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Author Topic: UMcS's Space Station - On Slow Movement and Remodeling  (Read 18099 times)

Jacob/Lee

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UMcS's Space Station - On Slow Movement and Remodeling
« on: March 15, 2014, 07:21:25 pm »

A thread about Space Station 13.

I've decided to try my hand at fabricating a station, based on what I've seen and heard in terms of Glloydstation and Metastation. I'll be taking concepts from both and tossing in my own. Since we may be in the middle of a code change, I have yet to start on it, or even chalk up a rough floor plan, but I'm putting down the basic concepts here for reference and criticism. Ideas are welcome and appreciated.

The depth on what I'm listing won't be ridiculous. This is a dump for all the rooms and notable features. The station shape and the contents of the rooms will be decided when I'm making the map. Let's build another station.

The listing goes as such:
  - Room
     % things directly connected to that room

Minor design questions are also shown with parentheses and question marks.
Spoiler: Cargo bay (click to show/hide)
Spoiler: Security (click to show/hide)
Spoiler: Medical bay (click to show/hide)
Spoiler: Command + Silicons (click to show/hide)
Spoiler: SCIENCE (click to show/hide)
Spoiler: Engineering (click to show/hide)
Spoiler: Service (click to show/hide)
Spoiler: Civilian + General (click to show/hide)
Spoiler: Maintenance (click to show/hide)

Spoiler: BURNING QUESTIONS (click to show/hide)


STATUS
Where the various complete- or near complete- screenshots of the map are stored. Some spaces may change between screenshots (see: the bridge) and others have yet to be updated with their most current form.


Spoiler: Arrivals (click to show/hide)
Spoiler: Cargo (click to show/hide)
Spoiler: Bridge (click to show/hide)
Spoiler: Science (click to show/hide)
Spoiler: Miscellaneous (click to show/hide)
« Last Edit: August 08, 2014, 03:30:33 am by Jacob/Lee »
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Darvi

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #1 on: March 15, 2014, 07:27:33 pm »

Why put a pod near the quarters, all the bastards with SSD don't need it anyway.
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Cheedows

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #2 on: March 15, 2014, 07:32:20 pm »

I would go for 2 pods at arrivals, because lets be honest, no one likes lying down to get trampled on by another crewmember.
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Darvi

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #3 on: March 15, 2014, 07:34:12 pm »

Or, ya well, wherever's the furthest from escape.
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Glloyd

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #4 on: March 15, 2014, 08:04:21 pm »

Full firelocks. The partial ones are shit, and don't even exist in Bay/vg, if we do go that way.

HissinhWalnuts

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #5 on: March 15, 2014, 08:37:31 pm »

Escape pods, escape pods everywhere!
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Aseaheru

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #6 on: March 15, 2014, 08:46:02 pm »

Quote
- Maintenance rooms with pumps and canisters that can be used to isolate departmental atmospherics?
  - Should xenobiology have a cycling airlock?
Yes and hell yes.

Also, toxins airlock.

As for AI, like how e have it now.
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Hanslanda

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #7 on: March 15, 2014, 08:46:38 pm »

Why is there never an escape pod in the Medbay? Doesn't that seem like a place that ACTUALLY needs one? Wouldn't they want to keep from moving the patients very far, to prevent complications?
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HissinhWalnuts

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #8 on: March 15, 2014, 09:06:56 pm »

Double space medbay escape pod? Or make the escape shuttle right next to medbay?
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Cheedows

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #9 on: March 15, 2014, 09:12:32 pm »

A medbay escape pod would be nice. Honestly in my opinion you can never have enough space pods, patients are more important than prisoners, so why does security get one but medbay doesn't?
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Jacob/Lee

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #10 on: March 15, 2014, 09:14:33 pm »

I think it'll come down to where everything is. If medbay ends up right next to escape, there won't be a pod. If the dorms end up right next to escape, there won't be a pod. All the pods being on escape's side of the station would be a pain when the singularity bisects it.

Cheedows

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #11 on: March 15, 2014, 09:18:07 pm »

What codebase would this be for? It would differ since on Bay, you'll likely have longer lines and need an actual waiting room.
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Aseaheru

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #12 on: March 15, 2014, 09:22:10 pm »

I really need to learn to map better for this.

Will there be an S-Com area?
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Jacob/Lee

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #13 on: March 15, 2014, 09:40:29 pm »

What codebase would this be for? It would differ since on Bay, you'll likely have longer lines and need an actual waiting room.
I'm assuming this will be /vg/, but I'm waiting to see how this will turn out before I get to work. The recovery room could also have some chairs for the next victims patients, or they could just chill in the foyer. I'm pretty sure we're talking about medical, anyway.

I really need to learn to map better for this.

Will there be an S-Com area?
S-COM is on the Central z-level, which most likely won't be changed aside from fixing missing objects.

Aseaheru

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Re: UMcS's Space Station - On Slow Movement and Remodeling
« Reply #14 on: March 15, 2014, 09:43:48 pm »

Well, could I add a mech area for it?
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