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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
A brisk low-atmo jog every now and then builds character.

But, I do question the placement of the arrivals shuttle. Like other people have said, it's pretty far from any area that players frequent. But what if you switched the arrivals shuttle and the escape shuttle? Put arrivals on the south side of the station, next to mining. Simple enough, and then it's right next to the supply sector.

Related to that, I'm going to make a bunch of quickfire suggestions. Move the information desk down into that open space to the east of the electronics bay, and you should have room left over to put in a customs desk too. Move the owlery into the same open space on the north side of the station, then move the AI core rooms down to where the owlery and information desk are. Then you could move the slum from north of the bar over to that area west of the escape shuttle, make it larger, squarer and more slummy. The way it's just a small area at the very edge of the station makes it look... less than it could be. I think it would be better if it were deeper. And having a more developed slum would make that corner of the station much more interesting. In the current design it'd be basically deserted, except for the odd person looking to subvert the AI or pick up an owl suit. Sure, there are a couple supply rooms in there, but they're so out of the way I doubt people would use them often. Plus it would give people plenty of hiding space to prepare something interesting for when the escape shuttle comes. And really, why wouldn't we put the escape shuttle next to a slum? It's not like we expect to ever need it :downs: . The escape arm being an afterthought by NanoTransen would also handily explain why escape pods are so shitty.

The VR pods in the rec room look kinda weird the way they're split up like that. Maybe they could get their own room? They are basically their own thing.

In the cargo bay, I'm not sure about that configuration of manufacturers. What that second gray-yellow one? A gas extractor? As someone who plays QM a lot, I'll accept having one of those if you're offering, but I thought the only one on Cogmap 1 was in an area as secure as engineering for a reason. But anyway, having them split up into two groups like that makes it kinda awkward now that communal mode is gone. For example, one of the things we're likely to do every round is move all the fabric from the uniform manufacturer into the mining manufacturer to make engineering suits. It'd be annoying to have them on opposite sides of the room. So I'd suggest putting all five(?) of them against the east wall. Move the fabricator/workbench to where the disposal chute is. Put the portable reclaimer in the fax machine's space. Then a table with a mechanical toolbox and labeler in the mail chute's space. Move those three things so that they're along the west wall, along with the cargo teleport pad and the table with recharger and cargo teleporter. (Although, looking at the map, I don't see any cargo teleport pads anywhere. Is that intentional?)

I'd do a mockup of all of this right now, but that image isn't in full resolution, so working with it would be a pain. Although I may end up doing that anyway later. I do think the map as a whole is starting to look great, though.
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