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Engineering renovation #5226

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GeneralChaos81
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@GeneralChaos81 GeneralChaos81 commented Jul 28, 2016

Allows atmospherics staff to reach the Chief Engineer's office, to knock on the window, etc.
Tool storage is no longer a thoroughfare.
Moves Engineering 'front desk' somewhere where engineers are more likely to be.
Moves less used parts of engineering control room out of the way. (The drone machine room)
Both control rooms look like they're designed for more than one person at a time now.
Moved atmos office maint door to avoid people bumping it from both sides every time.
New door to maint (north end). Replaces the double-windoors.
Construction room changed to locker room, and all clothing lockers moved there. Camera cannot see into the showers, but passers by easily can.

Current NEW setup
engiupdate9d

Current EXISTING setup
engioriginal

Current areas
engiupdate9d-a

@TheBeoni
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Allows atmospherics staff access to the Chief Engineer's office.

No

@mrturkeytoe
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I think they mean they don't have engineer/CE doors leading to the locker room between them and the CE office.

@Aurorablade
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Aurorablade commented Jul 28, 2016

Allows atmospherics staff access to the Chief Engineer's office.

...wot?

I think they mean they don't have engineer/CE doors leading to the locker room between them and the CE office

All the gear atmos needs is in thier area though, Atmos has thier own equipment lockers.

@ghost
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ghost commented Jul 28, 2016

I like this in theory, but to be frank, it just doesn't look good.

@TheDZD TheDZD added Map Edit This PR will modify a map BoxStation This PR will edit the map BoxStation (Cyberiad) labels Jul 28, 2016
@Fox-McCloud
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This...doesn't look good, at all, in my opinion. It's a big square open room. I've said before that that kind of design generally isn't a good thing. Inherently, a lot of room are square, but now they're filled, decorated, and laid out goes a long way to ensuring how they feel to the player.

This will, IMO, make it feel more cramped and square while bringing no real inherent advantage over the current map.

@S-CR
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S-CR commented Jul 28, 2016

More bland, long hallways.
Our map is overcrowded with them.

@taukausanake
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I like how Atmos techs can see the CE's office now, better to get their attention, but the whole of it looks more cluttered now than anything. I don't think there is anything wrong with how Engineering is already. I have to go with no to this

@GeneralChaos81
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Well that's disappointing, responses were positive on the forums.

I don't want to argue too hard for this (it's my first real try at map edits, of course it's going to be poor), but I would like to improve in this idea, or do better in the future, so can I get clarifications?

Atmos access to CE's office = can walk up to the window and wave, not walk into his office.
Is it really that boxy? Only the tool storage room is an actual rectangle. The existing tool storage is a big box with H formed from the table.

Long bland hallways: Is that about the aft main corridor? Or the 8-tile long one by the Chief's office? (Or both)

Is any of this idea salvageable?
Bypass hall down to CE's office.
Extra maint door at the top of the control room.
Positioning of the atmos maint door.
Extra space in the atmos office.

Thanks for reviewing this PR.

@davidchan13
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It's much better than what we have.

Change OP from "Allows Atmos Techs to access CE's office." to "Allows Atmos Techs to approach CE's office" there is some general confusion going on in above posts.

As for the square room complaint, the rooms in question were already square, bland and cluttered with constricted pathways to begin with. Side-by-side this with the current layout of engineering and this is a much better.

Criticism is fine but not offering constructive criticism or improvements is just lazy and does nothing but suggest your nostalgia for the current map is blinding you to beneficial changes.

@FalseIncarnate
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I like the concept, but as many people have agreed, the implementation needs work.

One of the biggest things I like is the change to the atmos control room and the engineering monitoring rooms (the two north of the lobby), as they now can actually support more than one person in them at a time. I'd probably put the drop-off point for the MULEs back in that top-most room though, to avoid MULEs getting stuck in the room.

Not sure how I feel about the atmos tech being able to walk up and bang on the windows of the CE's office, but still being unable to access tool storage. Usually, the CE can be reached via radio or PDA, not by lurking around his office (he tends to not be in there much in my experience), so there's not much reason atmos techs need to be able to get at the office unaided.

@Ty-Omaha
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It looks too crammed imo

@davidchan13
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@FalseIncarnate Every other department subordinates can approach their Head of Staff for paperwork or private requests that don't need to be put onto department radio or shouldn't be. Atmos techs are the only job that's never been able to do this because the engineering storage throughway is cancer.

