New map/room concepts?

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Zyzarda
Posts: 289
Joined: September 21st, 2018, 4:02 pm

New map/room concepts?

Post by Zyzarda » January 31st, 2019, 5:01 am

If anyone is interesting in mapping or suggesting future content in this manner, please post anything you have to say here! Our map needs sprucing and we know some of you are very talented when it comes to putting stuff together. My general idea of the situation is that the station should have a lot more specialized rooms for people to move around and interact with people and things in. Even if we don't make the station very much bigger, I hope to at least recreate the feeling of being full instead of that innate emptiness that it adopts in every round where antags immediately take to the streets and start chaos.
fuck zyzarda
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Miles Moralis
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Joined: November 14th, 2018, 4:52 am

Re: New map/room concepts?

Post by Miles Moralis » January 31st, 2019, 10:53 am

Can you guys add blast doors or shutters on the back window of perma brig area so people can't escape by breaching those windows and add blast door on the window area beside armory also, it's so unsecure there and someone can break in armory.
Milesmoralis

[img]file:///F:/Screenshot_10.png[/img]
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waterwater1212
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Joined: September 25th, 2018, 3:46 pm

Re: New map/room concepts?

Post by waterwater1212 » February 2nd, 2019, 5:50 am

remove clown and mime office, give them their own stations
that's insane absolutely insane
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Kiltinaction
Posts: 36
Joined: October 5th, 2018, 2:08 pm

Re: New map/room concepts?

Post by Kiltinaction » February 8th, 2019, 10:42 am

Miles Moralis wrote:
January 31st, 2019, 10:53 am
Can you guys add blast doors or shutters on the back window of perma brig area so people can't escape by breaching those windows and add blast door on the window area beside armory also, it's so unsecure there and someone can break in armory.
Hurrrr ngggghhh remove all ways of defeating sec plox, please spawn 100 ERT at roundstart
Mi nam Myomia xDdddddd sugg moff benor
ilikecocacola
Posts: 118
Joined: January 18th, 2019, 5:46 am

Re: New map/room concepts?

Post by ilikecocacola » March 4th, 2019, 3:13 am

Add shutters to botany.
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i am god of xenobiology
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gaylard
Game Admin
Posts: 363
Joined: May 12th, 2018, 8:47 am

Re: New map/room concepts?

Post by gaylard » March 4th, 2019, 4:09 am

we got maint botany, chem, surgery, bar and a maint engine. what we REALLY need is more maint sec/science, just throw in a maint armory and it should all be alright for now.
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Old Man
Posts: 36
Joined: May 7th, 2018, 9:56 pm

Re: New map/room concepts?

Post by Old Man » March 4th, 2019, 9:40 am

I mean shoot, you could always add in the old Science mining. Remember before lavaland when those two were connected with a long tube?
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Mideanon
Game Admin
Posts: 161
Joined: October 26th, 2018, 9:39 pm

Re: New map/room concepts?

Post by Mideanon » March 4th, 2019, 10:22 am

Brig and perma need a rework, because being brigged is currently worse than being permad(not counting that you get to leave after some time)
In perma, you got arcade machines, botany and you can escape with some effort.
In brig you cant do shit for x amount of time if the sec isnt shit
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Dinopeaks
Posts: 88
Joined: May 9th, 2018, 5:09 pm

Re: New map/room concepts?

Post by Dinopeaks » March 5th, 2019, 1:59 pm

waterwater1212 wrote:
February 2nd, 2019, 5:50 am
remove clown and mime office, give them their own stations
seems right i will make sure it is 100% glass and will explode if you press one button
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Miles Moralis
Posts: 235
Joined: November 14th, 2018, 4:52 am

Re: New map/room concepts?

Post by Miles Moralis » March 23rd, 2019, 6:22 am

Add some unfinished turrets to brig so warden or hos can finish them like engineers doing engine works to protect the security area.
Milesmoralis

[img]file:///F:/Screenshot_10.png[/img]
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