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Post by mocheeze on Jul 20, 2014 9:40:10 GMT
What do you think of this lusty layout? also pardon the absolutely accurate titles of some departments, ask for translations if needed. PLEASE let me know if I'm missing anything major. Minor ideas/suggestions gladly accepted <3
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Post by deatacita on Jul 20, 2014 10:00:48 GMT
dose names
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Post by frances on Jul 20, 2014 11:39:19 GMT
Firstly, why are hydroponics and the library in the middle of the station?
While I think we could benefit from a roomier layout, this isn't the way to go about it. A lot of things feel more packed, and nothing is centralized. Rooms are put together in clumps, with very little hallways. This layout feels more suitable for a ship than a station, especially with everything running from top to bottom. For example, while our current medbay is slightly off the center of the map, this one is at the very bottom, and there's quite a lot of walking distance between the department.
The current map is fine as it is. It might need a redesign, or a redo, but I don't think we can ignore all of its core elements and simply reshuffle everything around, which is what this feels like. What we're using currently is a map that's been built upon and improved through several iterations from bay, and bay's elements honestly have a good reason to exist.
If I have to sum up my argument, I'd say that this is a case where, every change like moving departments has to be justified. Yet I see none of that here.
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Post by kerbal22 on Jul 20, 2014 11:44:16 GMT
To be quite frank: i think it's time to retire the "Exodus" type stations.
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mrimatool
Lore Developer
Your guy, Toolio <3
Posts: 703
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Post by mrimatool on Jul 20, 2014 11:54:17 GMT
Last time I checked, Sam was making a ship map for us.But I do like this map Moch, if the Ship isn't coming to fruition.
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Post by frances on Jul 20, 2014 11:58:14 GMT
To be quite frank: i think it's time to retire the "Exodus" type stations. What's wrong with them? Blatant Exodus hate aside, I've actually given this a bit of thought, and here's a simple design idea I wanted to show. I've been thinking about what makes Aurora what it is, and realized that, essentially, we're a research station. Yet, I see so little science being done, and most of the time, I get the impression that we're on a space station... in space... for the sake of it. This is mostly due to science being a department that gets so little exposure. It's basically off, on its own, in a little corner of the station where nobody cares. So here's the main points on this: -Engineering and cargo stay where they are. They're fine there, and can stick together as they're technical/maintenance jobs, and where the station's "lower class" can go. -The bridge stays in the middle of the station. If we rebuild the station from scratch, we make sure to make it first, so we have enough room for everything, and we can stick the AI core right in the middle where it's safe. -Science and the brig get switched. The reasoning for this is that the brig doesn't need to be anywhere near the middle of the station, as officers should be patrolling around the hallways, not waiting there, unlike say, doctors in medbay. In fact, in most workplaces, you want the security/staff areas to be as much in the shadows as possible, save for checkpoints. We're not a prison. -Science gets a lot more room, along with possibly a spiffy northern hallway. -A northern hallway, leading onto both science and civilian areas, could serve as a sort of central hub, with the ever popular bar area remaining between science (old brig) and medbay. Since we can't stop people from always crowding into the bar, it's important to keep it as open as possible, else the people inside it get completely cut off from the rest of the station and vice-versa. -The HoP's office could be moved near arrivals. This gives the HoP a bit more of a job (overseeing new arrivals) when I find they often don't have anything to do. The HoP can always walk to the bridge if they need it. Now, here's a list of things we could do: -Expand the civilian area. A common room. Dorms that aren't completely spartan. A rec room. Perhaps on-station housing/private dorms, either for the sake of RP (would be hard to assign, though) or for heads (we do have head-specific bedsheets in the code). Maybe a gym. -A nice hallway leading to the civilian/science area, 5-tiles wide, with greenery and benches. Or a little hub room, just above the bridge, where most of the action happens. -Make science a bit more comfortable. Big, glassy areas giving on the hallway, with their own break room and conference room. Science rooms that actually run along the department's hallway and not against it, so you can actually see science being done when you walk around. -Make arrivals look a bit more like a terminal. Benches, a seating area that's more than a table with four chairs, it should really be a lobby for the station. And view on a reception desk (if not the HoP's office, as suggested). -Set up a small security checkpoint near the bridge, close to the science/civilian areas, if not in the civilian area. Room for a few officers, so that we can have some chair RP happening in an area where people might actually come find officers for help, and not in the brig's break room that's a thousand miles away from everything.