I do agree though, none of the storage area equipment should be off limit to atmos techs, its mostly gear they already have access to anyways.

@GeneralChaos81
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Mechanics too, can't visit their head. I'd really like to add mechanic access to the engineering foyer door, but I don't know how.

@davidchan13
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davidchan13 commented Jul 29, 2016

I think it'd be easier to just give the Mechanic basic engineering access, which he should have with given his engineering Radio access. I still don't get why his workshop is isolated from his department.

@GeneralChaos81
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Probably. But that's not for this PR.

@GeneralChaos81
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GeneralChaos81 commented Jul 29, 2016

A couple of new draft ideas for the control room.

@taukausanake
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Those consoles look WAY WORSE and that's not just because they are turned which they shouldn't. I was actually okay with how they were set even if one person couldn't use them all at the same time

@GeneralChaos81
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Haha. Ok. Just trying stuff. I was so uncommited to the idea I just photoshopped it.

@Vivalas
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Vivalas commented Jul 29, 2016

I like this engineering so much more than the current one. It makes a lot more sense, and I especially like the monitoring room, it has a mission control vibe going. 👍 to this it looks great. Pretty much all the negative criticism in this PR is also a problem with our current engineering, and this is so much more pleasing than the boxy and ugliness of engineering right now. It might have some problems but is better than what is on hand.

@Da-Dman234
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Da-Dman234 commented Jul 29, 2016

Looks like your storage room is missing a fire-alarm and a scrubber. Also, you shouldn't have an APC terminal located on the same tile as a vent.

Also, I really do think you need to move the storage room. The general access part of engineering is now just a three tile long hallway with crap thrown on the side, which is a big no-go.

If I had to suggest anything, I'd say get rid of the currently never-used construction area and do something with it there. If you want to redesign the core of engineering so that atmosians have access to it, sticking a storage room in the middle is not the way to do so. Also, use less windows for the storage room.

@Doukhan
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Doukhan commented Jul 29, 2016

Well it's better than what we have.
Could do with being prettier but like I said, better than what we have 👍

@GeneralChaos81
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GeneralChaos81 commented Jul 29, 2016

Added scrubber and fire alarm to tool storage. Moved APC. Also fixed it in the hall outside.
Here comes the madness... Goodbye construction area. Hello locker room and showers.
That allowed me to move the crap out of the 3-wide hallway, which I will put decorated tiles down for, assuming this design is alright.

@davidchan13
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Minor (as in barely worth mentioning) complaints I have to the new suggested layout:

AI holopads don't have much coverage. Recommend putting one in the foyer at the end of the table to give it a semi-central location and coverage of the room. If there is a pad in the room, make sure its not covered by a table or anything, as an AI player its incredibly frustrating to find a holopad in a room if its not visible by default (RD office used to be like that.)

Atmos Control Room and Storage Room holopads aren't centrally located, and my OCD does not like that (in short it bothers me but it's not a big deal)

The bigger stickers here are cameras

The camera in the locker room is inside wall, in the shower. Should probably move it down to the benches and have it face north (giving the showers some privacy)

The camera in the atmos control room is mounted on a door. Looks bad and is probably against one of Fox's mapping rules.

As a suggestion, I'd make the shower doors windoors. Tinted or frosted glass instead of a wall would also be kinda a nice touch if we have them (glass that isn't transparent)

Aside from that looks great and actually makes engineering seem like a better place to hang out.

@Vivalas
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Vivalas commented Jul 29, 2016

You should probably make the showers use the bathroom tile the other bathrooms use, the slightly greenish one. I like it though. Could you also add a sink and mirror to both showers?

@GeneralChaos81
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GeneralChaos81 commented Jul 29, 2016

Fixed AI holopad locations.
Fixed cameras for atmos office (was on the door) and changing room (in the wall).
Changed shower walls to tinted windows.
Added some tiling, and some more floor flair around the place.

(edit wrong image)

@Fox-McCloud
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I'm kinda with @tigercat2000

I really don't think Engineering really has any problems as it currently stands, and I largely like its current design.

@GeneralChaos81
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GeneralChaos81 commented Aug 2, 2016

@Fox-McCloud I agree that the current engineering IS nice. There isn't any "problems". But I don't think it works as well as it should. (At least we have a break room, unlike scinerds!)

For the other comments, thank you. I can work with this, and I'll try to address everything raised.

