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[MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation (/showthread.php?tid=23987) |
RE: [PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Sord213 - 04-26-2025 There's a refining nanofab in the warehouse next to the nano-crucible. RE: [PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - mintyphresh - 04-27-2025 Neon is a lovely map-- I'm glad to have it in! Ended up loving working the bar too-- the small size didn't really feel like an issue. Looking at the most recent mapdiff screenshot as I write this. Important things: - Can we just have a glass fab in the kitchen backroom and the bar? Having to go through two airlocks to access it is miserable. - Reagent heater definitely needs to be up front too for the bar. People like their beers cold, and if you're spending a long time in the back people are gonna assume the bar's unstaffed and you'll lose customers (and interaction opportunity!) Additional catering ultra-nitpicks: - Would be nice to have all the tables in the bar work area adjacent so they can connect! Maybe put the dispenser in the NE corner where that empty table is? The extra 60ish pixels of tablespace it gets you are really nice to have. - If there's space for a wall phone, that'd be better too. - Pixelshifting the glass recycler and espresso machine further up the table will add a few pixels of much-appreciated extra space, and make it look like it's closer to the wall rather than right on the lip of the table. - Not a fan of the "random foodware" spawner or however you call it being placed on the bar. sometimes gives utensils that'd be better suited for the kitchen. - Switching the position of the beer keg and the bartender vendor would let players toss out the keg and build a double-wide table in the back for drink prep. Maybe consider ditching the keg entirely? - Bartender closet already spawns a russian roulette revolver, so a second one laying out isn't necessary. - Consider converting SW trash can in the public cafeteria area into a fullsize one-- I'm not sure you can be knocked into the wall ones by rubber slugs. - Changing the tables in the bar work area to desks would give extra storage space too, and would free up more counter space. - Floor drain someplace clickable is much nicer for clearing out drinks than dealing with the slightly laggy isolate->flush in the bar dispenser. - Kitchen has the wallspace for a wall closet of their own-- considering that they only have 2.5 tables of work space they definitely could use someplace to stuff stuff. - Would be nice to have a sink in the kitchen that you don't have to go through an airlock for. - Same for the bar, but that's more for RP purposes. Thanks for making Neon! I can't wait to play on it again. RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - mintyphresh - 04-27-2025 Oh, it got merged-- I'll just make a PR for these suggestions! Double nevermind- you implemented them XP RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - aft2001 - 04-27-2025 Assorted list of feedback: No material analyzers spawn on the map. This is problematic since you can't actually print or order them, you need to mechscan an existing one first. There also seems to be issues with the mail pipes in the medsci area, but I dunno what exactly. Seems to be something with mail getting caught in a loop. This happened earlier today and I think yesterday too. It would also be nice if a mail chute could be squeezed into Genetics, but that's not as important. I'd also like a door between QM and the warehouse if possible, but it's a tight squeeze, so no worries if not. It's just a short walk around anyways. Radio station bridge could also use a little floor patterning but that's such a nitpick. There does seem to be a duplicate water cooler on the goonhub map, too. The lobby/foyer connecting Escape and QM feels a tad empty. I could see benches being added, as well as more vendors, seating areas, couches, etc. I think turning it into a sort-of public market, with a small stall for players to sell stuff from, would be most appropriate. I do also appreciate how dark maintenance is! Could use some more dirt and grime and rust, but overall it's great. Love the weird walls and grills jutting out in odd places making it more labyrinthine, as well as the 1-wide passages that feel nice and cramped. A few extra nooks and crannies that aren't their own rooms would be nice, too, maybe. Perhaps expand the morgue by 1 tile to the left, adding room for one or two morgue trays while making the adjacent maintenance tunnel feel more claustrophobic? I might fire up StrongDMM at some point and tweak a few spots in/around maintenance areas to make them feel harder to notice (which I see as a good thing.) (As a self-proclaimed tunnel rat/maint goblin I'm really liking maint on this map) RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - RSOD - 04-28-2025 some more feedback: from what i've played the map is very easy to memorize and is tons of fun. one issue i have with the madness event is how sec members can roll madness, mostly due to their tools & heavy stun capabilities being built around not being able to be an antagonist. i wish sec wouldn't be able to roll madness, or at least have a lesser chance than anyone else. but besides that, i'm finding the broken to be a neat concept despite not having rolled it yet. RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Nerkson - 04-29-2025 Some feedback I have with Neon, having played a round or two every day for a bit now on RP.
