Pubby Reinstatment Project

I think we’ll just have to actually play the map to make anymore suggestions for medical. That way we can really see any huge pain points for it.

Still, this is a pretty medical.

All I can really suggest is adding signs/symbols of where things are in medical and really the whole station. Helped Fland station especially since it was a huge map. Maybe small signs of medbay, virology, genetics and operating room might be nice

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Outside of the hallways there are a lot of one-wide walkways in rooms. This is sometimes fine when you know there will only be one person in that room at once but its really not ideal. Med storage is a big one, it should have two doors and path at the least. Viro has me a bit confused; the windowed beds in the center of the work area makes this one wide dead end path that serves not real purpose.

A good tip i always suggest to test how your map will kinda feel on your local sever is to spawn a bunch of humans/monkies around randomly in rooms and hallways and just walk around. How often are you swapping and generally getting in the way of each other

Personally i would like the medbay secpost to be moved higher up, the ideal spot for me would be where the ‘‘dirty’’ surgery bed an the other stasis bed is, that way you get a control on the entrance and a small look on the hallway, i’m not a fan of ‘‘abandoned areas’’ that are out in a heavily transitted area, like i get why for example Rad Library looks like that but it doesn’t makes sense for an ‘‘hygienic’’ medbay to have that roundstart that’s more fitting for a maintenance room.

The issue with the current sec office is that it goes through cloning and… psychiatrist room? which is odd and it also doesn’t have a holding cell or a locker like other maps, don’t forget he recharger too!

Personally i would add a windoor+desk to the geneticists so they can interact more easly with the crew.

I would move the virology monkey pen further down because being right next to where the Geneticists are working means that any spider/morph/blob/xenomorph would be immediatly outed by the sounds they make.

Lastly the amount of lockers seems small considering we can have up to five doctors and it would be odd to have two lockers cramped of medhuds, gloves, radios, etcetera.

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gives medical a excuse to actually clean the place from time to time since they usually scrap half the bay to remodel, i think its pretty neat
as for the sec office

only like a few maps have holding cells, i think like 2 at max, also if i move secoffice northward like the OG Design it will x3 more crampted and definatly no Holding cell

in other aspects ill change accordingly as suggested

only like a few maps have holding cells, i think like 2 at max, also if i move secoffice northward like the OG Design it will x3 more crampted and definatly no Holding cell

Fair enough, however i’d like if it was facing medbay in… any capacity, right now it’s in the middle of cloning and… psychiatrist office which is a weird location and it also faces the same issue of hearing the xenos/spiders/etc (alongside the window to viro) oh and perhaps an extra chair to hold a prisoner (weird spot for that sink too btw)

I think the M.U.L.E pathing might be a little too weird, you would have to test it

And lastly just in case… remember the quarantine button for the entirity of medbay and the CMO privacy shuters!

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This is the rough draft of the reshifted Areas,sadly a holding cell wont fit in the outpost but ill still work on this version abit and smooth it over, along with more fancy decals as suggested

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this is so sexy haha

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I will say it might be worth getting rid of the two tables in the center of the treatment center, while it does look very nice it creates a little bit of a bottleneck that could get annoying when medbay gets busy as it’s essentially a small 1-wide hall. Overall though I am a big fan B)

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