Without specific examples of the crazy reasoning in some of the items listed: Some of the stuff was already like that (which is not a good reason to leave it like that), I have been trying not to move the rooms around too much (despite what it may look like), and tried not to increase or decrease the number of items available. And the box station comments; I desperately tried not to make the changes into very boxy shapes. Not trying to excuse myself, just saying. *edit having begun addressing these comments, so many changes I made were done because "That's how it was before".

A thought... Cargo ships items to Engineering via disposals they arrive near the engine. If they ship by mule they arrive in the very opposite end of engineering. Neither location are checked very often, in my experience. I think they should go to a similar area, closer to somewhere that's passed more often.

And... I had something else, but now I don't remember.

@GeneralChaos81
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GeneralChaos81 commented Aug 3, 2016

Not quite done yet, but I think this is all I'm going to be able to do today:

Everywhere

  • Plates under reinforced windows

Control room (and main hall)

  • Moved O2 closets, pumps and scrubbers up one square to match up with new windows.
  • Added windows into control room, because yeah, you should be able to see into it from the main hall.
  • Moved charger back into drone room. The charger wasn't moved when I switched the rooms.
  • Moved disposals into the drone room, because I don't want to reduce the number of chutes.
  • Extra window on the south side. I've moved more wall things to the north side, so did not add another there.
  • Moved the entry into the centre of the bottom side, to reduce trip distance to the locker room.

Drone Maintenance

  • Moved cyborg charger back to the foyer.
  • This room's APC powers both it and the control room. They're technically the same room (and always have been) - should I fix that?
  • More access points: It is not an additional door. I removed the double windoor entry, and added a maint door to replace it.
  • Moved MULE dropoff to foyer. I left the flaps before drone exit point. Get rid of the maint door, and put the door at the front?

Foyer

  • CE's disposal pipe was unchanged from original plans. I've reduced the spidering pipe a little. I could redo the pipes properly if that's the right thing to do.
  • Billboard wall jut reduced. That was an artifact of trying to make the room less 'boxy'.
  • Put the disposals back where that wall was.
  • Removed the boombox. They don't even work, do they?
  • Moved the cig machine to make way for atmos front window/wall
  • Changed how indented the control room door looked. Newscaster to other side of the room. Yes, I was trying to be artistic with the walls. There appears to be a very fine line.
  • Updated tiling. Should be a little more consistent now? I dunno. Not great at floors. :|
  • Borg charger back in here, by Equipment Storage
  • Waste piping was always like that, but I've moved it out to be in line with adjacent supply pipe.
  • MULE dropoff point
  • "This area is way too big." I can see where you're coming from. It appears to be one of the largest not hallway areas in any division.
  • Regarding the new hall: Atmos can now reach the bounced radios and tool vendor. Can pop by the chief's office.
  • "Close enough to bombgrief the engine." There are two doors between the front of engineering and the engine. There's two between maint and the engine room. There's not really a loss of security, in my opinion.

Equipment Storage

  • Extra screen removed
  • Moved tables around. They're... kind of in categories. But the tables were always mixed, so not THAT sorted. There's a little less stuff on the tables overall now.
  • Unblocked the Fuel tank.
  • Charger table is just for the charger.
  • Chaged one of the walls into reinforced window. When the entire thing was windows I was told 'too many windows'.

Locker Room

  • Changed camera name to match the room name: Engineering Locker Room
  • Moved the sink off to the side
  • Confirmed there is in fact a shower in the right shower, it's concealed by the curtains. Copied a proper one and fixed it up.
  • Changed tiling. There's a few engineering tile orientats that aren't in the list. Should I try to add those in, or just deal with what I've got?
  • More windows for people to see into the locker room.
  • Changed scrubber pipe to not run under walls in this room.
  • Why only one sink? This was based on Security's locker room, which only had one.
  • Why tinted windows? It was suggested. Seemed liked a reasonable request.
  • Why showers at all? I had just enough room to put them in, and it filled in space I couldn't think to put anything else into. Yep. Because I could.
  • Why are the clothing lockers by the showers? Because the fit there without blocking anything else.
  • "Muh testings" That was my first through fifth thoughts on the subject of getting rid of the construction area. But we now have two of them, over in incinerator maint, plus the assembly line, so I went for it.

