Barotrauma

Barotrauma

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Acheron
   
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1.104 MB
Dec 12, 2021 @ 12:38pm
Dec 28, 2021 @ 3:19pm
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Acheron

Description
Large ship useable in later stages of campaign. Armed with 4 coilguns and 2 empty slots for additional weaponary to unleash its full potential. Also suitable for traitors as it has restricted access to armory and toxins cabinet.
8 Comments
Herr Basil Aug 30, 2023 @ 1:34pm 
this actually looks pretty good, gonna cop it keep them coming!
Luckspeare Dec 17, 2021 @ 7:32pm 
And a final optional suggestion and then I'll stop inflicting myself on you here -- labeling on the cabinet label placards could be a really nice addition, if you feel like it.

All told, again, great design! Definitely gonna try this one in campaign.
Luckspeare Dec 17, 2021 @ 7:32pm 
Nice! Stairwell deck numbers look really good now -- the circular fin deco things around them are a great touch. Signage overall looks great. Only thing left I might suggest is toning down the brightness/value on the arrows next to the command periscope function select button to something like 0.6 or something like that. Nice to see the new racks, and the main magazine has effectively been moved to the room right next to the loader room, with a little bit of overflow left on deck 1 cargo room, which I like a lot. My apologies to whatever had to be moved to make that happen. Another minor thing I just noticed is, in the small engine room, the diving locker is sitting a little too close to the cabinet and makes it look like it's in front of it -- if that's intentional, cool, but if not, 4 or 5 pixels moved to the right makes it perfect.
Wombat  [author] Dec 16, 2021 @ 5:21am 
Thanks for the input! Most of the issues you pointed are just missed errors by me, however the long distance from main ammo storage is dictated by the need to move security crew around the sub.
I'm kinda conflicted about extra periscopes for random crew as I never saw it in use. Also placing cameras to fit with the design of the sub is pretty hard.
Luckspeare Dec 15, 2021 @ 10:46pm 
Things I'm torn on:

• Central command room is pretty sparse looking, but it's got a nice central location. The button-activated 3-view periscope is a nice touch, though. But the label on it looks awkward and should be moved/fixed, or even removed.

Other thoughts:

• Extra camera periscipes for crew just sitting around or curious are always good -- if you can tuck one in here or there, it's a nice addition.
• Only bunks for two crew :( Be nice to have at least 2 more, though space is tight.

Overall, though, a nice design that has the potential to be a top-tier no-nonsense medium-sized campaign sub.
Luckspeare Dec 15, 2021 @ 10:41pm 
Things I don't like (cont'd):

• Some labeling is awkward and doesn't fit in well, like the junction boxes and the medbay symbol. Pure 255,255,255,255 is not a good color for any symbols -- tone down the color to a grayish white and it will fit in way better. Also, where possible, they need backboards, since having them on visually-curved surfaces (like a duct) looks really bad. Main offenders are the deck numbers in the central stairwell, the junction box labels (which are also askew from each other heightwise), and the arrows underneath the periscopes.
• Typo in command room signage. Also a relay component that was probably intended to be hidden, isn't.
Luckspeare Dec 15, 2021 @ 10:40pm 
Things I don't like:

• Wiring is generally good but there are a few spots where it looks unnecessarily convoluted or out of place. Example: the crinkled wires above the batteries in the small engine room, the wires on the fabricator and deconstructor, and a loose blue wire in the conning tower airlock.
General suggestions:
• Link fabricator to cabinet to its right.
• Most of the ammo storage is a fairly long walk from the loader it's on the upper deck with the crates storage. Run a screen or so away to the central stairwell, climb two levels, then head right half a screen. That's definitely a bit awkward, but I also see how the designer was trying to make do with a storage space squeeze.
Luckspeare Dec 15, 2021 @ 10:40pm 
A pretty solid design for a small to medium-sized crew

Things I like:

• Campaign-friendly
• Great labeling in the central stairwell -- the symbols are functional, noticeable, good-looking and blends in well. The deck numbers are a nice touch.
• A little grow room for plants.
• Engine and reactor placement is perfect. And the engine room looks like a damned engine room, and the power plant room looks like a damned power plant room. Simple, straightforward and looks good.
• Nice use of stairs, particularly in the engine room.
• Captain's three-function periscope is a nice touch -- interesting placement of the electrical coil there on the conning tower airlock.
• The armory, toxin and conning tower storage closets are a really nice touch.