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I think swapping the position of Cryo/Rest with Surgery in the revised design would be better, to put those areas closer to the entrance. If people need surgery they NEED surgery, so tucking it into the back isn't going to hurt it.
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Had some free time, so I went ahead and drafted my own version.
The waiting room, pharmacy, break room, robotics bay, morgue, and cargo belt system are all unchanged.
The lower part of genetics, monkey pen, and part of pathology were all moved down by one space, mostly because I wanted to preserve the current separation of the different parts of the station. The sleeper pods in the lobby were moved up one, and a few spaces of maintenance were shaved off for them- One of the emergency lockers was removed. I think there's too many of them lying around anyway.
I shrunk the two recovery rooms to one bed each, which makes perfect sense to me, and gave them an exterior window. Next to that is the MD's office, which is the same size but rearranged a bit. On the extremely unlikely chance that the MD ever went in there, they could have a good view of the surgical theater and genetics. Cryo, of course, got moved to where the MD's office was before. I totally didn't just copy-paste and horizontally flip the old cryo.
And finally, the surgical theater. This version is about the same size as the current one, and it keeps the two main medbay corridors at three spaces wide. It has everything in it that the current theater has, except for the head surgeon, but his spawn point can be moved anywhere. The surgery tables are in the same place relative to the main doors, but the medical vendor has been moved much closer for easy access. Like Captain Bravo, I separated the theater into a prep area and a surgery area, and following his suggestions I swapped the positions so the equipment is easier to get at without interfering with someone's treatment. The prep area should house all general equipment- belts, glasses, gloves, masks, etc. while the surgery area has all the surgical tools and medicine. I forgot to put in the intercom, audio recorder and lighting, but I intended for those to be in there as well.
There's also a port-a-medbay receiving area, as you can see. It may be hard to make out, but there are glass walls on the top and bottom of the area so people don't just go walking through it.
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Now that looks pretty damn good.
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Dammit, thought of something just as I hit post...
We should, like someone mentioned, add in another entrance to robotics. Move the Robotics APC one tile south, and then put in a door where it is now, and it would be perfect.
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Captain_Bravo Wrote:Dammit, thought of something just as I hit post...
We should, like someone mentioned, add in another entrance to robotics. Move the Robotics APC one tile south, and then put in a door where it is now, and it would be perfect. Speaking of which, can we PLEASE get a robotics door with windows NEXT to it, where roboticists can actually see you to let you in?
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Captain_Bravo Wrote:Dammit, thought of something just as I hit post...
We should, like someone mentioned, add in another entrance to robotics. Move the Robotics APC one tile south, and then put in a door where it is now, and it would be perfect.
Seconding this, I tend to knock false walls in there anyway.
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UrsulaMejor Wrote:Captain_Bravo Wrote:Dammit, thought of something just as I hit post...
We should, like someone mentioned, add in another entrance to robotics. Move the Robotics APC one tile south, and then put in a door where it is now, and it would be perfect. Speaking of which, can we PLEASE get a robotics door with windows NEXT to it, where roboticists can actually see you to let you in?
What are you talking about? He did that, look at the lower robotics door again.
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Looks a little awkward, just having that equipment hanging out in a hallway like that, and the way the cryo cells are separated. But just having the second set of doors on the surgical theater would be a big help, and with the cryo cells a bit more central, they hopefully won't be forgotten as much. The lack of rooms just makes the whole area look kinda ramshackle.
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can genetics get some sort of button on the outside to PDA the geneticists that there's a body outside the top door
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Also, the captain having a chainsaw just doesn't denote "Command" to me, you know? A Police Baton, maybe, but as it is I don't think it works.
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BYOND Username: KikiMofo
Captain_Bravo Wrote:Also, the captain having a chainsaw just doesn't denote "Command" to me, you know? A Police Baton, maybe, but as it is I don't think it works.
If you can't follow a chainsaw wielding captain, I just don't know who you can follow.
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I don't really want to put more doors over there to block the cryo tubes in, that corridor down there is meant for fighting in. Lots of fights happen there and it's a nice place to run and hide if you're stuck in medbay.
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The current layout seems too cramped, I think everyone can agree on that.
having a nice and open recovery ward seems like a really good idea if surgeries become a thing.
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This will be in next hour.
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