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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Thoughts from testing

Pros:
[*] There's a cool way to enter the secret room behind the chapel, making it the most creative crime room I've seen in this game.
[*] The full circle hallway makes everything feel... advanced. Like a real space station. Following this...
[*] The layout feels a smidge confusing, but it also feels very much like a step up in design and the aesthetic thought put into it.
[*] QM and Mining feel nicer. Mining in particular, with the ability to move ores to them with a very dangerous automatic chute that you can fall into if you're not careful. (I fell into it on accident and laughed for ten seconds straight. Might be good for Crime.)
[*] The security chute transportation network makes me smile every time I see it. That's going to be just comical to see in action, and very appropriate to the tone the servers have retained.
[*] The amount of back alleys this map has is insane. A criminal could stash an entire station's worth of bodies in each spot and not get caught if they're smart and quick enough. I particularly like the areas around Engineering, such as the combustion chamber being attached to a maintenance hallway.

Cons:
[*] There are some unpolished things. For instance: The Captain doesn't seem to start with a space suit. The Barman's room has a rack with all of his stuff, but the rack is placed on top of everything so it's easy to miss the shotgun(!!!) and the many other items on that tile.
[*] There's no quick and easy way to transport corpses to Medbay from, say, the medical kiosk near the Owlery. Chutes are needed badly, because corpses getting stolen between most areas and Medbay would mean you aren't ever seeing that corpse again.
[*] I'm not a fan of the open armory idea, as anyone with even basic knowledge on how to break down walls/windows/tables can steal the stuff inside the armory in a very short span of time. Vigilante tryhards would be the WORST about this.
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