bombyx showed me images of the QMs office and it’s safe to say you have cooked here, Floria. Excited for the TM
The hood thing must be that the item is the hood of the hoodie and not the hoodie itself or whatever.
Same happened with the white hood ok beeshop until I fixed it
Hope this helps
More specifically its the hoodie for the Ian onesie or corgi onesie
Echo is currently TMed, please post feedback if you want it fixed!
See tree through the ground and the door?
Odd sign when wall is diagonal.
Stairs are weird when the lights are turned off down below.
Wrong type of toolbox in toxins. It shouldn’t have the multitool or wires but an analyzer instead.
Can reach the ORM from the front desk! <3
Tight walk way if anyone is at the techfab printing.
No SciDrobe in Science. I made one here.
first of all echo is easily one of the most engaging maps i’ve played. while originally very confusing it’s the only multi-z level map i’ve played that quickly lets you wrap your head around where everything is. problems i see:
- i think something’s fucky with atmos but can’t place it. distro doesn’t pump as strong as it ought to even when maxxed out. only worked it as AI but vents noticeably failed to catch up across the bunker
- toxins test site isn’t registering explosions via the tachyon-doppler. together with other cuts this makes gathering discovery research extremely difficult.
- no lawyer’s office and thus no contract locker in the rare situation where anyone wants to run devils on echopop
also as for mining concerns, you can easily and quickly mine enough mats for the station just with what you have in the caves around cargo, very nice
Wasn’t devils completely removed from code? And if it isn’t and an admin wants to spawn it in. They could probably spawn in the locker as well.
I think Echo’s pretty good aside from the navigation. I think that it should add signs for which floor is which. So its easier to differentiate between each floor eg. “Medical is on the west side of floor 2”.
It would be helpful to also see on suit sensors which floor each player is at.
Ohh and clear signs for where evac is would be lovely
I couldn’t find the pods for the life of me
Hello, I was playing Warden on the station and I noticed that the warden ID does not have access to the medical records terminal that is in his office. Aside from that, so far the station is very cool.
I think there’s two chemist slots when there’s only one chemist workstation.
I change my mind about wanting to kill anyone who prevents this from being fully merged, I will instead chase them to hell, chain myself to them and body slam them into the lava.
Did some science, and noticed that the toxins bomb does not launch very far off the launchpad, it goes about halfway. I then put it where it should be, somewhere on the target area, but the tachyon doppler did not register anything at all, despite it being a successful explosion of sufficient magnitude.
Atmos is weird because one: there is no scrubber output, so all waste goes to the filters, which is pretty slow, and two: the output vent and input injector for the air mix tank are swapped, meaning it never actually fills distro.
Also, the fact that there is a space tile under the turbine is pretty weird. Maybe ask coders to make a no atmos land turf?
This is a mass driver issue, it is kinda ass with how short you can launch stuff. The only thing I can think of to solve this would eothe to put the ttv on a conveyor belt to the Doppler zone or just make the zone closer
One thing I love is that xenobio and chem are so exposed to be seen, so you can fort without forting, as I think forts are fun but they are too far removed physically
The captain SWAT suit is so easy to get, is out in the open in bridge
I love the map, although I personally think the emergency shuttle is a little bit too small, even with the small pop that it’s intended for, the bridge+brig(???) area is especially hellish.
Probably been said to death, but the removal of explo is really lame.