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Cogmap 2: *** UPDATE TO BYOND 509 ASAP ***
#31
Tteckk Wrote:Sorry..
I just saw the walls in the actual map and thought they were finished... frown
Ill go to the corner now.

It's okay. The early versions are in the map because that helps me get a better idea of how layouts should work, and it helps Supernorn super easily see how all the machines and objects look against them.
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#32
Cogwerks Wrote:[Image: kkX7Vko.png]
Could we get an idea what's what on the map? I can make out botany, AI, chapel,and the science wing, but that's about it. It'd be nice to see how things have panned out over all.

I agree that medbay is a bit too small, could do with a buffer area where patients sit/lie and can be treated. Not the big smoking area outside medbay that's in current cogmap, that's just a big empty space. I'm talking about a small area inside medbay beside the pharm where people can be treated.

Security looks great, i've always thought sec is too big, having genpop so far away from sec eyes reduces interaction and increases the likelihood of people breaking out. That said, genpop has no means of escape, because of the position of the tables.

The new wall/window sprites are looking great, the walls perspective always bugged me.
Now the doors look wrong perspective wise, are they going to be rejigged too?
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#33
Sundance Wrote:
Cogwerks Wrote:image.png
Could we get an idea what's what on the map? I can make out botany, AI, chapel,and the science wing, but that's about it. It'd be nice to see how things have panned out over all.

I agree that medbay is a bit too small, could do with a buffer area where patients sit/lie and can be treated. Not the big smoking area outside medbay that's in current cogmap, that's just a big empty space. I'm talking about a small area inside medbay beside the pharm where people can be treated.

Security looks great, i've always thought sec is too big, having genpop so far away from sec eyes reduces interaction and increases the likelihood of people breaking out. That said, genpop has no means of escape, because of the position of the tables.

The new wall/window sprites are looking great, the walls perspective always bugged me.
Now the doors look wrong perspective wise, are they going to be rejigged too?

New doors are in the works too
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#34
Klayboxx Wrote:I said this in the SA thread, but I think it'd be nice if the bar table was extended to that third side and the gambling machines were moved somewhere else, like the game room.

I know that the only reason most people gamble is because they are in the bar so if you somehow jammed the game room close to the bar so people could see into the bar from it I think it'd work well.
Yeah I suppose that is a big reason people are in there gambling because they know shit gets interesting in the bar. Nothing ever happens in the game room.
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#35
Cogwerks Wrote:[Image: lF5bNUa.png]
Fucking Cogwerks Wrote:super_racing_butt
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#36
I appreciate the symmetry of this map.
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#37
Early work on QM area:

http://i.imgur.com/syTHNky.png
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#38
Cogwerks Wrote:Early work on QM area:

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

Really like how open it is. The current QM area always seemed a bit cramped. I also like how its directly connected to the pod bay.
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#39
More work on medbay:

http://i.imgur.com/8g8bWCe.png
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#40
Mysha and Wire set up a navigable outputted map, hurray! It's a few hours out of date already, so I'll edit the link once in awhile as newer versions are built.

http://goonhub.com/maps/99
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#41
Cogwerks Wrote:More work on medbay:

http://i.imgur.com/8g8bWCe.png
Nice work, I really do like the touch of a maintenance shaft running through behind medbay. now if im in a scratch, I don't have to worry about escaping obviously through a maintenance tunnel that has a ton of windows into the main hallway
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#42
Add a alcohol still to the jazz lounge so the botanist can turn it into their own party room.
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#43
Cogwerks Wrote:More work on medbay:

http://i.imgur.com/8g8bWCe.png

Genetics isn't a glowing red weak point target exposed to space anymore?

FUCKING THANK YOU, JESUS CHRIST. LITERALLY ONE OF THE MOST IMPORTANT PARTS OF THE SHIP AND IT'S ALWAYS BEEN A ONE-SHOT KILL FROM OUTSIDE EXPLOSIONS, MINERS AND SYNDIES AND ASSHOLES LIKE THAT.

It's such a long time coming to fix that.
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#44
Don't know if it's a great idea to put the scanners further away from the cloning pod given the stellar track record geneticists have with keeping that thing topped up with biomass as it stands.

Crumplehat Wrote:FUCKING THANK YOU, JESUS CHRIST. LITERALLY ONE OF THE MOST IMPORTANT PARTS OF THE SHIP AND IT'S ALWAYS BEEN A ONE-SHOT KILL FROM OUTSIDE EXPLOSIONS, MINERS AND SYNDIES AND ASSHOLES LIKE THAT.
Cackling Aloud With Gusto
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#45
Crumplehat Wrote:
Cogwerks Wrote:More work on medbay:

http://i.imgur.com/8g8bWCe.png

Genetics isn't a glowing red weak point target exposed to space anymore?

FUCKING THANK YOU, JESUS CHRIST. LITERALLY ONE OF THE MOST IMPORTANT PARTS OF THE SHIP AND IT'S ALWAYS BEEN A ONE-SHOT KILL FROM OUTSIDE EXPLOSIONS, MINERS AND SYNDIES AND ASSHOLES LIKE THAT.

http://www.youtube.com/watch?v=SXGsigQ1Z...page#t=570 He wasn't understating it. I do like it will take more explosives to actually permanently cripple the facility. Unless the mechanics haven't been doing their jobs.
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