This is the thread for any and all feedback! I'll still be listening in other places but this is my main place I'll look for feedback. This thread will serve both for the testmerge and also for when it releases as well. This is the FAQ for Catwalk, with updated list of the feedbacks I already have gotten, have already done or won't https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR
Let's get this party started
Last edited by EuSouAFazenda on Tue Sep 03, 2024 9:24 pm, edited 1 time in total.
im unsure if this is just my tg master but some areas of maintenance lack areas. also, considering you can just use wirecutters on the catwalks, it takes just one bored dude to knock out the power
banement wrote: ↑Tue Sep 03, 2024 4:28 pm
im unsure if this is just my tg master but some areas of maintenance lack areas. also, considering you can just use wirecutters on the catwalks, it takes just one bored dude to knock out the power
Fixed the areas.
The power issue is delicated and requires either some really smart remapping of wires or fully moving the SMES room somewhere else; it's not an easy fix but it is something on my to-do list, thank you
TheSmallBlue wrote: ↑Tue Sep 03, 2024 8:37 pm
The github link in your post is wrong!
banement wrote: ↑Tue Sep 03, 2024 4:28 pm
im unsure if this is just my tg master but some areas of maintenance lack areas. also, considering you can just use wirecutters on the catwalks, it takes just one bored dude to knock out the power
RE this: I took a look at it and there's a wire under a wall (icky I know but it's the best I could have done) near the SMES so the wires go off in two directions there, so no "rat chew a wire now 100% of the station lost power" shenanigans. Also, most of the wires for the departments are done through the first Z-Level rather than the catwalks so this isn't much of a problem; I checked, it should not be a problem in actual gameplay. Nice catch tho, I definitely should have thought about that before
Not to offload anything I think is excessive i focused mainly on my experience of cargo. I would mention that cargo is very much so not OSHA approved on my initial inspection of its workings, some minor changes could be installed such as the use of a suspended ceiling r-wall to control the drop of crates to a single tile from the conveyor into cargo, as they often fly free. I appreciate the gimmick but it is wildly unsafe to slip on the belt or get pelted on from below. A fireman pole would be a funny thing to throw in the middle of cargo.
Also the direct access to the cat-walkway is relatively unclear in places as i literally ran out straight into open corridor not realising that it was exposed, some railing for this deliberate smoke area or using it mainly as a channel for delivering boxes via mules could work. Very few departments are also present on the navigation tab which hindered my first viewing in trying to find cargo.
On the other hand i love the synergy of the cytology pseudolab being across the hall for quick access to sample replication and occasional chicken petting.
You have unrestricted access exits from cargo bay to the hallway including out of the mailroom. Just an interesting map observation not even telling you to change it like you could haha.
Surpassed my expectations.
Timonk wrote:
Wesoda25 wrote:Genuinely think they should be blacklisted.
You have clearly never seen his dick
Lower your tone with me if your tracked play time doesn't look like this:
Flatulent wrote:of course you can change religion doing it while islamic however makes you lose your head from happiness
Having played a decently long round as a medical doctor on Catwalk, here's my two cents so far. From what I can see, there are two obvious flaws, one being the lack of showers in the main treatment area, and the cold storage being located in the maintenance BEHIND the break room. The only showers in medical are one in the surgery, and two in the lower chemistry, which regular doctors cannot access and are therefore useless. Showers are important for mass radiation events and if a disease mutates to cause people to burst into flames, so I'd recommend setting up two showers in the relatively wide-open space of the main treatment center.
As for the cold storage, I didn't even know there was a cold storage until I ghosted in a later round, I full-on thought the station lacked a blood storage completely. The only marked door is on the 2nd z-level in the medical escape pod hallway across from Virology. If you don't know it's there, you most likely won't find out very easily, and it is an extremely dangerous place to have to retrieve necessary medical supplies from in the event of a Nightmare, Changeling, or Blood Cult. Unless there's a way of securing the area between cold storage and the main medbay, I think it'd be best to move it, maybe where the medical order console is now.
BaronOBeefdip wrote: ↑Wed Apr 16, 2025 3:39 am
Having played a decently long round as a medical doctor on Catwalk, here's my two cents so far. From what I can see, there are two obvious flaws, one being the lack of showers in the main treatment area, and the cold storage being located in the maintenance BEHIND the break room. The only showers in medical are one in the surgery, and two in the lower chemistry, which regular doctors cannot access and are therefore useless. Showers are important for mass radiation events and if a disease mutates to cause people to burst into flames, so I'd recommend setting up two showers in the relatively wide-open space of the main treatment center.
As for the cold storage, I didn't even know there was a cold storage until I ghosted in a later round, I full-on thought the station lacked a blood storage completely. The only marked door is on the 2nd z-level in the medical escape pod hallway across from Virology. If you don't know it's there, you most likely won't find out very easily, and it is an extremely dangerous place to have to retrieve necessary medical supplies from in the event of a Nightmare, Changeling, or Blood Cult. Unless there's a way of securing the area between cold storage and the main medbay, I think it'd be best to move it, maybe where the medical order console is now.
RE showers, will add so! Good catch, thank you.
About the cold room, I feel like eventually people will learn the layout. I forgot the name of it, but I'll add one of those signals thingies so you can more easily locate it.
As for its location, being sabotageable and a hotspot of antagonistic action is intended (Science has a similar thing with Ordnance). It adds a small touch of paranoia and fear, that every time you go grab a blood bag you can be jumped on.
Like the one round I've played of it so far! I could be entirely misremembering but from the looks it seemed like that center table in the middle is supposed to be loaded with food and lowered to the bar area below via an elevator, but I haven't seen that done yet. Granted, that shift didn't had a chef that kept going SSD so barely anything was being made, on top of fact the station being relatively new so it will take time for that info to be passed around. Unfortunately people were stuffed into that dinning area on the upper z-level constantly bumping into each other as a result of that table elevator not being utilized. It's a very cool and scenic spot but it can be a bit of an issue on a 60-70 pop round. The bar area feels a bit small as well for a dinning room/bar hybrid but I haven't seen it used by multiple people at the same time so I'm not sure how it plays.
Looking forward to seeing how this develops!
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.
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