Efficiency V3
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- Joined: Sun Oct 26, 2014 5:13 am
- Byond Username: Lzimann
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Efficiency V3
Last edited by lzimann on Sat Jan 30, 2016 4:37 pm, edited 1 time in total.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: Efficiency V3
>Map thread
>No picture
I give this thread a Fuck Up Rating of Chernobyl.
>No picture
I give this thread a Fuck Up Rating of Chernobyl.
Spoiler:
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Efficiency V3
Map:
https://dl.dropboxusercontent.com/u/128 ... tation.png
Don't mind the missing pipes in maintenance that's fixed.
https://dl.dropboxusercontent.com/u/128 ... tation.png
Don't mind the missing pipes in maintenance that's fixed.
Apparently I was an director or something.
- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
- Byond Username: Davidchan
Re: Efficiency V3
I've got a few comments, though these are mostly from gameplay stance rather than map making stance.WJohnston wrote:Map:
https://dl.dropboxusercontent.com/u/128 ... tation.png
Don't mind the missing pipes in maintenance that's fixed.
Why is the mining shuttle so god damn far from Cargo?
The ORM dumps straight into Robotics/RnD. What happens when Engineering, Cargo, Bartender or anyone else who would have access needs something but Sci isn't around or refuses to share?
Bartender has no office. Has to compete with Pete/Chef for his shotgun.
Armory might be a little TOO secure (Warden office, Captain Office, HoS office and Brig cells on all sides)
Why is Prim Tool Storage and Aux Tool Storage literally across the hall from each other? Shouldn't these be spread out a bit more?
Gravity generator with maint tunnels around it... not sure how well the R wall stop the radiation but even a non-cap bomb could ruin it.
AI core only supports 1 AI.
Are those Grills between MedChem and RnD shocked?
What is going on in Xenobio top left cell?
Law 0: Secborg din do nuffin.
- oranges
- Code Maintainer
- Joined: Tue Apr 15, 2014 9:16 pm
- Byond Username: Optimumtact
- Github Username: optimumtact
- Location: #CHATSHITGETBANGED
Re: Efficiency V3
Yep it's not box and therefore is bad
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Efficiency V3
Because the whole entire gimmick of all three efficiency station maps was to have mining centralized, so it can deposit its things directly onto R&D, robotics, mining etc.Davidchan wrote:Why is the mining shuttle so god damn far from Cargo?
This design went back before the ORM existed, so it wasn't quite built in mind with having science be forced to hand out their minerals. On the other hand, cargo/bartender etc do not tend to request things from mining very much, and they're all very close by so it's not very hard to do.Davidchan wrote:The ORM dumps straight into Robotics/RnD. What happens when Engineering, Cargo, Bartender or anyone else who would have access needs something but Sci isn't around or refuses to share?
Bartender and chef share the same backrooom, and both can enter the kitchen to help with meals.Davidchan wrote:Bartender has no office. Has to compete with Pete/Chef for his shotgun.
Sorta just happened while making the layout. It's also slightly countered in that it's very close to escape/arrivals, so it's only a very short space walk to reach compared to box or metastation's huge walk.Davidchan wrote:Armory might be a little TOO secure (Warden office, Captain Office, HoS office and Brig cells on all sides)
Sorta just happened into place. They're not exactly far from eachother on box, either.Davidchan wrote:Why is Prim Tool Storage and Aux Tool Storage literally across the hall from each other? Shouldn't these be spread out a bit more?
More death by radiation is fine by me. The grav gen is already extremely easy to destroy, bomb or not, so it's not a big downgrade.Davidchan wrote:Gravity generator with maint tunnels around it... not sure how well the R wall stop the radiation but even a non-cap bomb could ruin it.
It supports 3, look again.Davidchan wrote:AI core only supports 1 AI.
They are not.Davidchan wrote:Are those Grills between MedChem and RnD shocked?
