FulpStation Station Feedback

It’s intentionally obvious

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The escape Pods in medbay have their All access side, on the wrong side

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Secure windoors in genetics, normally these are normal windoors.

The drone dispenser took some effort to find, drone players will be angry

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This double airlock makes robo too secure and annoying to get into

There is no round start plasteel in robo, normally there is 10

Replaced the genetics windoors with non reinforced ones, also added names to them.
Gave Robotics an airlock to maints and moved the drone recycler to be closer to that
I changed the cycling on the Robotics airlocks so it wont be as annoying to keep doors open for them, but they are there because the outer ones aren’t glass so shutters only has to be on the windows, letting people still enter while it’s closed, without forcing the airlocks to be non-see through, so when they are up you can still see inside.
I also took the time to add desk bells for Robotics, Genetics, and Science desk, and fixed the names for the airlocks leading to maintenance.

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Toy vendor in library is hidden away

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secure windoors in pharm

This is a low pop map so maybe include some donk pocket boxes?

two ai cameras in the emitter room, one being on a door
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a floating camera on the radiation shutters left side
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floating camera on the radiation shutters right side
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Toy vendor in library is hidden away

That’s fine.

secure windoors in pharm

Changed to be consistent with other maps

This is a low pop map so maybe include some donk pocket boxes?

There’s tons of food everywhere. No.

Not sure if this has been reported yet, but converyors on the left do not link. The right side works until the plastic flaps, where it also disconnects

toxins giant oxygen tank is empty and not connected to anything. Also its using a gas filter instead of a gas mixer.
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It’s never connected, you have to wrench, otherwise good spot

  1. A lot of Disposals are bad. They shoot you the wrong way. I think there was a chute in science that shoots you to RD’s room instead of Disposals room. I think also the chute in virology is bad, maybe chem back room too, don’t remember. I would naturally assume that just a lot of them are bad.

  2. Large Paintings in Library need to be completely redone. Large Painting are supposed to cover 2 tiles (vertically or horizontally). Right now the large paintings are on 1 tile (vertical walls), but set to (horizontal mode). No paintings are hung as a result. Might need need to break/add walls depending on how many large paintings you want.

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no fire axe in bridge

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A lot of Disposals are bad. They shoot you the wrong way. I think there was a chute in science that shoots you to RD’s room instead of Disposals room. I think also the chute in virology is bad, maybe chem back room too, don’t remember. I would naturally assume that just a lot of them are bad.

This isn’t particularly helpful without specific examples. The one in sci was changed a week or so ago.

The sci one I was prob late to report.

1a. Disposal in Chemistry Backroom exits to Virology.
1b. Disposal in Virology (The one thats supposed to go to disposal, not the one that goes to space) exits to Virology.

2a. No Seed Vendor in Garden. (There is a NutriMax Vendor, but no Seed Vendor, which is more important.)

3a. Medbay could use some extra fire extinguishers due to the nature of their job.
3b. Chemistry backroom could use a fire extinguisher as well.

Unrestricted access fault:
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Area sectioning a bit weird, maybe add more unrestricted access in the orange marked area?

No maints airlocks to these areas:
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Atmos can only be accessed by one airlock which makes it an extremely secluded area, maybe add more access ways into atmos?

Many inconsistencies with exterior wall plating:











It may be impossible for a xeno queen to tail whip the shields to escape because of these r-walls, there is also no way to gas the xeno queen from outside:
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Why does hop get a personal entrance to the bridge bathroom? Why does HoP need an airlock of 2 to get from bridge to hop office? He also gets a vault telescreen even though that’s the QM’s job.

Maybe R-wall here?
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Why does law office get R-walls?

Maybe place some windows here for balance? most people don’t even know the armory is there. Maybe remove the motion cams there since it’s such a secure area anyway?

Overall there is very little ways to get into the station from space, Getting on the station is normally done via departures and arrivals giving you 2 ways to get on the station from 2 different angles, since this map’s departures and arrivals are connected, maybe don’t restrict getting into arrivals from here?

I don’t see an ERT ferry dock.

Secure windoor:
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2 Coffee areas in close proximity and reinforced windows on the right one, instead of having 2 maybe have one with a larger area?