Atmos Control Room

  • Moved the front window/wall combo
  • Checked Air alarms. One of these was for Atmos main room.
  • Door into atmos moved over by one
  • Connectors moved from their original locations (that's where they've always been - dogma). I didn't have the right options available under pipe-simple-hidden-cyan, so now they're gray.

Maint

  • Waste pipe up to medbay now goes through a different area.

Known Issues

  • Empty square by the foyer desk/arcade machine
  • I think the pressure gauges for the air pumps and scrubbers will appear under the grills
  • Errant wire under equipment storage window
  • Areas are not correct

@GeneralChaos81
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GeneralChaos81 commented Aug 3, 2016

OK, I don't know why these checks are failing suddenly. D:
*edit
And now I do. Step_x and/or Step_y into the file. Bleurgh.
And I now know for a fact it's because I used the nudge command on the map.

@FreeStylaLT
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FreeStylaLT commented Aug 3, 2016

update the OP with a proper pic and in general next time you make a map PR only have the OP contain the relevant pics.. I'm getting a bit confused now

like that's a lesson I've learned while making my brig PR

@GeneralChaos81
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@FreeStylaLT the OP has the same picture as my last post. I agree, and have been meaning to clean them all up. OP is the only one with pictures now.

@Plotron
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Plotron commented Aug 3, 2016

Looking better and better! Keep it up!

@GeneralChaos81
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Ran it up and... the foyer doesn't feel right.

  • Fixed corner by the arcade machine (added table back into main hall).
  • Moved a fire extinguisher cabinet out of a wall in control room (to drone room).
  • Moved rack with gas masks, vests and o2 tanks closer to the main door.
  • Turned the table again (like the 6th time now?).
  • Moved the atmos door up to accommodate the table.
  • Moved the atmos control room disposals out of the way of the door.
  • Put the Supermatter book back on the engineering table (when did that disappear?)

Thinking I might change the shape of equipment storage, to have room to put vending machines back into it... Maybe?

@Fox-McCloud Fox-McCloud added the Merge Conflict This PR is merge conflicted label Aug 4, 2016
@GeneralChaos81
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I think I fixed the merge. Does the warning have to be removed manually? Or did I screw up in GIT?

@davidchan13
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I'm not sure if that is enough engineering locks. Atmos usually has 2 slots and a spare for late joins/job transfers. Engineering has 5 slots if I'm not mistaken, though if you haven't removed lockers from engineering it might not be an issue.

@GeneralChaos81
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GeneralChaos81 commented Aug 4, 2016

Three of each is the default amount of each atmos and engineering. There's enough spare engineering gear to outfit a fourth Engineer transfer into the department.

*added image of original engineering setup

Noticed I've removed a scrubber pipe redundancy that runs through the middle of engineering. I'll put that back in next update.

@GeneralChaos81
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GeneralChaos81 commented Aug 5, 2016

Piping

  • Moved scrubber branches from the portable scrubber loop, to the main scrubber loop (like it used to be).
  • Added scrubber main pipe redundancy (like it used to be).

CE Office

  • Moved disposals pipe to not be under walls.
  • Wires under south window changed to match the other two windows.

PA Room

  • Plates under door instead of tiles. Fixed.

Engine Room (west)

  • It looks like the west SMES is hotwired. I haven't seen this cause a problem... should I just leave it alone? Looks like this would affect Engine Room APC, Secure Storage ACP, Hardsuit storage and CE's office. Appears to be done this way so emitters won't run out of power.

Edit - Also copied this onto a fresh copy of the map. That should clear the merge conflict, if it was still present?

@FreeStylaLT
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FreeStylaLT commented Aug 5, 2016

Still has issues regarding.. just.. general layout, really.
img
The Locker room either needs a revamped entrance for Engineers or you need to find a new spot for it. It just seems awkward for Engineers to trek twice the distance of Atmos techs.
Along with that, why does the Locker room has a direct connection with the computer hut and Atmos lobby, rather than Engineering's lobby as a whole? Even on paper that sounds.. odd, doesn't it? It looks odd, too, imo. Why even have a locker room? The spare space from the construction room could be used to be more maint, or an extension of the computer hut.

On top of that there is this issue:
img
That is the "official" path for a person to get into that room, without taking the maintenance shortcut.
This is not the case in the original map, why did you remove the windoors and add the additional maintenance entrance?

Otherwise:
img
I am NOT SURE if these are examinable, since I can't load up the map to check.

img
Not maint tile

img
Start your job as AI, check if these two are enough to cover the lobby. I doubt it.

