Cogmap 2: *** UPDATE TO BYOND 509 ASAP *** - 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: Cogmap 2: *** UPDATE TO BYOND 509 ASAP *** (/showthread.php?tid=2324) |
Re: Cogmap 2: Map Harder - Cogwerks - 03-21-2014 Tteckk Wrote:Sorry.. It's okay. The early versions are in the map because that helps me get a better idea of how layouts should work, and it helps Supernorn super easily see how all the machines and objects look against them. Re: Cogmap 2: Map Harder - Sundance - 03-21-2014 Cogwerks Wrote:Could we get an idea what's what on the map? I can make out botany, AI, chapel,and the science wing, but that's about it. It'd be nice to see how things have panned out over all. I agree that medbay is a bit too small, could do with a buffer area where patients sit/lie and can be treated. Not the big smoking area outside medbay that's in current cogmap, that's just a big empty space. I'm talking about a small area inside medbay beside the pharm where people can be treated. Security looks great, i've always thought sec is too big, having genpop so far away from sec eyes reduces interaction and increases the likelihood of people breaking out. That said, genpop has no means of escape, because of the position of the tables. The new wall/window sprites are looking great, the walls perspective always bugged me. Now the doors look wrong perspective wise, are they going to be rejigged too? Re: Cogmap 2: Map Harder - YJHGHTFH - 03-21-2014 Sundance Wrote:Cogwerks Wrote:image.pngCould we get an idea what's what on the map? I can make out botany, AI, chapel,and the science wing, but that's about it. It'd be nice to see how things have panned out over all. New doors are in the works too Re: Cogmap 2: Map Harder - KikiMofo - 03-21-2014 Klayboxx Wrote:I said this in the SA thread, but I think it'd be nice if the bar table was extended to that third side and the gambling machines were moved somewhere else, like the game room.Yeah I suppose that is a big reason people are in there gambling because they know shit gets interesting in the bar. Nothing ever happens in the game room. Re: Cogmap 2: Map Harder - Chike101 - 03-21-2014 Cogwerks Wrote: Fucking Cogwerks Wrote:super_racing_butt Re: Cogmap 2: Map Harder - Crumplehat - 03-21-2014 I appreciate the symmetry of this map. Re: Cogmap 2: Map Harder - Cogwerks - 03-21-2014 Early work on QM area: http://i.imgur.com/syTHNky.png Re: Cogmap 2: Map Harder - Lantern - 03-21-2014 Cogwerks Wrote:Early work on QM area: Really like how open it is. The current QM area always seemed a bit cramped. I also like how its directly connected to the pod bay. Re: Cogmap 2: Map Harder - Cogwerks - 03-21-2014 More work on medbay: http://i.imgur.com/8g8bWCe.png Re: Cogmap 2: Map Harder - Cogwerks - 03-21-2014 Mysha and Wire set up a navigable outputted map, hurray! It's a few hours out of date already, so I'll edit the link once in awhile as newer versions are built. http://goonhub.com/maps/99 Re: Cogmap 2: Map Harder - Lavastage - 03-21-2014 Cogwerks Wrote:More work on medbay:Nice work, I really do like the touch of a maintenance shaft running through behind medbay. now if im in a scratch, I don't have to worry about escaping obviously through a maintenance tunnel that has a ton of windows into the main hallway Re: Cogmap 2: Map Harder - atomic1fire - 03-21-2014 Add a alcohol still to the jazz lounge so the botanist can turn it into their own party room. Re: Cogmap 2: Map Harder - Crumplehat - 03-21-2014 Cogwerks Wrote:More work on medbay: Genetics isn't a glowing red weak point target exposed to space anymore? FUCKING THANK YOU, JESUS CHRIST. LITERALLY ONE OF THE MOST IMPORTANT PARTS OF THE SHIP AND IT'S ALWAYS BEEN A ONE-SHOT KILL FROM OUTSIDE EXPLOSIONS, MINERS AND SYNDIES AND ASSHOLES LIKE THAT. It's such a long time coming to fix that. Re: Cogmap 2: Map Harder - Spy_Guy - 03-22-2014 Don't know if it's a great idea to put the scanners further away from the cloning pod given the stellar track record geneticists have with keeping that thing topped up with biomass as it stands. Crumplehat Wrote:FUCKING THANK YOU, JESUS CHRIST. LITERALLY ONE OF THE MOST IMPORTANT PARTS OF THE SHIP AND IT'S ALWAYS BEEN A ONE-SHOT KILL FROM OUTSIDE EXPLOSIONS, MINERS AND SYNDIES AND ASSHOLES LIKE THAT. Re: Cogmap 2: Map Harder - Floor_Tile - 03-22-2014 Crumplehat Wrote:Cogwerks Wrote:More work on medbay: http://www.youtube.com/watch?v=SXGsigQ1ZZg&feature=player_detailpage#t=570 He wasn't understating it. I do like it will take more explosives to actually permanently cripple the facility. Unless the mechanics haven't been doing their jobs. |