Glad that EVA suits are next to teleporter and gateway, that's very important and good design. HoP office is a decent placement and quite close to shitcurity, I'm interested to see how that plays out. Generally the Bridge area is a bit too spread out for my liking across the Z-levels, I'd have preferred to have the relaxing rooms on the lower floor and crucial rooms clustered on another but that's just me. The AI sat and upload are very close together and also right next to bridge and Security and Engineering, which gives not much counterplay to the malf AIs but I personally like the placement - it allows the relevant people to deal with AI issues.

Security - I had a couple issues there, but first the good points. I like that we had cells near the main hallway, not just a solo prison or other gimmick. I like old reliable cells. Prison looked nice, not too big but with variety in rooms and it's not a maze. I liked that. There is a LOT of sec area and flavor places and while that's nice, I had some concern over the layout. I would have preferred for the important places to be on one Z level, and more flavorful places on another - kinda like you did it on Medbay.

My main concerns with sec:
1. Warden's office is very far away from the cells.
2. Warden's office is not in view of armory.
3. Warden's office is tiny.
4. Critical sec areas are spread over two Z-Levels.
5. Antags playing staircases makes for very janky and unfun combat, and there's a central staircase separating critical sec areas. This means any tiders, runners, antags, dragons, others who raid Sec will most likely be playing that and it'll cause issues with combat in that area.

What I'd propose:
>Warden's office absolutely must have a view of armory or it'll not be used by the Warden ever!
>Move armory and Warden's office up one Zlevel and place the Warden's office in between the Cells area and the armory to allow view into both. Move prison down one Z-level and let the staircase lead to prison. It'll congregate any combat on the armory Z-level.

I hope this helps a bit, these thoughts/tips come from a place of me wanting to improve the map and I like what I'm seeing very much for many of the departments, so please stay encouraged. I'll be happy to see this map in rotation. There's a lot of charm to it. Thank you for making it.
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SmArtKar
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by SmArtKar » #732814

Maints below pool have an admin thunderdome telescreen, you can see whatever is going on on centcomm there.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by AdipemDragon » #732816

As someone who played perma, I've seen, effectively, Basically Nothing of the map; yet it's literally my favorite map, bar none. The ammount of detail is Insane, the var edited pots so they're put up against the wall, the little figure on the bookcase, the care in the decalwork, absolutely fantastic
(literally my only complaint is that the mouse in the perma kitchen isn't Tom, but it's just Any old mouse. genuinely going insane in the best way otherwise)

But unrelated to that, Actually, between the 3 pods at the pod bay, only the middle one is able to have its location selected, and then launched, were it a delta or something; which is weird, because I think that that middle pod is stealing all the different landing spots from the 2 other pods and appending em to its own list. They do all 3 launch and land just fine at the recovery ship, though, will eventually discover where the 4th pod's coming from
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by DrAmazing343 » #732820

Make the mouse in Perma Tom!! Preserve sovl...

On the real, though, great map! I'd love to shower you in compliments, but my skull is a sieve and I need to talk about BORING access requirements that may benefit from some fixes.

Chaplain lacks access to the maints on the upper Z-level that connects to their office portion. Chaplain ALSO lacks a way to enter the Morgue at all, despite having Morgue access. In the lower Medsci transfer area, maybe put unrestricted access to those maints from the North? It'd help with folks getting stuck, and with moving around the map.

Otherwise, I really, really fucking love the mood of the map. It feels REAL in a way that too few maps do— and it strikes a wonderful balance between mechanics and roleplay, which for Manuel, I believe will make it a quick cult classic.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by EuSouAFazenda » #732821

I played a round as the QM of Nebulastation on Manuel, here's my thoughts.

The map is nice. It's really really nice. It looks amazing. Aesthetics-wise, 10/10. Gameplaywise the same; the layout makes sense and is easy to parse, almost everything is either directly above, below or to the sides of arrivals. Ditching the circular design that Meta/Delta has was an incredibly good idea, I love this layout.

Only complaints is that Cargo only has two tables from the bay into the hallway and one of them is blocked with a vend-a-tray. The vend-a-tray is massive and blocks you from placing down items on that table, making it really inconvenient to use; I had to destroy it midway through the shift due to how inconvenient it was. Easy fix tho, just remove the tray.

That aside, excellent map. Love it to bits.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by BeansKidney » #732822

It's very nice aesthetically- maybe one too many lobbies with plants in the middle?