Navigating the hallway:
img
Not very practical to be forced to move around all the time. That rack is in the way. Awkwardly placed.
On top of that, it seems regardless of that rack, the hallway is hardly a hallway if there's only one tile to follow to get through it without changing directions. No hallway does this. (Not brig, not Medbay, not any primary hallway)

img
If everything is glass here, why is the primary entrance still a solid airlock?

img
What purpose does this bit even.. have, now? The flaps are meant to be used by mules, but you moved the mulepoint. So this has no purpose to exist anymore. Could be windoors, as said earlier.

img
This may be more of a personal than objective point, but chairs being next to entrances like that just kind of feels awkward. This happens very rarely in the actual map as it is, except for a few cramped receptions and never happens for Conference/meeting type of tables. (See Conf. room, Captain's office, brig conference room, holodeck's conference room, heck even bar avoids this except for the holotable)

img
I hope these windows have lockdown shutters.

img
I see you moved the vendors around, but forgot to include a disposal bin in near them, which would have fixed a sore lack of it there.

Honestly, I am not sure you are solving the right problems here.. if any to begin with.. I am not saying the Engineering's layout is without its flaws, I am saying you may not be presenting the right solution to them.

@GeneralChaos81
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Damned floor tiles! Always sneaking in under windows.
Cameras cover all of engineering... but they miss a few squares in the hall. I'll fix that.
Darned things in the hall.
Airlock without windows because... that's how it was. Easy enough to change.
Windows have shutters, yes.
Yeah. That's the feeling I'm getting. I might let it sit for a few days, look at it with fresh eyes later.

@davidchan13
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@FreeStylaLT Are you intentionally nitpicking or just trying to kill the PR because it's changing things?

The locker room pathing

Aside from you hilariously misrepresenting things by picking the closest chair to a door and the farthest, from the upper left corner of the table it's 11 steps for an atmos tech to get to the locker room and 11 steps for an engineer. Twice the distance = the same distance?

Drone Fabricator

Shouldn't this be a maint room anyways? Drones are no more attached to Engineering than Cyborgs are to Science. The only reason to go into the room is to A) Hack a drone that recently spawned or B) Send orders via their terminal, which the AI will do anyways.

hallway pathing

clutter

Not that different than what we have now, which is said to 'increase the feel of clutter in the room' that engineering should have.

Drone Fabricator Flaps

drone

Drones can use flaps. It ads to their character as bots and mindless worker slaves keeping the station intact, they go where people can't to fix things nobody cares about.

I hope these windows have lockdown shutters.

Engineering control room and foyer have never had lockdown shutters or blast doors. Why add them now?

@GeneralChaos81
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The lockdown doors were at the edge of equipment storage. Since that doesn't actually block off access in this edit, I had to move them. Closer to the engine would leave the engine vulnerable. So... front windows it had to be.

@FreeStylaLT
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FreeStylaLT commented Aug 6, 2016

@Davdichan

Locker room

My point regarding locker room pathing issue is with the length, which Atmos still get an odd advantage over, along with its overall location. Like I said in my point regarding it, it just.. doesn't look like it belongs there at all.

Drone fab

My point again, was mostly the fact that the legitimate windoor access was removed, but a maint access was added. I simply asked why, as it seemed oddly inconsistent.

Hallway pathing

That is fine in the current Engineering, as it does not have hallways, but rather rooms connecting with each other. No hallway on the station obstructs movement to the extent this edit does. Consistency was the main concern, again.

Flaps

No other location on the station has flaps without purpose. They are either for mulebots, or in cargo. This one has.. no reason to be there.

Window shutters

Currently, this is where the shutters reside:
img

Blocking access to Engineering completely unless approached from Maint, that is not possible now, given the fact that there is a hallway. So, unless new shutters get added somewhere in the hallway, the entrance itself to Engineering should be blocked off, though I guess it could be done a bit differently, actually. Not sure how yet.

@GeneralChaos81
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I'm putting this on hold for a little while. Should I close the PR, and reopen it when (if) I'm ready to resubmit again?

@Fox-McCloud
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I'm putting this on hold for a little while. Should I close the PR, and reopen it when (if) I'm ready to resubmit again?

If you plan on not returning to it for quite a while, yeah, it would be best to just close it and re-open it in a new PR at a later time.

@Fox-McCloud
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Closing this due to submitter's statement for keeping it on hold and re-submitting later.

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