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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
Cogwerks Wrote:Breaking News Developing...Giant stitched Cogmap2 WiP screenshot Breaking News Developing...

http://i.imgur.com/3WA9m47.png

Gonna work soon on moving sections a bit closer together along the vertical axis.
It appears the pods in security can only maneuver around the interior of the station unless an airbridge is retracted.
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They can warp out. Keeps them somewhat protected from nuke teams immediately detonating them from space.
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As a semi-frequent AI player I've got to ask what all the goodies are? Essentially the computer center joining up with the AI core proper? I'm going to sound like I'm aping myself from earlier, but the core still feels really quite vulnerable.

I absolutely love the Staff Assistant quarters. The only way to make them better I think would be to set up that room with the skull and candle to be sort of like the chaplain's current D&D area just... grungier.

Toxins looks like it will be hell to move around in if you actually have canisters connected. This could be a good and bad thing. Engineering on the other hand seems positively spacious.
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I love the map!


I would only change a few very small things......


1.I suggest you combine the maintence shaft that connects with captains office and add a trophy room or something like that. The captain Is the vain and powerful leader of the ship yet his office is smaller then the RD'S office. A powerful and great man like the captain deserves better! Plus with the trophy room the captain can go on a butt safari and frame his assitant butts in there.

2-Can you add a few more wooden doors in the station? Wooden doors are cheaper to build then expensive airlocks and we ALL know how cheap nanotrasion is. I ask this because you can lock wooden doors with keys but on the current cogmap there no use to this mechanic except for the owlery.If you do add woodens door's though i suggest you add a non-solurium key in the hos/janitor office

3-DId you combine the chapel with the courtroom? I suggest you add a small judge outfit in the chapels office if you did
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To fit with more wooden doors it would be kinda cool if we could make keys on the work bench. Maybe limit crappier keys uses by having them eventually break.

But yeah I think more wooden doors, or even craftable wooden doors would be neat, so people can lock each other out of things
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Any progress?
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Could you update the wiremap on goonhub for cogmap 2 on its current progress?
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Progress, bunch of structural revisions to the northwest and southwest quadrants.
Sorry for slow progress, life has been real messy lately.

http://i.imgur.com/j5lF4Y3.png

http://i.imgur.com/fZVh66t.png

Central structure is less concrete and could use more maint corridor usage and some trimming down of some sec and bridge rooms.

http://i.imgur.com/NSR5jf9.png
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Ooh, a beautiful new engine to use to make obscene amounts of power....
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Would a crate in Qm containing some additional deployable fabricators be acceptable?
As it stands right now QM is kinda low on space to pop down fabricators and start mass production of most goods.
Such a crate would help tremendously QMs that either have a good mining team or mine themselves.
I know that you probably envisioned such upgrades for cargo given it's sheer size on your map, and I know it wouldn't take long to drag a crate of bars to mechanics and have them pop out fabricators, but 5 minutes is a round that usually lasts 50 is still something, and sometimes you get THOSE guys as mechanics, which forces a QM that wants upgrades to either powergame and jump z-level or to break in and cause everyone to have a bad time.
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Goonhub navigable map updated: http://goonhub.com/maps/cogmap2
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This looks to be progressing well. Any time frame for release?
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Is that a mini chemist room dedicated entirely to danger science I see? Also a much larger looking test chamber off base?

Because it looks like a mini test chamber with a chem dispensor to me.

I'm already mentally calling it the HRSE (High Risk Science Enviroment) because it sounds sciency and funny (hearse) at the same time.

Cogmap2 is looking to be splosion map already.

Bombs, bombs and death smoke everywhere. Choo!

But seriously though it looks awesome.
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There is also something that looks like a particle accelerator, neat.
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I notice the Brig has a convenient escape route to the left into the mailing room. Should make for interesting daring escapes.
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