That's the xenobio cold room, meant for killing slimes. Xenobio received this and the xenobio consoles on all maps, so I'm just doing the same thing. It has exposure to space to handle the cooling.Davidchan wrote:What is going on in Xenobio top left cell?
Apparently I was an director or something.
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- Joined: Sun Jan 24, 2016 3:13 am
- Byond Username: Sebro
Re: Efficiency V3
There's no soda or booze dispenser, in the bar. That's not intentional is it? Since, well, those things have quite a bit of importance to a barman.
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Efficiency V3
Oh, I must have forgotten to add those. This map was made before those were first added. I'll add those in the next update.
Apparently I was an director or something.
- TheLongbowMan
- Joined: Sun Feb 22, 2015 12:40 am
- Byond Username: TheLongBowMan
Re: Efficiency V3
What about a gulag shuttle?
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Efficiency V3
I specifically did not add a gulag shuttle or a court room because those things are never, ever used.
No seriously no one uses them. You might say "but I use them!" but no, no one uses them nearly enough to even warrant existing. They're a waste of space that I'd frankly rather dedicate to making permabrig not super tucked away and impossible to ever be checked up on. The intent with my security's design is to make sure permabrig is very clear and visible to any officers who stroll around in their office, and having a gulag shoved somewhere in between while perma is put even further back would not be ideal.
No seriously no one uses them. You might say "but I use them!" but no, no one uses them nearly enough to even warrant existing. They're a waste of space that I'd frankly rather dedicate to making permabrig not super tucked away and impossible to ever be checked up on. The intent with my security's design is to make sure permabrig is very clear and visible to any officers who stroll around in their office, and having a gulag shoved somewhere in between while perma is put even further back would not be ideal.
Apparently I was an director or something.
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- Joined: Fri Sep 25, 2015 12:18 am
- Byond Username: The unloved rock
Re: Efficiency V3
Should be an O shape, not a U. maybe put a little hallway near escape or something.
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Efficiency V3
Why do you keep asking me this over and over, that's what efficiency station 2 was, and it was even more compact than this. I decided against it because it left no room for expansion or traitorous deeds. I had to trade off a bit of efficiency for gameplay.
Eff 2's map for anyone wondering
Eff 2's map for anyone wondering
Apparently I was an director or something.
- InsaneHyena
- Joined: Thu Aug 27, 2015 9:13 pm
- Byond Username: InsaneHyena
- Github Username: InsaneHyena
- Location: Russia
Re: Efficiency V3
Played a cult round on this station. Maints are so small, not interconnecting and lacking hiding places, that the only "good" hiding place I've found was between two airlocks in science maint. Got found out in two minutes by two separate people, because maints are so fucking shitty.
And no, before you ask, I don't only like box. I like birdboat too.
And no, before you ask, I don't only like box. I like birdboat too.
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- Joined: Wed Apr 30, 2014 3:16 am
- Byond Username: WJohnston
Re: Efficiency V3
I plan to expand on maintenance for eff 3, yes. I know it's pretty terribly lacking around medsci, so I'll be adding to it.
Apparently I was an director or something.
- Atlanta-Ned
- In-Game Game Master
- Joined: Fri Apr 18, 2014 2:11 pm
- Byond Username: Atlanta-ned
Re: Efficiency V3
My thoughts:
- Swap aux tool storage and teleporter, the latter needs a second entrance off the hall.
- If that happens, I'd recommend adding a second brig entrance + hallway that wraps around the teleporter room
- Do I dare ask for a route between perma lobby and the security holding area at escape? I do. Got a nice block of empty space to cram that hallway into.
- If you shifted hydroponics the right a few tiles, you could add a second path into the brig on the left side of the library AND open the brig cells to the public. Feels a little too secure at the moment.
- Add firelocks to: Vault Hallway, Engineering hallway near AI upload, research division internal hallway, more around the holodeck
- Dorms don't feel isolated enough. The glass wall south of the holodeck control room should be a solid wall. I'd make the northernmost wall of the holodeck a solid wall as well.