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Post by kerbal22 on Jul 20, 2014 14:41:54 GMT
Not that it's a bad map, no. It's getting old, though. It's been retrofitted and rebuild to arse and back. Quite frankly, it's what one IC would call, Obsolete. Now trust me, i have my fair share of love for the Exodus type station, hell, i started playing SS13 on it, but, as always, good things must come to an end. Besides, a change of pace wouldn't be bad, eh?
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Post by nikolaithebeast on Jul 20, 2014 14:56:50 GMT
I do admit, the station layout is a bit much for size and getting around. I could actually see myself enjoying a ship map, as it's size might be a bit more....easily traversed.
And is Sam even still alive? I've not seen hide nor hair of our mapper sla- dev. Dev. Not slave.
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Post by sgtsammac on Jul 20, 2014 19:11:09 GMT
I do admit, the station layout is a bit much for size and getting around. I could actually see myself enjoying a ship map, as it's size might be a bit more....easily traversed. And is Sam even still alive? I've not seen hide nor hair of our mapper sla- dev. Dev. Not slave. I am currently unavailable due to a lack of wifi at my new house until next Thursday.
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Post by nikolaithebeast on Jul 20, 2014 19:16:57 GMT
I do admit, the station layout is a bit much for size and getting around. I could actually see myself enjoying a ship map, as it's size might be a bit more....easily traversed. And is Sam even still alive? I've not seen hide nor hair of our mapper sla- dev. Dev. Not slave. I am currently unavailable due to a lack of wifi at my new house until next Thursday. Also, you've become a Bujin Pony, apparently.
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Post by frances on Jul 20, 2014 19:50:18 GMT
Not that it's a bad map, no. It's getting old, though. It's been retrofitted and rebuild to arse and back. Quite frankly, it's what one IC would call, Obsolete. Now trust me, i have my fair share of love for the Exodus type station, hell, i started playing SS13 on it, but, as always, good things must come to an end. Besides, a change of pace wouldn't be bad, eh? And that's why I think it needs to be revamped, not redone.While we could start from scratch, I would very much like to keep most essential elements from baystation. It's a good design, and still needs to be improved upon. Not thrown away.
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Post by sgtsammac on Jul 20, 2014 20:17:58 GMT
If you are going to try and insult me. Do it in a language I understand. I also fail to see what my avatar has to do with anything. Art is art. Anyway. I will be back on server Thursday/Friday hopefully.
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Post by nikolaithebeast on Jul 20, 2014 20:37:11 GMT
I'm not insulting. Bujuin are...this.
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Post by PumpkingSlice on Jul 20, 2014 21:27:09 GMT
Let's not get off topic please.
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Post by mocheeze on Jul 20, 2014 21:59:04 GMT
While I appreciate the feedback, Frances, I have to say that bridge-in-the-center Exodus stations are wearing down greatly. Even with a map like metastation, it still follows the central square concept. I take my map inspirations from Goon's station, which is terribly unorganized yet plays beautifully in a unique way. I like having a few big central halls but not a central square and 4 branches, it's a very generic design that way.
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Post by frances on Jul 20, 2014 22:59:24 GMT
Except for the part where it makes sense for the bridge to be in the middle of the station. You don't look at a V8 engine and say "You know, we've been using cylinder engines for a while, maybe we should try to do something different because why not?" You come in with a solid concept before you start to mess around. Otherwise, development work becomes a pain of fixing design after design until you end up with an efficient base again, instead of starting from an already working one and ending up with something as efficient much more quickly.
There's also been severe design issues with the maps you've submitted for the server. Empty spaces, strange, overly symmetrical designs, unnatural furniture arrangements, missing or superfluous elements (double air alarms or scrubbers), unfinished elements in final releases (the unrotated bar shutters come to mind).