Anyways two minor nitpicks in atmospherics:
1. The black incinerator pipe has a tile where the pipe's severed.
2. The incinerator itself has two turbine monitoring terminals, and no gas monitoring terminal for the burn chamber.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by junkgle » #732823

Very nice! small nitpick though, some areas are very, VERY decal heavy. the hallways near evac come to mind, and while I don't usually mind it-- I don't think the hallways should be so busy in comparison to the actual departments and lobbies. I do like the actual areas of departments though; library is sooooo nice to look at. Bar too. every actual departmental area is nice; the visual busy-ness just gave me a bit of a headache when it came to areas that don't really... need visual direction, I guess.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Yobrocharlie » #732840

The chaplin gets no old soulstone shard- this may seem like something thats useless however there are a few incredibly niche interactions in which this can be useful especially pertaining to their null rods
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by nyozzl » #732842

Love the map! though I think the laser tag arena is a bit cramped
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by ThatKindOfJack » #732843

I can see a lot of effort went into this map. It's very pleasing to look at, but thematically is very far away from the more simple and open designs of other maps. It reminds me almost of how some CM maps feel. Overall it makes me feel claustrophobic and visually overwhelmed. While every other station seems to be built out of a shape with a few branches making it easy to at least visualize, this feels more akin to tightly packed jumble of halls. Maintenance feels a bit missing, I know there is maints, but they don't seem to feel like a viable alternative path to places. Maybe that's just from the map being new though.

If I wanted to fix these issues I would consider widening the halls slightly to make them feel less cramped, and using less artistic tiles in the main halls as I think whole tiles make things feel less cramped then partial or mix designed tiles do.

I would like to see a less liberal use of tall foliage sprites in the station, they make great accent pieces to make a room pop, however it feels like they are in every second room. The extra space is sorely needed in the cramped lobbies.

Maints feels a little on the short side in many places. Perhaps more maints space between things would help?
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by NewtypeWoman » #732855

It's very visually overwhelming. Pretty, but it's hard to figure out where everything is and how it connects to each other.

It's also sad that the non-food-related service jobs- librarian, chaplain- are down on the lower level, where there's not much reason to go. I feel like the closer they are to the main halls, the more likely it is for people to get involved with the chaplain and curator.

but it is gorgeous.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by DoomAngelBlade » #732877

My first impression is:
Beauty over function and gameplay.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Roadto3k » #732880

The bar and kitchen should not be separated, especially when both their seating areas are so big that you can't see the counter from the furthest seats. If they were combined there would be more chance to bump into someone and talk at the diner, which I think is the purpose of that place.
I also don't like the placement of the HOP office, since it is a dead end in an area that is out of the way for all non-command crew. People are most likely to get access when they pass by the desk and see the HOP is actually there, so they ask for something on a whim. The way it is now you won't see anyone except those who are really going out of their way for it, which is very few, because other heads can change access too.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by iansdoor » #732910

Alot of big thinking and that is a station worth living in, every command office is very unique and big enough for folks to be in.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Chimpston » #732932

It's a really lovely map, huge fan of the maintenance design and the gateway- for it definitely suits that sci-fi appeal out of any other station!! But I have a few little nitpicks that others might've already mentioned buuuut.
- There's very little teleportation beacons from what I've seen so far, but I haven't played enough rounds to check on the beacon selection from each round.
- The abandoned project rooms are always depowered, I'm not sure if they're simply not connected to the rest of the station but this makes it quite easy to break into security.
- The emergency airlocks are not exactly a convenience to access unlike most stations, you'd more than likely need maintenance access to get through most of them.
- Some signs aren't too clear with direction, especially regarding evac if you're on the top level. It directs you west but this normally ends up in people looping around aimlessly in service before going downstairs and finding it.
Keep up the wonderful work!! Your designs have always been an inspiration to me.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by CoffeeDragon16 » #732953

this is a great map! its beautiful! my favorite map was kilo because of how detailed & lived-in it was and this reminds me of it a lot. having the arrivals shuttle being in the center & having the arrivals fluff rooms being in a ring around that is super smart. the maints also seem super fun to traverse. the use of coloring & decalling is really great and guides your eyes where they need to go. atmos and sec are gorgeous especially. atmos has a good amount of space while not being fuckoff big a quarter of the station like Meta. i also like robotics having their tool storage & OR split off into a different room.

