04-19-2025, 12:13 AM
So, I did get the new (at least new to me) StrongDMM setup and holyyy. To say this is a quantum leap in mapping software compared to the old Dreamweaver setup is an understatement. Anyways, I got the skeleton of the station built in the software and below is a more fleshed out version of the Medbay.
![[Image: N1Z0oSu.png]](https://i.imgur.com/N1Z0oSu.png)
Medical Likes:
Medical Dislikes:
Science Likes:
Science Dislikes:
Disposals breakdown is next!
![[Image: N1Z0oSu.png]](https://i.imgur.com/N1Z0oSu.png)
Medical Likes:
- Playing a lot of Colonial Marines taught me a lot about triage in medical and I tried to reflect that in the flow of the design of medical. The three colors on the floor right at the entrance are there for categorizing people based on their health status. If red, they're in critical condition and can quickly be whisked away into the trauma room to the left, while other patients are moved more to the right and out of the way. Less urgent functions like Genetics and Robotics are pushed further back to also give the flow of medbay more breathing room.
- Connection between Medical and Chemistry is something I really like about Cogmap 1 (I think I mentioned that before). Back when chemistry was more of a mystery, it was super nice to be able to get some super meds from your resident chemistry guru to save lives quickly if needed.
- I think the Lobby and Waiting Area came out to a nice size. They aren't overkill like I think some maps are, but are still (hopefully) large enough to prevent congestion.
Medical Dislikes:
- I certainly had to noodle a bit to get everything to fit. I'm not a huge fan of having to cut through the Break Room to reach the shared shuttle/cargoish area with Research but it made more sense than any other room and I wanted to cut down on the long hallway in my original layout.
- Not a lot of room for flavor rooms like a larger break room or other miscellaneous fun rooms. I find that a lot of rooms in most rounds like this go unused, so it isn't a huge deal. But I would've liked to have a small room here and there to liven things up a bit.
Science Likes:
- Extra size tele-lab teleporter room. Go get em, expeditionary folk.
- Artlab has a bit of distance between the ejection area. I like this even if it isn't totally realistic, as it gives Scientists an "oh shit" moment when they activate a bomb (as I feel they should).
- Sizable, but tasteful RD Office. I saw the office on Donut 3 and wondered who the RD had to teleport into the singularity to claim all that space.
- I haven't added it in yet, but I'm going to put the bomb launcher in the middle of the glass window area in Toxins. I love that spot, because the room almost looks like a big mass driver and that's kind of cute to have it shoot out that way.
Science Dislikes:
- No Quantum Telescope in telescience, at least not yet. Some maps I looked at had this, others didn't. Not sure if this is just a modernization thing or what but there's space for it if need be.
- No hangout spot yet, just deciding on a good spot. I think the hallway space between Toxins and the RD Office would be a good location.
- No eyewashing station. I love how in Oshan Lab there is a connected shower to Chemistry. I've spent a lot of time in labs in my life and love that bit of detail. I don't know if I have space for it if I want to keep the scary chem testing room, but I could replace it with that if I wanted.
Disposals breakdown is next!
