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@CRUNCH-Borg CRUNCH-Borg commented Dec 21, 2025

What Does This PR Do

Completely remaps the Meta Station Brig.

Perma/Labor Camp area

  • Upgraded Permabrig featuring fully equipped kitchen, upgraded hydroponics, functional bathrooms, prisoner dorms, and improved isolation cells.
  • Perma now also has a fully functional N2O prisoner bedtime system and large air scrubbers for cleaning it up afterwards.
  • Added a proper perma airlock to replace the god-awful disposal tube.
  • Removed the heroin den outside perma.
  • The prisoner lockers are now located directly outside perma/labor camp shuttle dock. There are more lockers and a plasmaman clothing change station for giving them their orange suits.
  • Execution has been improved and the door renamed to the "Prisoner Departure Lounge"

Main Brig

  • Cells 1-4 are now properly numbered. They have been expanded by 2 tiles and now have functional treadmills.
  • Evidence has been moved and is now directly adjacent to Processing. It is adjacent to maintenance but has the customary space gap.
  • The Warden's office has been moved and is now adjacent to Perma/processing.
  • The security office has been moved and is now in the centre of the brig.
  • The armoury has been moved up to the back of the brig, and is now directly adjacent to the warden's office and the Gamma
    armoury dock, accessable through security equipment storage, which is accessable both via the security office and the brig main hallway.
  • Sergent at Armsky now has a patrol route so even if they DO somehow leave the armoury, they'll return to it.
  • Detective Office is now outside the brig itself. It has new electrochromic windows and privacy shutters.
  • Magistrate's Office occupies the space left over by the Detective's office, it's bigger than before.
  • Head of Security's office is now above the Magistrate's Office, seperated from it by a new hallway that connects the brig directly to the Courtroom.
  • The Firing range has been merged with the bomb diffusal workshop and is above the HOS office.
  • At the end of the main brig hallway is a new bathroom for Security.

Some changes had to be made to surrounding maintanance areas. The substation has relocated along with the security atmos checkpoint, which now is fully equipped with all the valves and pumps you could want.

Why It's Good For The Game

The Meta Station brig is awful.

Armsky constantly leaves the armoury because it's able to see normal people from its spot in the armoury and it goes apeshit.

The permabrig is actually the worst.

It's so depressing.

It needs this, really badly.

Images of changes

Overview
image

Testing

  • Became AI, checked that camera coverage was full.
  • Tested all fire alarms to make sure every door, desk, and delivery flap has a firedoor.
  • Checked the ambient lighting levels to make sure it was adequite.
  • Tested the perma and security lockdown buttons to ensure no openings were missed.
  • Tested the electrochromic windows of the HOS, Magistrae, and Detective.
  • Tested the privacy shutters of the detective.

Declaration

  • I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

Changelog

🆑
tweak: Remapped the entire Meta Station Brig.
/:cl:

@ParadiseSS13-Bot ParadiseSS13-Bot added Map Edit This PR will modify a map -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally -Status: Awaiting approval This PR is waiting for approval internally and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Dec 21, 2025
@Christer2222
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Not a big fan of the warden's office being next to perma, no other map has this, and it makes it very hard to not be detected if a perma inmate escapes through the hallway. I think the wardens office being placed away from perma is to not "create an optimized map" and gives an inattentive warden a chance to mess up.

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting approval This PR is waiting for approval internally labels Dec 24, 2025
@Dafrek
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Dafrek commented Dec 26, 2025

Perma disposals chute was neat as an optional way to sent prisoners into brig. Some nice looking changes overall though. Here are some suggestions/issues:

It would be nice to keep the entrance to the solitary cells outside of perma, leaving a window so prisoners can see inside perma would be nice.

The prisoner transfer shuttle room could use a directional all access door to allow people to exit, like box station has.

IAAs dont seem to have access to the maints door south of perma observation room.

@CRUNCH-Borg
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Perma disposals chute was neat as an optional way to sent prisoners into brig. Some nice looking changes overall though. Here are some suggestions/issues:

It would be nice to keep the entrance to the solitary cells outside of perma, leaving a window so prisoners can see inside perma would be nice.

The prisoner transfer shuttle room could use a directional all access door to allow people to exit, like box station has.

IAAs dont seem to have access to the maints door south of perma observation room.

Chute was hard to use, hard to see if you didn't know what it was (cuz of the flaps) and prone to allowing the prisoner to crawl out before being sent to perma if not properly stunned. Its usage was also basically mandatory due to the lack of a secure transfer airlock.

Other permas all have their cell entrences inside perma. I feel it's more important to do that here also, considering that the warden's office is so close. (Also the cell design would have to be downgraded due to the lack of wallbump space if an extra set of windows got added).

I have added a directional unrestricted access helper to the labour camp shuttle dock room.

I have changed the access on the maint door in the prison wing from brig to doors, so IAA will and command will have access to it.

@Dafrek
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Dafrek commented Dec 27, 2025

Chute was hard to use, hard to see if you didn't know what it was (cuz of the flaps) and prone to allowing the prisoner to crawl out before being sent to perma if not properly stunned. Its usage was also basically mandatory due to the lack of a secure transfer airlock.

Other permas all have their cell entrences inside perma. I feel it's more important to do that here also, considering that the warden's office is so close. (Also the cell design would have to be downgraded due to the lack of wallbump space if an extra set of windows got added).

I have added a directional unrestricted access helper to the labour camp shuttle dock room.

I have changed the access on the maint door in the prison wing from brig to doors, so IAA will and command will have access to it.

Yeah the chute wasn't that good, it was just unique. Other maps do have solitary in perma as well and Im not a fan of that design choice, I preferred when they were outside of perma before those brigs were also remapped. Even if you do decide to keep them inside perma this does seem to be a nice map change overall.

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Dec 29, 2025
@CRUNCH-Borg
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Not a big fan of the warden's office being next to perma, no other map has this, and it makes it very hard to not be detected if a perma inmate escapes through the hallway. I think the wardens office being placed away from perma is to not "create an optimized map" and gives an inattentive warden a chance to mess up.

I have replaced the east windows and doors of the warden's office with solid wall.

@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Dec 30, 2025
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Overall looks great, just some minor comments;

  1. This area looks very elongated and sparse. With this much space you could pull the weightlifting machines away from immediately next to the basketball court and to a more defined section of the genpop area. I would maybe also split up the large table into several smaller ones to fill out the space.
Image
  1. The amount of danger decaling in the armory feels kind of excessive. Maybe some of the new trimline or geometric turf decals could be used to delineate the space?
Image

@CRUNCH-Borg
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Overall looks great, just some minor comments;

1. This area looks very elongated and sparse. With this much space you could pull the weightlifting machines away from immediately next to the basketball court and to a more defined section of the genpop area. I would maybe also split up the large table into several smaller ones to fill out the space.

Area modification
image

2. The amount of danger decaling in the armory feels kind of excessive. Maybe some of the new trimline or geometric turf decals could be used to delineate the space?

Mod
image

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Jan 7, 2026
@github-actions github-actions bot added Merge Conflict This PR is merge conflicted and removed Merge Conflict This PR is merge conflicted labels Jan 9, 2026
@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Jan 11, 2026
@warriorstar-orion warriorstar-orion added this pull request to the merge queue Jan 15, 2026
Merged via the queue into ParadiseSS13:master with commit ce1142a Jan 15, 2026
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5 participants