my only two complaints is the robotics floor looks maybe 1 tile too slim, it looks like it would be really hard to build mechs & stuff their & keep track of all the items. as well, im not sure if i like how the surgery tables are set up? i think the use case for surgery tables are- doing surgery, in which case operation is time-sensitive, and you need your own quiet space, or things are hectic and you want privacy. its also really nice having quiet job rooms, as you can use an uplink or something there without raising suspicious. the OR being two surgery tables in one room seems like its not very private + might get overwhelming. as well, if you put the surgery tables in the triage center, nobody will use the ORs, as nice as it is. also the plants in the hall beneath cargo poke out to the stairs & look silly and kind-of like a bug. overall though, no complaints on the visual design, theyre both really comfortable looking and easy on the eyes.overall great work!! i hope this gets merged soon i like it a lot.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by warbluke » #732954

It was very cool to see this come together over time.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by xzero314 » #733053

There is a sacrificial altar in the maints that instantly gibs anything placed on it when alt clicked. Its hilarious but please remove it.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by britgrenadier1 » #733355

Heya, just wanted to pop in here and say that medbay is amazing and I love it. I love the front desk with the buttons that open the doors, I like treatment, I like the placement of everything, and I really like how the department is split on the Z levels. A+ on medbay.
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jimmyl
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by jimmyl » #733410

too visually complex
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CalictuS
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by CalictuS » #733431

jimmyl wrote: Tue Jul 16, 2024 3:23 pm too visually complex
Dear customer, thank you for your message. We are very sorry that you have encountered this situation. We value your feedback and will try to take your comments into account in the future. If you have any additional questions, please do not hesitate to contact us.
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Bepis
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Bepis » #733481

the grinder in the kitchen is kinda hidden by the plant in the middle; can you either move the grinder or change the plant to a smaller one
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by bingusdingus » #733537

I actually like the map because it feels like multi z shit isn't necessary to get to the important places for the most part. I like the idea that all of maintenance is underneath, that feels more akin to what maint tunnels would be on a space station and actually seems like a good use of multi-z, rather than having it because you can. I love the additions of small things like the pool, and laser tag in dorms, and the arcade cabinet in the bitrunning den, and actually having quality of life things prestocked in jobs that need it.

I think if things were closer together, all on the same z-level, and maybe shrink or get rid of some of the superfluous halls and rooms, and I think this could actually be a banger, unlike some of the recent newer maps. Another thing I think it would benefit from having a looping path in the hallway, going from cargo all the way to service is quite the trek and having the hallway loop is something a lot of SS13 maps use to make moving around the station more streamlined. Also it would greatly benefit from having those map posters that some stations like Meta have that show a simple color coded layout for quick navigation. I feel like a lot of people dislike new maps because they aren't familiar with the layout so familiarizing them quickly is a good way to make your map liked.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Kendrickorium » #755213

hello friends. havent gotten a chance to really play on it but from observing for awhile i can say that the BAR AND KITCHEN ARE GORGEOUS.

ENGINEERING IS JUST GORGEOUS.

from what ive seen its amazing
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Deathrobotpunch1 » #755251

after playing it I can find everything really easily and it looks amazing, wish the maints would merge it faster though smh.
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by RedBaronFlyer » #755315

I really like it! After playing for around 15 or so rounds that I can recall off the top of my head, there's only one real annoyance I have. The only thing that I kind of wish got adjusted is the lighting. In some places, particularly in the service parts of the station, it's so dark and moody with the lighting that it's triggering the forced walking from the quirk that makes you have to walk in darkness even when the station is on daytime lighting.
WARNING, Prolonged exposure to my opinions can be mentally scarring or in some cases, FATAL
Cleaner of floors, eater of beef jerky, and long time coward.
I play Eugine Adrian Hynes on Manuel, I'm very uncool.
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Super Aggro Crag wrote: Fri Mar 03, 2023 5:11 pm I assume he did it elsewhere because it's fucking goofball and he never half-asses his shitty ideas, he full asses them so both cheeks are absolutely slathered in shit
lorwp wrote: Wed Oct 23, 2024 8:56 am
Sacko wrote: Wed Oct 23, 2024 8:32 am yes it it like the meatball faggot thing that was changed due to forces higher than ours
i am feeling so gay today! I am going to smoke some fags outside while i wait for my faggots to cook in the oven.

Has anyone seen my car? I think it got raped.
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Chappygart
Joined: Tue Oct 11, 2022 7:21 pm
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by Chappygart » #777304

the flags in the ctf room are "flourishable" for a free heal xd (I LOVE powergaming DONT remove this!!!!)
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regie
Joined: Sat Sep 23, 2023 4:06 pm
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Re: The NebulaStation - The New Future [FEEDBACK]

Post by regie » #777354

Nebula is great and posh, it's too bad our crews are still pretty ornery nowadays and so clashing hard with the setup.
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