01-18-2024, 08:25 PM
(01-18-2024, 09:14 AM)Ikea Wrote: Layout looks really similar to samedi, which probably shouldn't be replicated. In short, samedi ran into issues to where since getting to other departments was a pain, people just didnt do it, not to mention leaving each department funneled everyone through a single chokepoint which messed with antags. I think the key design of seperating departments walking distance is cool in theory, but in practice it leaves a lot of undesired behavior because now you're spending a lot more time in transit. For some more specific problems, gonna just steal one of kubius's (maps creator) discord comments.
"some of the big problems with the map:
- medbay is extremely far from 3 of 5 asteroids
- bombing medbay also bombs arrivals often
- bombing arrivals means no alternate exit
- bombing the central juncture cripples all inter-asteroid navigation
- you can't get to mining unless you already have a spacesuit
- some stuff still copypasted"
- Kubius
These are good points about having different areas separated by distance. It makes a lot of sense to keep all the players roughly in the same place.
I think you could keep the concept of needing to leave the main base, but that might be to go access some equipment or machinery, giving the anatag chances to try and create situations to separate a few people from the main group