Corg Station Improvements

Corg Station Improvements

A feedback thread for a PR by Markus

Background

I love Corg Station, but despite my love for it, I find it to be heavily outdated similar to Box Station. Security for one is still just a long hallway going away from the center of the station and most hallways feeling “clunky” with very little things next to it. In addition, maintenance is empty as all distro pipes, disposals pipes and electrical systems are run through the main hallways of the station and its departments. I think it is in need for a rework to bring it up to speed similar to other maps, this means changing some of its design patterns to align with other maps while trying to retain what makes Corg Station Corg Station, even if the original design is no longer visible.

Method

I will go through most of the major design changes I’ve done to Corg as of now and show its results under the Result chapter.

Maintenance

Perhaps one of the most important areas of a map, this has been changed in multiple ways. Most prominently, it no longer has fire doors or decals under the doors in and out of maintenance. Additionally, most, if not all, distro pipes, disposals pipes and electrical wires will be going through maintenance when available. Similar to other maps, I’ve also added a bunch of equipment in maintenance such as fire-safety closets, emergency closets, air canisters, and heaters.

Science

This is the first department I started working on and probably the area I am most proud over. I’ve retained most subdepartments where they were previously situated while improving them with many quality of life changes. Most notably I’ve redesigned the main hallway to allow Exploration to enter and leave Exploration without Toxins access. Additionally, I’ve improved their dock to provide several regular and locked crates for the purpose of transporting found goods to other parts of the station. However, because of this I’ve decided to remove the toxins launch area and while it hasn’t been fully removed yet. It is in the works and I am looking for a solution to it with a last resort being to add a beacon on Lavaland. However, the toxins launch site removal is not the focus on this PR so I’d like another option if available.

Medbay

For Medbay I’ve redesigned it to be more comfortable in a live round. Chemistry even has reinforced floors for those “accidental” surprise explosions. Medbay storage has been given a ton more space for all their equipment needs and they no longer got double the fax machines! Similar to Box it has a tiny surgery corner without anesthetics. The morgue is slightly bigger so now it is finally not smaller than escape shuttles’ morgue. The virology satellite has been shrunk and remade to reflect its influence.

Arrivals

The old shuttle was big and clunky for something you saw for 5 seconds and still somehow occupied space despite only actually being there for a grand total of a minute per round. It has been shrunk a little bit to provide more space for objects in the primary hallway along with spacing the actual dock to make it more interesting.

Silicon

The gateway has been moved up to the AI satellite. Along with this it has been reworked to have a lot less empty space and more interesting design to it. It still needs to be detailed and have some more things added to it.

Miscellaneous

Doors

All doors now use /obj/effect/turf_decal/stripes/closeup along with a firedoor. Exception to this is maintenance doors which uses neither.

Firedoors

In hallways with firedoors they use no decals except the closeup hazard decal.

Result

Maintenance
image

Science

Medbay


Arrivals

AI satellite
image

Miscellaneous

Tech Storage + Teleporter

EVA
image

Medbay maintenance shutters
image

Vault
image

Tool storage
image

Future

Changes I either wish to do or haven’t gotten around to doing yet.

Service

I am still working on Service, but I hope to push it towards the sides of medbay maintenance and dorm maintenance along with providing other quality of life changes.

Security

I have no idea on what to do with Security as of now other than wanting it changed to not be as long. I am waiting until Cargo is done which should hopefully make much more room for Security to use.

Cargo

The entire department will be shifted towards the right quite a lot and possibly shrunk. Perhaps I may integrate it in someway with the nearby asteroid.

Engineering

I wish to move telecoms somewhere else, but have no idea where as of now.

Civilian

Similar to telecoms, I have no idea where to move this, I will most likely leave it until I’ve finished the service department and try to squeeze it next to them.

Fullsized map

Feedback

What do you think? Is there anything you dislike with the current Corg Station or my improvements to it?

2 Likes

I don’t like the surgery room optimised to the first part of the first medical area, the room on the left should be where the cryo tubes go and the surgery room should be mainly used as the other surgery room. I do like the medbay changes though, since it doesn’t turn it into an overly optimised medical room where its impossible to do anything remotely antagonistic that other medbays have been trending towards.

I really like the science improvements

2 Likes

The current atmospherics of corg is an absolute disaster, I do have a branch that does do some improvements to atmos but it had so many other changes that it was basically a full map rework.

2 Likes

That’s basically what this turned into, a full map rework. If you or anyone else have any specific thing you like or dislike with current Corg, put it on my radar and I’ll try to address it too.

Corg armour should be moved to a more vulnerable position, there are windows looking into it which are right in the middle of brig meaning that its impossible to sneakilly (or unsneakilly) break into

2 Likes

I keep whining about this with any map, but make sure that the evidence lockers aren’t in the heart of brig, they’re often made more break in proof than the Armory for some reason. Also make sure that there isnt too many locked lockers, having to bust up one is already challenging enough

3 Likes

I personaly think the “Airlock” system that is a part of xenobio can be removed alongside the system being used by viro as with both cases the ones who pass trough them tend to break those or get telapads. (I think such systems kinda suck becauce you need to find a tiny sprite or wait for a pod to come by) Likely if you are being hunted by sec or a antag its already too late to hide behind a extra door. Becauce well those “door” systems kinda suck

1 Like

One other thing I do find that could use a change is the Gateway location to a random hallway so swarmers won’t get spotten once they spawn as AI sometimes look around their rooms or said swarmer eats half of AI’s vital stuff. (teleporter for shuttle)

i really do not like the fact Corgs vault is in the bridge. It makes it unnecessarily harder to access compare to other stations and also denies Quartermasters access to the vault that they should rightfully be diving into scrooge mcduck style

also i don’t like how far away service and especially the courtroom is from the rest of the station.

also i preferred the older cargo layout for it but that’s a lesser issue. Not sure why it was changed though. Maybe the brig changes had to extend into cargo a wee bit

you also can’t find alternate jumpsuit lockers in the dorms which sucks. Also means you can’t put together an assistant disguise because the only way to get a grey jumpsuit without maints rng on corg is to arrive with one

to be fair a lot of these are fundamental parts of corg. You can’t really fix a lot of them easily without changing the stations entire design philosophy, but maybe if the design philosophy kind of sucks like corgs does that’s the price you pay

2 Likes

I agree very much that it is an issue that the vault is located at the bridge. (not so bad as fland vault though) I personaly think what happened the mapper forgot that the vault was a cargo thing so that is why it ended up there.

1 Like

rip @PowerfulBacon

You literally just told me that you liked the current Corg medbay and that’s why I stopped working on a rework on it

welcome

1 Like

Yea I like current corg medbay changes, but these ones are acceptable

Other thing I do find that can be overhauled is both Sec and RnD as in my view both are a bit too big becauce of the hallway bloat like really those hallways in RnD are terrible.

R&D has been, Security is on my TODO list.

Oh fuck, I forgot to add images of it…

as a bit of an engineer main, I really like corgs telecomms location even if its weird

1 Like

Could the teleporter room be moved to a bit more public place so it might be used with ease to get onto evac once it left?

I will try to make shuttle construction a public area, but I might move it to be above the new EVA.

Have you considered having the entrance to sci in that arrivals hallway, opposite medbay? You might be able to move engi closer then and remove that long upper left hallway entirely

I have, but it feels like it would stop being Corg by then. I even tried out designing a great center inspired by Corg but it just wasn’t Corg at that point.