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Engineering renovation #5226
Engineering renovation #5226
Conversation
No |
I think they mean they don't have engineer/CE doors leading to the locker room between them and the CE office. |
...wot?
All the gear atmos needs is in thier area though, Atmos has thier own equipment lockers. |
I like this in theory, but to be frank, it just doesn't look good. |
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. |
More bland, long hallways. |
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 |
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. 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? Thanks for reviewing this PR. |
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. |
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. |
It looks too crammed imo |
@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. |
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. |
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. |
Probably. But that's not for this PR. |
A couple of new draft ideas for the control room. |
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 |
Haha. Ok. Just trying stuff. I was so uncommited to the idea I just photoshopped it. |
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. |
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. |
Well it's better than what we have. |
Added scrubber and fire alarm to tool storage. Moved APC. Also fixed it in the hall outside. |
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. |
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? |
Fixed AI holopad locations. (edit wrong image) |
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. |
@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. |
Not quite done yet, but I think this is all I'm going to be able to do today: Everywhere
Control room (and main hall)
Drone Maintenance
Foyer
Equipment Storage
Locker Room
Atmos Control Room
Maint
Known Issues
|
OK, I don't know why these checks are failing suddenly. D: |
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 |
@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. |
Looking better and better! Keep it up! |
Ran it up and... the foyer doesn't feel right.
Thinking I might change the shape of equipment storage, to have room to put vending machines back into it... Maybe? |
I think I fixed the merge. Does the warning have to be removed manually? Or did I screw up in GIT? |
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. |
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. |
Piping
CE Office
PA Room
Engine Room (west)
Edit - Also copied this onto a fresh copy of the map. That should clear the merge conflict, if it was still present? |
Damned floor tiles! Always sneaking in under windows. |
@FreeStylaLT Are you intentionally nitpicking or just trying to kill the PR because it's changing things?
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?
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.
Not that different than what we have now, which is said to 'increase the feel of clutter in the room' that engineering should have.
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.
Engineering control room and foyer have never had lockdown shutters or blast doors. Why add them now? |
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. |
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. |
Closing this due to submitter's statement for keeping it on hold and re-submitting later. |
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
Current EXISTING setup
Current areas