12-13-2015, 09:54 AM
I mean, seriously, it's MASSIVE! There's no sense of population even at 100 players - it's like a ghost town no matter how much crew you have. Don't get me wrong, it's a really cool map, but it's so empty - there's too much station. Moving stuff between departments is a pain when you have to run five minutes to get from one to the other and some departments aren't even hooked into Belt Hell 2.0 at all.
Another problem is that even though it has such a huge amount of maintenance space, very few of the maintenance spaces actually connect one publicly accessible point to another publicly accessible point (I counted only six access paths from public area to public area on the ENTIRE MAP) where Cogmap 1 (and even Donut) had maintenance pathways that could take you all over the station. As an example of why this could be a problem: take the little glass corridor between QM and Escape. If that's destroyed or walled off, and you don't have QM or engineering access, you can't get past without going all the way around - and good luck doing that if the top of the Sec-Escape airbridge is blasted or walled off.
Other problem: There are far fewer ways to escape. On Cogmap 1, between the easily accessible and utilized belt hell entry points and actual airlocks, there's almost always a way to get out of the station within a hundred tiles with only maintenance access - but Cogmap 2 has a greatly reduced number of airlocks, and the issue consolidates with the above lack of maintenance maneuverability. This also flips around with it being far harder to enter - there's no way for Syndicate attackers to move into position stealthily, because of every airlock position leading into a department and every interior airlock being inaccessible to pods.
I appreciate the work that was put into Cogmap 2 (and it IS a beautiful beast) but it's really clunky in practical implementation - there's so much maintenance that goes nowhere, so much space that'll never be used, so few ways to move around freely... it just doesn't work like it should.
Another problem is that even though it has such a huge amount of maintenance space, very few of the maintenance spaces actually connect one publicly accessible point to another publicly accessible point (I counted only six access paths from public area to public area on the ENTIRE MAP) where Cogmap 1 (and even Donut) had maintenance pathways that could take you all over the station. As an example of why this could be a problem: take the little glass corridor between QM and Escape. If that's destroyed or walled off, and you don't have QM or engineering access, you can't get past without going all the way around - and good luck doing that if the top of the Sec-Escape airbridge is blasted or walled off.
Other problem: There are far fewer ways to escape. On Cogmap 1, between the easily accessible and utilized belt hell entry points and actual airlocks, there's almost always a way to get out of the station within a hundred tiles with only maintenance access - but Cogmap 2 has a greatly reduced number of airlocks, and the issue consolidates with the above lack of maintenance maneuverability. This also flips around with it being far harder to enter - there's no way for Syndicate attackers to move into position stealthily, because of every airlock position leading into a department and every interior airlock being inaccessible to pods.
I appreciate the work that was put into Cogmap 2 (and it IS a beautiful beast) but it's really clunky in practical implementation - there's so much maintenance that goes nowhere, so much space that'll never be used, so few ways to move around freely... it just doesn't work like it should.