- Swap aux tool storage and teleporter, the latter needs a second entrance off the hall.
- If that happens, I'd recommend adding a second brig entrance + hallway that wraps around the teleporter room
- Do I dare ask for a route between perma lobby and the security holding area at escape? I do. Got a nice block of empty space to cram that hallway into.
- If you shifted hydroponics the right a few tiles, you could add a second path into the brig on the left side of the library AND open the brig cells to the public. Feels a little too secure at the moment.
- Add firelocks to: Vault Hallway, Engineering hallway near AI upload, research division internal hallway, more around the holodeck
- Dorms don't feel isolated enough. The glass wall south of the holodeck control room should be a solid wall. I'd make the northernmost wall of the holodeck a solid wall as well.
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OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
- Yakumo_Chen
- Joined: Fri Dec 11, 2015 10:08 pm
- Byond Username: Yakumo Chen
- TrustyGun
- Joined: Wed Jan 21, 2015 12:17 am
- Byond Username: TrustyGun
Re: Efficiency V3
Things I like
Telecom Sat is cool and gives a much needed advantage to nuke ops on this map because of how compacted everything is
I love the bridge, It's very goon-esque
I love how compacted the station is, it would be great for med-pop player counts, like Basil now
Things I dislike
Science maint is stupid. For some reason, there is a water cooler directly in the one tile walkthough of maint, it's tiny and doesn't even have interesting loot. There is a lot of space you can use to improve on here
You can probably break the window from perma and spacewalk to escape without getting killed. ??? Remove the left two windows and add one to the right side, it will slightly increase the distance, making it harder to escape without getting injured
I like the design of the bridge, but having it easily be emaged directly though maint is probably a bad idea, because you can access the HoS's office, the Captain's office, and the HoP's office within seconds of each other.
Ian doesn't have a bed. 0/10
Telecom Sat is cool and gives a much needed advantage to nuke ops on this map because of how compacted everything is
I love the bridge, It's very goon-esque
I love how compacted the station is, it would be great for med-pop player counts, like Basil now
Things I dislike
Science maint is stupid. For some reason, there is a water cooler directly in the one tile walkthough of maint, it's tiny and doesn't even have interesting loot. There is a lot of space you can use to improve on here
You can probably break the window from perma and spacewalk to escape without getting killed. ??? Remove the left two windows and add one to the right side, it will slightly increase the distance, making it harder to escape without getting injured
I like the design of the bridge, but having it easily be emaged directly though maint is probably a bad idea, because you can access the HoS's office, the Captain's office, and the HoP's office within seconds of each other.
Ian doesn't have a bed. 0/10
- Yakumo_Chen
- Joined: Fri Dec 11, 2015 10:08 pm
- Byond Username: Yakumo Chen
Re: Efficiency V3
There is only one main path through the station so a single well-placed bomb or other large-scale hazard can figuratively cut the station in half. Great map design.
- Hibbles
- Joined: Fri Apr 18, 2014 4:33 pm
- Byond Username: HotelBravoLima
- Location: United States
Re: Efficiency V3
Mapping issue detected; the HoS office doesn't have proper access set, it should have, like, whatever the HoS level is. As of now, the HoS can't access their own door.
RIP
- InsaneHyena
- Joined: Thu Aug 27, 2015 9:13 pm
- Byond Username: InsaneHyena
- Github Username: InsaneHyena
- Location: Russia
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- Joined: Sun Oct 26, 2014 5:13 am
- Byond Username: Lzimann
- Github Username: lzimann
Re: Efficiency V3
Not a problem with map itself, something broke with shuttle rotations
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: Efficiency V3
I have literally never seen this map not suffer powet failure. I think there is some sort of error in the wiring.
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: Efficiency V3
It might have the same issue disc had before it was removed where tons of wires are randomly missing which causes a billion breaks in the powernet
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