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CatwalkStation - Testmerge and RELEASE!

Posted: Tue Sep 03, 2024 2:22 pm
by EuSouAFazenda
CatwalkStation is READY!

https://github.com/tgstation/tgstation/pull/86442

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 :burger: :burger: :burger:

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Tue Sep 03, 2024 4:28 pm
by banement
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: CatwalkStation - Testmerge and RELEASE!

Posted: Tue Sep 03, 2024 8:37 pm
by TheSmallBlue
The github link in your post is wrong!

The right link is https://github.com/tgstation/tgstation/pull/86442

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Tue Sep 03, 2024 9:24 pm
by EuSouAFazenda
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!

The right link is https://github.com/tgstation/tgstation/pull/86442
Thank you! Fixed. Okay but https://github.com/tgstation/tgstation/pull/86288 is also a pretty swell PR as well

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Tue Sep 03, 2024 10:01 pm
by EuSouAFazenda
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

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Thu Apr 10, 2025 8:14 pm
by Ezel
What i listed in this comment https://github.com/tgstation/tgstation/ ... 2794770709 probaly gonna be a pain to redesign though

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Sun Apr 13, 2025 11:40 pm
by FantasticFwoosh
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.

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Mon Apr 14, 2025 5:23 am
by Capsandi
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.

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Wed Apr 16, 2025 3:39 am
by BaronOBeefdip
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: CatwalkStation - Testmerge and RELEASE!

Posted: Wed Apr 16, 2025 7:21 pm
by EuSouAFazenda
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.

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Thu Apr 17, 2025 3:51 am
by Lullaby
quartermaster office doesnt have an announcement console. please and thanks

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Sat Apr 19, 2025 3:18 am
by RedBaronFlyer
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!

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Sun Apr 20, 2025 6:57 am
by BHCipher
I really enjoy the way Kitchen, Bar and Botany are situated! Having the Kitchen and Botany on the second floor next to each-other overlooking a central hallway is just peak cozy. I can't speak for other departments since I only played one round so far on it, but if the station gets redesigned at all, the only thing would be maybe expanding the Kitchen just a bit. As it stands it's a bit cramped to do prepwork for cooking, but that aside I really like how you can ship down food to the Bar; maybe instead of the central table going down there could be an actual dumbwaiter for sending food to the bar?

Love the emphasis on Multi-Z for giving departments more room to work with, while still leaving maint as labyrinthine. I'll give more thoughts when/if they come up!

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Wed Apr 23, 2025 11:42 am
by ayeblinchik
Not to hurt anyone, but the main gimmick of the station is what makes it unbearable, One round Borg just RCD'ed the second floor where catwalks are, and second floor became walkable and actually it was much better than maze like catwalks that you fall from each time because someone used wire cutters, it's truly painful, but oh well. Normal atmos is non-existent as well, I think every station needs a big room with normal tiles for atmos, and not just half normal tiles half catwalk atmos Above the sm room which is crampy and kinda small.

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Wed Apr 23, 2025 3:10 pm
by EuSouAFazenda
ayeblinchik wrote: Wed Apr 23, 2025 11:42 am Not to hurt anyone, but the main gimmick of the station is what makes it unbearable, One round Borg just RCD'ed the second floor where catwalks are, and second floor became walkable and actually it was much better than maze like catwalks that you fall from each time because someone used wire cutters, it's truly painful, but oh well. Normal atmos is non-existent as well, I think every station needs a big room with normal tiles for atmos, and not just half normal tiles half catwalk atmos Above the sm room which is crampy and kinda small.
the catwalks are essentially just maints. you dont need to go through them to go anywhere; no room is locked behind them. It's not tram, you don't have to go on them. In fact there's literally no reason to go up there other than to break and enter somewhere, explore maints (of which there is a lot more maint outside of the catwalks) or to attack someone on the lower level, so really this is a nothingburger complaint.

RE atmos, we do know atmos is bad

Re: CatwalkStation - Testmerge and RELEASE!

Posted: Fri Apr 25, 2025 5:07 pm
by Guestify
The map is nice, but I hate how atmos and engi are in one combined room