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Complete boxstation medbay map rework #9509
Conversation
Honestly this is AMAZING, I absolutely adore it, my favourite part is the reception. I have some critiques which I posted in the discord since I can’t post pics in here from a phone |
Love the rework! Looks amazing only concern I can even think of that wasn't already mentioned is the hypospray is going to be so much harder to steal, but it's still looking doable. Love the new map! |
Updating based on suggestions from discord and here. |
God dam, that's a sexy medbay. |
Cloning is miles away from the morgue, way too many doors, an emp would cripple medbay instantly and just the general chaos would turn every single door into a choke point |
Surgery having no maint access is a huge nerf to stealthy antag actions |
It's a straight hallway to the morgue, and in a low-traffic part of it too. I really think you are exaggerating the problem.
This is a pretty good point, I think there are quite a few door candidates you could replace with simple passages in this design. That being said, I don't think EMP crippling medbay is a bad thing. That's kind of the point of an EMP. |
Literally being changed for the sake of being changed like the weird tcomms and AI swap that no-one seemed to ask for. |
I dont like that medical storage is so much harder to get to |
The change is based on the complaints that
It's medical storage, not public medicine storage |
Swap sleeper and stasis so there's a spot to wall-mount defibs next to a stasis bed. |
my only problem is medical should be in general public im fine with every department in their isnt but medical itself should be |
Having people treat medbay as a public hangout spot has to be by far the worst part of being a medical doctor. Having to babysit a kindergarten trying to break into medical storage while you are saving the dying captain while people push you causing to fail and Assitant McTide yelling at you non stop to heal his 5 burn damage and then get called shit in ooc just isn’t fun and one of the main reason people don’t play MD |
Imagine IRL hospitals just letting anyone wander inside the building. Also, are we just going to ignore how massive that lobby area is, that's already available to the general public?? |
Will fix conflicts after review is complete. |
this is generally cool and good from my glances at the pictures |
Hey! Give medics their firesuit locker back whilst you're at it!!!!! Also, I love this, well done. |
After giving it another look-over, I think the only remaining adjustments I would personally want to see on my end is the outer tiles being converted back to regular grey (you can leave the blue outline, though). It should only be white half-way thru that walk-in point, so that the medbay theme isn't bleeding into the main hallway too much. |
Ahh, interesting. Yeah, my issue with it being out in the hallway is that it's jutting out and adding color, whereas further down the hall, the Kitchen area has the same pattern, but it's receding inward to draw people in. |
Agreed with Mons- I like the blue decal you have going around the window, and I think blue tiles outside would be fine (somewhat like the bridge) but the white tiles are distracting and should remain in the department IMO. |
Glorious rise to medics! |
This is so sorely needed. Please let this one get merged... Most important additions I think are keeping the damn tide out of the medbay proper, having people actually use reception, and the double surgery. 2 surgeries is sooooo incredibly important, not only because it's always crowded as hell, but also because we are trying to push towards making surgery more relevant and medbay less of a instant sleeper/clone-fest. Love this. Nice touch on CMO being out front and not locked weirdly away in a corner like an afterthought. |
I support this being merged. It's about time a radical change like this was introduced, I think the AI telecoms swap went over well. I am a big fan of the new storage, looks much better overall. |
Way too many vents and scrubbers. I don't think we should use that trimline decals either, since no other departments have them and it kinda makes. Would've been nice if we really dialed it back with the window we could probably put the APCs back in maint like every other department. Whole medbay feels overcrowded, and it looks like it was built for a completely different station. |
These are the right amount of vents and scrubbers for rooms of these sizes. |
There’s 2 pairs of vents and scrubbers in the main treatment room, and there’s 4 pairs for that one hallway. Even cargo bay doesn’t have that many. I’m not a big fan of that shrunken storage room either. |
Like I said, an appropriate amount. Cargo bay should have two sets and is under served, this is because when Nich re-did the pipe layers he destroyed a lot of the pipe system instead of preserving how it was. See engineering hallway, I has one vent and scrubber, each at opposite ends. The firelocks even block them from entire chunks of one long hall. |
If you say so, I still think it sticks out like a sore thumb, if not because of the excessive vents and scrubbers then because of the use of decals not used anywhere and all of those goddamn windows. Why was the pipe system in medbay redone? I didn’t notice it until now, but it enters and exits in like 4 different ways. Surely it wasn’t like this before and could’ve been kept that way, no? |
So it was actually normal for pipes to enter into departments from multiple entrances, this is less so now due to that rework. I fought to try to maintain as much as that redundancy as possible as it severely hurts the piping system without. As for why, Nich wanted to make the piping less chaotic and easier to follow by making use of the pipe layers so he had distro on layer 1 and waste on 3 and didn't want anything coming though the walls so like 95% of pipes come in by way of door/plastic flaps. And because they are on the same layer you can lay them together instead of having to avoid eachother, which was originally a confusing web of pipes. |
Hell I’m tempted to say you made the PR at this point. Do you have Nich’s reasoning on why there are so many windows, and why all of the APCs (instead of just cloning/genetics) are in the department instead of in maint? |
Intent of your Pull Request
Box medbay sucks, it has two power areas that are all messed up together, and the treatment center is smaller then captains johnson. I wanted to change just the areas and add more apc's but it sort of escalated from there and I did a full rework.
Overview
Let's begin with the general power area overview:
Each color has a separate apc that is in medbay itself, not lost somewhere in maint.
Entire thing without areas:
Room by room
EMT office:
Medic space suit inside the storage unit.
Break/dressing room:
Storage:
Probably the best thing about this, the treatment room:
Now with a lot more space for expansion projects.
To the right of it is surgery:
Genetics/Cloning:
Now with spare scanners, cable coil and morphine in the locker
Sec checkpoint/west part:
Chem:
The beautiful lobby:
Cmo office/Corridor:
Psych:
Patient recovery/aft hallway
Yeah that's pretty much it. I didn't touch viro and probably am going to add surgery variations in the future. Constructive criticism welcome.
Changelog
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tweak: complete boxstation map medbay rework
/:cl:
MAINTAINER EDIT: Wrapped the images in a collapsible thing