Weird AI sat, kinda neat.
Poor security and that maint tunnel, hoh boy so many stolen hardsuits and perma breaks. Sucks a bit that you can’t effectively space people out of the execution chamber without going for a bit of a spacewalk.
West side of the station is basically greytide home. Maint seems really boxy though, less windy/bumpy like I’m used to and more just straight lines wrapping around rooms.
Kinda neat that the arrivals hall pushes you to go into the library to get to the rest of the station.
Is that three whole atmospherics hardsuits I see? Nice.
Tech storage is now in maint, but it gets hacked open all the time now anyway, so.
All the SMES units in engineering are now in the supermatter room, which is eh.
No spot for tesla/singulo builds?
Plenty of solars with options to build more from scratch, I like.
Lot harder to get access to the morgue without traveling through med, or… Actually, there’s something. There seem to be a lot of ‘sub hallways’ that are marked off as maint tunnels but still have the flooring. That’ll take some getting used to.
Very roomy sec checkpoints.
Each department seems to have room for shuttles, even med and engi.
Both chem dispensers are propped right up against medbay proper, so when some idiot explodes themselves, it’s gonna breach that whole area as opposed to if they were put on the opposite wall.
Having a medical checkpoint at departures is a pretty cool idea, I like that.
QM has a hardsuit?
Cargo starts with a lounge, neat
Custodial closet is actually placed somewhere that people can find the damned thing.
Bridge/HoP now has sec checkpoints, though god damn that is a LONG bridge.
Camera placement. Please test this as AI and see camera placement is adequate. I’m taking a closer look and I think a lot of these areas would have blindspots, plus there’s not a lot of overlap so one camera going down is a much bigger deal.
Love the idea for the nanite chambers being exposed to the public like that, definitely think there should be some way for sci to get into them without going all the way around though.
Should the chapel crematorium really be exposed by non-reinforced windows, and should it really be connected directly to the interrogation room? The interaction between the chapel and sec is a bit odd to me considering how far removed they usually are.
Overall, I like it. Some parts are jank as hell but it’s a map that gives plenty of movement options as well as new toys/conveniences. Maint loses its traditional winding tunnels feel and becomes something of a small dip to get into localized areas (even the enormous maint areas between cargo and arrivals are centered around big rooms).
lastly, cheeky of you to give cargo an easy emitter