Reinforced windows in library, normally the library computer is locked behind librarian access, see metastation for example:


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Reinforced windows:
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Balance nitpick: Tech storage is too hard to break into without anyone seeing you
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There is no syndicate docker: Nukies and Battlecruiser won’t be able to arrive at the station z-level without selecting a custom location (this is a major problem for battlecruiser since they can’t set a custom location iirc)

Maybe give these maints access+department any since maint passthroughs normally have them.
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This girder in CMO chambers, RD office has R-walls but this one has normal walls

Why is this apc 5kw instead of 10?

Also I don’t think other maps have every water sink and shower connected to water tanks, seems like way too many water tanks in maints because of this

There are no external air ports for atmos outside engineering

Engineering overall is just very cramped an feels horrible because of these maint passthroughs:

These pipes:

Scrubber pipes under the windows and the incinerator filter is filtering to waste instead of to the port, the air pipes don’t look connected to distro:

Not sure if this injector works:
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Being in this area while the incinerator is on may irradiate you (not sure about this one)
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All of this is non-pass through

Would be nice to give tcomms another entrance, otherwise there is no reason for this giant walkway around the sat

Missing windows:

Secondary AIs should have a windoor

Would be great if you could give AI more control over their shutters as right now this one button controls all 3 shutters:

The area above has command access general on it because the teleporter there, but it doubles as a cyborg recharge area which are normally separated, maybe put the teleporter in the entrance and the cyborg area elsewhere?
The airlock to the right has command minisat access only, so I’m not sure if engineers would be able to access it, some command staff don’t have mini sat access iirc so the command only section above would be inaccessible to them, either way it might raise some questions with access changes to newly hired engineers.
The airlock below has AI upload access all the way to the core, I believe AI core access should be there instead.
I don’t see why you need double airlocks to all 3 areas.


Not sure if this is intended but sec locker room has normal walls.

Weird AA area that cramps dorms, maybe remove it and make it a part of dorms, also that crate is really annoying?

Annoying railings you get caught on while stumbling in dark maints:
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4 escape pods spread in all corners of the station raise a balancing question since antagonists can use them accomplish the leave the station alive and not in custody objective.

Some hallways have very little amounts of wall-mounted fire extinguishers

Coroner gets normal tools instead of savage ones? There is also no secure morgue tray in morgue.

This area is separate and separated by firelocks but has no distro infrastructure:
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No roundstart plasteel for robotics, 2 hyper capacity cells which are supposed to be research-gate locked, The levers for the conveyors seem a bit messed up as one lever will activate both conveyors. There is no intercomm near the ectoplasmic sniffer.

Consistency issue with QM office not getting his own chambers like the other heads do?
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How does one access the urinal?
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R-walls inconsistency and det office has no maints access

Execution room normally has armory access since only captain/hos can approve executions:

Rework ideas (not bugs but they might make the map better):

Maybe instead of the upload having 2 different entrances which no other map has, you could change it to this?

Chapel office feels very cramped and like an afterthought placed in maints, maybe move it and expand the crematorium?

Morgue feels hidden away and really cramped as well, maybe move the psych office up to the yellow outline, move pharm 2 tiles down so there is windows from below looking out into the hallway making it less secure, remove the pointless maints and put morgue where the orange outline is?

Very cramped area for mechs, the launchpad for mechs being in front of the desk seems a bit odd, here’s a rework suggestion with the white outline where the launchpad would be, Metastation as the second screenshot for inspiration:
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Would be pretty hard for pirates to get in this area, maybe add some some reinforced windows into the maints looking into the vault like Meta does? Also 2 entrances into the vault seems a bit weird, 3 airlocks leading into the vault is also too secure imo.


Cargo bay area is GINOURMOUS, the area above the shuttle dock doesn’t get used much, I think moving the the cargo shuttle dock to the left where mining shuttle is and moving the mining office up, while moving the bitrunner den up to the right would make cargo much more pleasing to the eye.

I hope we can make Theia station better because in the state it’s currently in it makes me not want to play.

Pharmacy has medical general access which psychologists and paramedics have iirc

Fixed the access issue with engie, but the rest of this is pretty bad.

No ert dock is pretty bad

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chute doesnt do crap

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their overlapping lightswitch and fire, also theirs no button for armory shutters

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