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Posted

Hello everyone,

So, I've started on a project to to remap medbay and to a lesser extent, science. The initial "rough draft" can be found in the link below:

https://affectedarc07.co.uk/ParaMapGen/Images/97.png

The idea of this project is to give more room in medbay so that it's not so chaotic and cramped during high pop rounds. In particular, it aims to add 1 or 2 new surgery rooms and expand the cryotube and sleeper area as these are high traffic areas for medbay. Keep in mind the map is very bare bones right now, and there's a lot of floating items and random bits of machines and walls in weird places. This is because I wanted to do a rough draft real quick on how I wanted everything to look, and thus did a lot of copy and paste. All of this stuff is subject to change and is nowhere near complete.

I feel like the science room location changes I made are pretty good, and they should allow me to get that extra room I wanted in medbay without radically altering either department. We didn't really need that big open bit of space to the northwest of xenobiology for example.

Anyways, I'm posting this to give the maintainers and everyone a heads up. I don't expect this to be done any time soon, and I'm not going to rush things. I will try my best to make sure everything is ready and working before I even attempt to PR this.

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https://www.paradisestation.org/forum/topic/16553-medbay-and-science-remap/
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Posted (edited)

I'm all for more OR's. But here are some first glance things to consider.

The medi maint place is gone (below genetics). It is a commonly used spot for medbay antags or cultists etc.
Virology is put in a corner again. Meaning it'll become more of an antag spot. It also lost it's connection to maint which makes it harder to break into (since virology is nearly a fortress). Having 4 ORs might be a bit overkill. 2 is usually enough now a days due to the bone breaking nerf. 3 will be better suited I think. Also means you can put an OR storage place near the lower OR.

Edited by farie82
Posted

Thoughts:

  • Doubling the number of surgery rooms may be significant balance-wise.
  • Placing viro next to toxins storage is likely to result in flaming monkeys. I am unsure if this is good or bad.
  • It might almost be doable to connect genetics maint straight down south to medical maint.
  • Viro seems really big.
  • What are the two tiny rooms south of the CMO office? If they're patient rooms, is the glass intentional?
  • The maint area west of OR1 is weird. Single tile corridor?
  • This removes the secret medical rooms from medmaint, which were nice to have.
  • What do you plan to put in that lone blank square of maint just east of secondary medical storage?
  • I wonder if the CMO's office should have a window to viro.
Posted

Yeah I've settled on 3 ORs and a supply room + break room. I'm going to make virology able to be broken into from maint (It will have a normal wall weakpoint like before). The genetics maint is a problem yeah and I might shrink virology and make a maint that wraps up and touches genetics or something.

Posted

I feel like the balancing factor for surgery shouldn't be the amount of places to do it, but the amount of people available to perform it. Every Doctor performing surgery on one person isn't there to stabilize 3 dying ones. Right now, when surgery is overflowing with patients and someone comes in with a burst lung, the easiest way to handle it is to shove them in the cloner. They pop out right as rain before they would have even begun to be operated on in surgery, while most doctors walk around with nothing to do as all non surgery related damage was taken care off.

Posted

Progress Update #1: https://affectedarc07.co.uk/ParaMapGen/Images/99.png

Going with 3 surgery rooms for now. Added a connecting maint that leads down from the robotics/morgue maint behind virology all the way down to medical maint. I'm not sure if I should put medical access to the doors on these maints, as it can just be used like a shorter route into med maint right now. The idea with giving it medical access it that it would be akin to the current genetics maint room with the barricades and stuff right under the genetics room.

Currently I added two additional sleeper and one cryotube to the main treatment areas. I'm not sure if this is too many or not, but regardless there's a lot more room to move around without being pushed by other people.

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Posted

I've not been posting regular updates here since the first one. I've done a lot of updating like shrinking virology slightly, adding back in the old medical maint room under genetics, which is now under virology. The new maint that runs from the robotics hallway behind virology and down to medbay maint is now all access as well. The remap is essentially in a ready state right now save for some minor things like making sure doors have the proper access and such. Here is the current iteration of the map: https://affectedarc07.co.uk/ParaMapGen/Images/111.png

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