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Cogmap 2: *** UPDATE TO BYOND 509 ASAP *** - Printable Version

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+--- Thread: Cogmap 2: *** UPDATE TO BYOND 509 ASAP *** (/showthread.php?tid=2324)

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Re: Cogmap 2: Map Harder - TheOnlyRyan - 06-05-2015

One thing I will say which is probably not that important, but the engine looks to be very close to maintenance/main corridor areas..

1 bombs and you'd pretty much shut down everything forever. With the engine on Cog1 now it's pretty well locked away unless you have access.


Re: Cogmap 2: Map Harder - misto - 06-05-2015

it would b kool if the power laser and the mining magnet were mounted to either side of the bridge, if for no other reason than i briefly fantasized the station being a boss in a space shooter game, shooting its laser and hurling asteroids at u


Re: Cogmap 2: Map Harder - atomic1fire - 06-05-2015

I don't think the engine is that locked away.

You could just go through the cargo belt, thermite two walls and then bomb the engine.


Re: Cogmap 2: Map Harder - Cogwerks - 07-13-2015

Updated again: http://goonhub.com/maps/cogmap2


Re: Cogmap 2: Map Harder - Mageziya - 07-13-2015

It's really starting to come together now!

There's also a lot of nice attention to detail in that map version, like how the like how bodies launched by the chute in the morgue land on a surgical table.


Re: Cogmap 2: Map Harder - Sex_Robot - 07-14-2015

Small and mostly pointlessly aesthetic but I think Botany should be all grass of no grass. Just a little bit of grass surrounded by tiles looks.. wrong.

I loved the cogmap1 botany because it was all grass and circular and I always assumed it was a big glass dome that could also let light of any nearby suns in when necessary it really made botany stand out as a department. Sec has red, Chapel has it's ornate carpet. the mess hall has it's patterned tiles, med has blue, engineering has yellow etc etc etc etc. Botany had grass and it looks pretty cool, it was a nice contrast from the rest of the tiled corridors.


Re: Cogmap 2: Map Harder - Zadeon - 07-14-2015

The bar seem a little too cramped. Anybody sitting on the stools is going to be run over by normal traffic as seen in this picture:
[Image: 0ClRaHb.png]
A fix I can see is moving the bar tables up one tile along with the stools.


Re: Cogmap 2: Map Harder - Mageziya - 07-14-2015

Or moving the stools to the sides of the bar instead of the front, in case shifting the bar causes too many problems.


Re: Cogmap 2: Map Harder - KikiMofo - 07-14-2015

Cogs in toxins where is the valve you can hook cans up to so you can cool them down fast? Is it the one attached to the white machine? Does that work as fast as the current station's cool down valve?


Re: Cogmap 2: Map Harder - salix_catus - 07-14-2015

I can really see the sec office here being the office for an space traffic controller/ space coastguard gimmick job http://goonhub.com/maps/cogmap2#l=103,144,1;z=2
I sorta suggested something like this a while ago viewtopic.php?f=6&t=4759


Re: Cogmap 2: Map Harder - medsal15 - 07-14-2015

You should replace the textures of the walls and windows in wizards den and the syndicate outpost


Re: Cogmap 2: Map Harder - Sundance - 07-15-2015

A few random thoughts:

Everything is very much bigger than in the current map. Like even check out disposals.
http://goonhub.com/maps/cogmap2#l=160,119,1
What is currently just part of maintenance is now far more expansive. It'll be interesting to see how this effects the game in terms of how people play.

Two mining shuttles? Isn't that a bit overkill for a place that is pretty much redundant?

More escape shuttles.. will they work in this map?

The chaplain with the a handheld mic is a hilarious idea. PREACH BROTHERS.
Also has it seems the chapel is now a multi-purpose area, working for court cases aswell? If that's the case then i'd make the courtroom/chapel more integrated, because currently it looks like a chapel with a prosecution booth latched onto it.

Where is the market/space traders located? If that's yet to be worked in, place it near QM, so you have a money spending hub.

The armory is a bit of a quandary. You've gone for high alert, but no lockers. This on one hand takes power away from the EMAG, which I personally think is a little overpowered to begin with and is a smart move, but on the other hand, any ol' smuck with hacking skills (i.e: Every single player) can bust their way into the armory. I'd suggest that there should be a lock down button, similar to the bridge lockdown. The lockdown button is located in the Hos' room and the AI can press it when the alarm beeps or w/e. Tie in the lockdown button and the infrared beam into the mainframe, that way hacking could be actually useful. disabling both the lockdown and the alarm with your pda would be fairly badass.


Re: Cogmap 2: Map Harder - Gannets - 07-15-2015

Sundance Wrote:More escape shuttles.. will they work in this map?

I was under the impression the top shuttle was arrivals and the south was escape.


Re: Cogmap 2: Map Harder - Sundance - 07-15-2015

Gannets Wrote:
Sundance Wrote:More escape shuttles.. will they work in this map?

I was under the impression the top shuttle was arrivals and the south was escape.

Apologies I meant escape pods. There's a ton of them now, on port and starboard.


Re: Cogmap 2: Map Harder - medsal15 - 07-15-2015

http://goonhub.com/maps/cogmap2#l=129,206,1;z=2

You are the hobo.
Your optional objectives are:
Get a job.