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[MERGED PR] New map: Neon Deepwater Research Facility - Removes Atlas from rotation
#16
Quote:I think security should have some halo, otherwise they will have to ask medical or auth for tranqs, and either of these may not be possible at extremely low population levels.

I think security dragging people to medbay for treatment is a pretty cool departure from the usual loop of grab crimer -> into the brig with ye. On RP they should be talking to the doctors anyway (if any are still sane >smile ) and on classic they can always "AI door" their way in to get the haloperidol.

I could definitely see changing it if sec tend towards just brigging people for the full duration of the effect though because that would suck.
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#17
Just an observation but nothing I have tested but it looks like the syndicate listening outpost is REALLY far away from the station I think for a small population map everything should feel a little more condensed/closer including the outside prefabs, I would also like to see the communication disk accessible from the outside, at the moment it seems like you have to go into the trench and place a ladder at the right spot to come up, its a minor gripe but its something I have used.

The fact there are two syndicate shark drones near it makes me think this was a deliberate choice, maybe I'm just not understanding the reason it was made.
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#18
There should probably be 1 or 2 personal computers somewhere (with a data terminal connection), and also it'd be nice if there was an extra data terminal under the portable computer.

Overall I quite like this map! My only criticism that comes to mind is that some rooms, like the Clown Hole and I think Mining(?) feel a bit too rectangular and could use more irregularity/depth. That is a very small nitpick though and I'm very excited to play more!
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#19
I think this is one of my new fave stations, i love it so far on the two rounds i've played on, especially the giant creature events, i'd really like if they'd happen more often, just that they didn't always cause insanity effects, maybe if that only happened like 1/3 times or something? I'd love if you'd occasionally get some of the noises that play while the creature is around when the event isn't happening, i really love the ambience of them, they add a lot to the station.

Station seems really complete so far! I wasn't really wanting for much.

A few more emergency toolboxes around the place might be good, they seem fairly rare, weirdly i'm finding it easier to find a gasmask than to find an emergency toolbox, which i don't mind, gasmasks are a pain on some stations.

Also this is super low priority but i'd love if you could put the party princess dress somewhere in crew quarters, i'm always sad when i play on one of the three stations that don't have it!
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#20
(04-24-2025, 12:04 PM)Snoid Wrote: i think the madness whale event maybe could use a bigger cooldown, unless the ones that happened in this round i played were admin initiated. i just got done being crazey for a bit then like 5-10 mins later it happened again. and the amount of crew (including sec, very funny) it happens to is A LOT so something about it might need to be toned down. very cool event tho

afaik they dont happen that often when its automatic, probably just admin goofs


I noticed there weren't many reclaimers around, especially in public access areas like the refinery. Would be lovely if we could get some more reclaimers smile  Very cool new map, its such a cool lil place and makes low pop hours a bit less tedious and mundane!

I also JUST thought of something, the madness things dont occur often NORMALLY, but could it be a thing to make it like a "madness" round type where the madness events are more frequent? After experiencing an extended round that got extra from admemes i think it could be an interesting thing to have.
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#21
I haven't played yet but just looking at the map, botany doesn't have the botanical mister ): </3
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#22
Also this might be a selfish ask and is not NECESSARY but as your average resident roboticist main, a sink in robotics would be a boon. I love maps where we get our own sink.
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#23
Thanks for all the feedback, all. Most of the things mentioned here have been sorted out, if there was something to sort. A few things like "things are missing" were mostly a case of someone getting to them first.

Also do note the goonhub images and full map image on the PR are not always up to date, they're updated manually (and the github image I can't update at all)
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#24
(04-24-2025, 08:04 PM)LeahTheTech Wrote:
Quote:I think security should have some halo, otherwise they will have to ask medical or auth for tranqs, and either of these may not be possible at extremely low population levels.

I think security dragging people to medbay for treatment is a pretty cool departure from the usual loop of grab crimer -> into the brig with ye. On RP they should be talking to the doctors anyway (if any are still sane >smile ) and on classic they can always "AI door" their way in to get the haloperidol.

I could definitely see changing it if sec tend towards just brigging people for the full duration of the effect though because that would suck.

I agree but with this replacing atlas as the lowpop map you will end up with rounds with 5 crew where theres no AI, the spares stolen and no doctors, you also can't AI door your way into a locker, but tbf this is a lowpop issue in general anyway where stations just don't run so probably not worth considering.
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#25
Probably should've mentioned this yesterday (I kinda just forgot) but botany is missing a couple things.
Notably being the mister (already mentioned though), either a wrench or screwdriver for moving trays/UV lamps, the sunglasses (this might've been tided since I used missile arrival but I doubt it?), and a lava lamp!! (I know it's not in EVERY botany but I still like it)

Another thing I noticed was that chemistry is missing the chem request consoles/medical chemistry vendor supplier thingy. While not that big of a priority (because no one uses them) should probably still be there if even Atlas had them.
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#26
AFAIK there is no wall cabinet in the bar like how other maps have one, also the lack of a psychiatrist office is a little frown
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#27
Small suggestion about artlab. I really would like have here cargo gun and charging station. Going to cargo to borrow cargogun each time(often need break in cause no active QM lol) to take one can be a hassle to sell artifacts and to charge it back.
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#28
As mentioned before I'm really loving this map and am looking forward to the day a nuclear reactor is added will be happily giving the unique powergen method a go! In the meantime though I do have a couple suggested edits to Genetics. Nothing major, it's pretty close to ideal already (especially with the busted blind switch, a fantastic touch.)

   
(Sorry for the small image, I honestly dunno how to resize attachments)
(Also note: Forgot to delete the second gene power module after putting on on the table. Moving it to there isn't necessary as some maps do either on-a-table or on-a-console)

Changes:
Scooched monkeyplant into corner, to make some extra room
Moved table up against window, freeing more space in the top left
Replaced wall chute with full chute, so us gene nerds can throw our injectors into it instead of enduring the suffering of needing to get up and walk over to it (very important, my legs don't work after sitting in my chair for so long)
Also moved the chute down a bit to make it closer to the bottom seat (next to the window, it's my favorite spot)
Relocated monkey vendor into top left, so it doesn't feel like it's blocking the window as much
Added a fire alarm (right on a scanner, meaning any smoking or burning subjects will set off the alarm, hehe)
Hung a test subject poster on the wall, for ~flavor~

These changes are largely just what *I* want to see as a Genetics enjoyer. Overall, especially with the close proximity to the gene booth, I'm loving this Genetics. Good stuff.

EDIT: It may also not be a bad idea to swap the position of the stool and the table in my proposed edit, to not block the window as much.


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#29
Mmm, I'm not a huge fan of that layout, particularly the bottom right corner. Too many dense things. I don't really see any way to fit a full size disposal chute.
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#30
Hi! You guys also forgot adding nanofabs to this map, as in the general nanofabs and such. Only ones I've seen now are the mining nanofab. Please add them ^^
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