If I had to sum up the issues I've had with your work, I would say I feel like you try to come up with innovative designs that "look good on a grid", without really considering original function or purpose. You end up with layouts that not only look strange, but also lose function over their predecessors. Some of the areas we've recently reworked were in no need of a rework, and the reworks didn't bring anything new, simply shuffled things along (losing some in the process). I'm for change, but I think change should bring something better, not exist for the sake of it.
As for this layout, I'm actually for moving the bridge around (maybe to the top of the map), and turning its present location into a communal area. Not replacing it with more departments, because the way it is right now, the bridge is simply this big box most people outside of command ignore. So what your design suggests does not really fix that problem. (Even if the library is a public space, it's not open enough, and should be in a quieter corner of the station. I doubt putting it in the middle will let it receive much more traffic.)
But I'll add that Goonstation is a mess of tubes and pods, whereas Baystation is a cluster of rooms. What you have done here is a reshuffle of Baystation, with the traditional cross-shaped hallways and central box, and there's very little alternate pathways. Part of what makes Goonstation good is all the extra stuff they packed in it, as well as the disorganized, varying corridors of which there is none of here. (It's also a bigger station than Aurora, which we have to keep in mind.)
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bluesp34r
Moderator
Tsundere
Such a tsundere
Posts: 509
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Post by bluesp34r on Jul 21, 2014 4:59:38 GMT
I like having security by the escape hallway. Makes it easy to transport prisoners. Speaking of transporting prisoners, there should be a little room in escape with security access that contains chairs and dividing windows/walls, for when you have more prisoners than officers surviving the shift. It happens.
Also, I admire how close medbay is to the brig. Makes psych evals a little quicker and when the HoS decides to be liberal with his baton...
One thing, though. Science has, from what I observed, the highest mortality rate over any department. Should they not be placed closer to medbay then? Perhaps, if the shapes of the departments could be altered, engineering and science could switch places? In no way should they sacrifice size, though.
Or perhaps, switch science with the civi section. That might actually be cool for it being closer to arrivals. You could go and strike up a conversation at the bar, or get a quick meal from the chef/hydroponics before heading out to your job. And if you're a lower end Civi job, cargo/assistant/bartender/chef/botanist/librarian/whatever, you can all get to your job locations faster.
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Post by mocheeze on Jul 21, 2014 6:07:14 GMT
I like having security by the escape hallway. Makes it easy to transport prisoners. Speaking of transporting prisoners, there should be a little room in escape with security access that contains chairs and dividing windows/walls, for when you have more prisoners than officers surviving the shift. It happens. Also, I admire how close medbay is to the brig. Makes psych evals a little quicker and when the HoS decides to be liberal with his baton... One thing, though. Science has, from what I observed, the highest mortality rate over any department. Should they not be placed closer to medbay then? Perhaps, if the shapes of the departments could be altered, engineering and science could switch places? In no way should they sacrifice size, though. Or perhaps, switch science with the civi section. That might actually be cool for it being closer to arrivals. You could go and strike up a conversation at the bar, or get a quick meal from the chef/hydroponics before heading out to your job. And if you're a lower end Civi job, cargo/assistant/bartender/chef/botanist/librarian/whatever, you can all get to your job locations faster. I found these suggestions a good idea, so I reshaped the central area and moved the divisions down so research and medical are touching (genetics) with engineering right above so it's not too much of a jog down in case SHTF. I also have a large room with no immediate use, so suggestions welcome for the " " block too.
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Chaznoodles
Moderator
Broodhost
Syndicate CEO
Posts: 198
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Post by Chaznoodles on Jul 21, 2014 13:37:12 GMT
Whatever happened to that asteroid station that was semi-happening?
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mrimatool
Lore Developer
Your guy, Toolio <3
Posts: 703
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Post by mrimatool on Jul 21, 2014 14:12:01 GMT
Skull and Chris cancelled it after Sphere and Sub left I believe, Chaz
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