On brighter sides, the event has shown some more practical applications of Armory gear. NARCS, Anti-Riot Grenades, Stun Mines are all showing promising usage potential, though with Neon being a low-population map and being opt-in, it is very possible for several members of security and command to be Broken, crack the armory, and use it against the crew. RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Torchwick - 04-29-2025 Hopping in with a suggestion related to Nerkson’s post! I’m enjoying broken so far, but it does blur the line between real antags and self antags that should be reported. I think that adding a history of who was broken in the round to the end credits card would go a long way to being able to report people post-round who were acting ‘broken’ just to grief. It’s a hectic mechanic which makes it fun, but doubles to make it hard to tell when people are just breaking the rules.A way to tell in round would be nice too; but adding it to the credits for now would be a huge help imo. RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - aft2001 - 04-29-2025 Note: Genetics progress isn't entirely lost when everything is destroyed. Research (unlocks & discovered genes), the gene booth's stock, and materials remain. However, any stored genes and chromosomes are lost when the console is disassembled. This can be especially devastating if you don't have backups of key genes, like HCDNA and your weakened material-generating gene (such as anaerobic). Thankfully you can order a genetics supply kit form Cargo so it's not so big a deal if everything is wiped; it's possible to rebuild. The meme of "smelly genetics bad!!" is actually funny, and the fact that Genetics has more weight to being the target of a Broken event is fucking hilarious. From firsthand experience, however, it does not feel good losing your progress and having to wait like 20 minutes to be able to resume your work. As mentioned previously, Genetics is very time sensitive, so for those who enjoy stocking the booth up for other players it really does suck. I figure this also applies to Hydroponics and the other departments which can be targeted. GRANTED, this is just the nature of the game. Sometimes shit happens, and learning to suck it up is important. These are just my thoughts as an avid Genetics Enjoyer™. Overall, I do like the Broken event, and would be sad if it got removed or super reworked. Perhaps the wording of the hate_department objective could be changed from "destroy" to "vandalize"? Or have it choose between "destroy", "vandalize", "block off", "relocate", etc., so it's not a ~1/6 chance for your Neon genetics round to be cut short. RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Kotlol - 04-29-2025 (04-29-2025, 10:18 AM)aft2001 Wrote: Note: Genetics progress isn't entirely lost when everything is destroyed. Research (unlocks & discovered genes), the gene booth's stock, and materials remain. However, any stored genes and chromosomes are lost when the console is disassembled. This can be especially devastating if you don't have backups of key genes, like HCDNA and your weakened material-generating gene (such as anaerobic). Thankfully you can order a genetics supply kit form Cargo so it's not so big a deal if everything is wiped; it's possible to rebuild. This is why I have gene monkeys as storages when I genecist. RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Lefinch - 04-29-2025 (04-29-2025, 07:12 AM)Torchwick Wrote: Hopping in with a suggestion related to Nerkson’s post! I’m enjoying broken so far, but it does blur the line between real antags and self antags that should be reported. I think that adding a history of who was broken in the round to the end credits card would go a long way to being able to report people post-round who were acting ‘broken’ just to grief. It’s a hectic mechanic which makes it fun, but doubles to make it hard to tell when people are just breaking the rules.A way to tell in round would be nice too; but adding it to the credits for now would be a huge help imo. This suggestion just makes sense: Less false-reports for admins. Less potential for someone using plausible cover of "I was broken" which I haven't seen but I'm sure would eventually happen. Doesn't remotely change the broken mechanic either. Plus its always nice to see your name in the credits ![]() RE: [MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation - Confuseddp - 04-30-2025 I died trying to do engineering because a Jellyfish kept stun locking me till I died. Couldn't get my stuff back because the bubble current kept pushing me away! XD Also I kept getting appendicitis instantly killing me when I'm in the ocean. |