I like being able to break into the artifact chamber. I once spend an entire shift as a clown "pretending" to be a an artifact and making the scientists do tests on me and reacting to stimuli.
I think the space areas between rooms is good for both a security measure and to handle atmospheric issues (Such as the atmosphere consisting entirely of fire), it's also a good reminder that you are in fact in space
bagel is cool but it feels a bit.. powergamey? something like that like -gravity and comms are in central hallways so doing some sneaky sabo is tricky as heck -perma being almost impossible to escape and super easy to look into -the vault cramped next to bridge so its tricky as heck to steal from -bridge in general being way too safe and hard to break into
When it comes to Perma. I have seen some wardens get so pissed that someone broke out OR bombed that perma room so the can die a glorious death, that they trap them on the syndie ship. I also do agree that a lot of the holes are placed in a meta-way to prevent graytides from breaking into head offices round start.
This is a old map the reason some rooms look strange because the map maker just added the new feature like cryo replaced clone, where teg is was a room where the Supermatter was supposed to be and the second Arrivals shuttle was the old shuttle where you just spawned. (Love your Map review and maybe make a Nukie planet and Centcomm review someday)
I like being able to break into the artifact chamber. I once spend an entire shift as a clown "pretending" to be a an artifact and making the scientists do tests on me and reacting to stimuli.
I think the space areas between rooms is good for both a security measure and to handle atmospheric issues (Such as the atmosphere consisting entirely of fire), it's also a good reminder that you are in fact in space
bagel is cool but it feels a bit.. powergamey? something like that
like -gravity and comms are in central hallways so doing some sneaky sabo is tricky as heck
-perma being almost impossible to escape and super easy to look into
-the vault cramped next to bridge so its tricky as heck to steal from
-bridge in general being way too safe and hard to break into
I like the holes between rooms for improv windows to space, adds to the look of it all
When it comes to Perma. I have seen some wardens get so pissed that someone broke out OR bombed that perma room so the can die a glorious death, that they trap them on the syndie ship.
I also do agree that a lot of the holes are placed in a meta-way to prevent graytides from breaking into head offices round start.
You've got that peter griffin laugh down to a T every time you mention the map maker.
the server room next to the arti room is very simplle to explain: I love loosing comms because of deptth 5 energy release.
Average Sci shift
I like the stupid little holes. Leaves options for antags, gives more work for engies/atmos.
This is a old map the reason some rooms look strange because the map maker just added the new feature like cryo replaced clone, where teg is was a room where the Supermatter was supposed to be and the second Arrivals shuttle was the old shuttle where you just spawned. (Love your Map review and maybe make a Nukie planet and Centcomm review someday)
ive only seen the top locker room be used for syndies every round i go in there and steal a baton
do you play in goob or wizard den
Wizden