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.
- People have department access limited to only their own places
- Arrivals
% Security checkpoint
- Escape
- One pod in engineering, one in security, one in arrivals, one in the dorms
- Centcom ferry
- Navy ship dock
- 3 emergency storages
- c_tags will be in the following format: "Engineering - Storage" "Bar - Starboard" "Bridge - Captain's Quarters," etc.
- Disposals/mail office
- Cargo bay
- Cargo office
% Security post
- Mining dock
- Quartermaster's office
- Head of Security's office
- Armory/Warden's office
- Security office
- Brig
- Detective's office
- Evidence storage
% Contraband storage, for the crap you get off prisoners but don't want to clutter up actual evidence space with
- Interrogation
- Security EVA
- Prison
% Hydroponics
- Execution
% Solitary
- Courtroom
% Jury room
- Lawyer's office
- Foyer
% Reception
% Chemistry
% Security post
- Emergency storage
- Cryogenics
- 2 patient rooms
- Chief Medical Officer's office
- Storage
- Virology
- Genetics
- Surgery
% Overflow surgery room
- Recovery
- Morgue
- Break room
- Bridge
% Head of Personnel's office
% Captain's office
% Meeting room
% Head's dorms
% Meeting hall
% (Showroom?)
- AI core
% AI upload
- Teleporter (in research?)
- Gateway
- Foyer
% Security post
- Telescience
- Robotics
% Mech bay
- Xenobiology
- Toxins lab
% Launch room, test range, and storage
- R&D
- Break room
- Research Director's office
- Emergency storage
- Server room
- Foyer
% Security post
- Engine (hurp)
- Tech storage
- Atmospherics
% Turbine should be close to atmos
% (burn room?)
- Storage
- Secure storage
- Chief Engineer's office
- Construction area
- Telecomms
- Secure tool storage
- 4 solars on each side of the station
- Theater
- Bar/grill
- Hydroponics
- EVA storage
- Vault
% Mint
- Janitorial closet
- Chapel
% Crematorium
% Mass driver
- Locker room
- Toilets
- Public garden
- Fitness room
% Holodeck
- Library
% Private functions room
- Tool storage
- Dormitories
- Art storage
- Should have a good number of rooms and dead ends, being expansive in general
- Grow op
- Illegal bar (The Maltese Falcon)
- (Abandoned assembly line with counterfeit exosuit fab?)
- Ghetto medbay
- Fire storages
- Black market
- Incinerator/turbine
- Disposals mass driver/crusher
- Costume room
- Maintenance rooms with pumps and canisters that can be used to isolate departmental atmospherics?
- Should xenobiology have a cycling airlock?
- Should the AI core be on-station or on a satellite outside of it?
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.