New D-Block Entrance Addition (not replacement)

What does this suggestion change/add/remove:
This suggestion adds a new double door into upper D-Block going to where the entrance to interro used to be

Rough estimation of location
door but this side.png
Door but that side.png

Has something similar been suggested before? If so, why is your suggestion different?:
i doubt this specific change has been suggested

Possible Positives of the suggestion (At least 2):
- Less traffic through the singular door on lower D-Block resulting in less "traffic jams"
- Would create a purpose for that area to be utilized
- Would give D-Class a minor buff but one that they've been asking for awhile
- Low effort Mapping change
- CI wouldn't be able to hold low effort D-Block holds utilizing 1 jugg and a medic to hold the singular entrance

Possible Negatives of the suggestion:
- a Map compile would be required which would make this change longer to be implimented as an entire recompile would not be worth a door
- CI will most likely complain
- D-Class will have an easier time escaping if the door isn't properly guarded which could further disrupt non-combative RP

Based on the Positives & Negatives, why should this suggestion be accepted:
i think this should be accepted as it would be an easy fix for a few issues that have always seemingly persisted with D-Block this will not be a fix all solution as quiet frankly.. it is a door
 

Timmy Bill

Well-known Member
Dec 7, 2024
44
9
41
USA
Massive Major +Support
Actually a really good idea. Having another door to D-Block would be pretty helpful, I have suggest it to be a CL3 door (Maybe with Gensec override) and maybe even having a gated room like in bunker to have a armory, ammo, armor, or SCP beams/cuffs there for CL3 personnel to restock at. And if it was a CL3 door it could still slow D-class from escaping from that area. I actually really support this and hope it gets added!
 

Lord_Fr3ze

Senior Developer
Senior Developer
Mapping Team
Content Team
Jan 3, 2022
81
47
111
Would look kind off odd, putting a double door there that goes into D-Block, no logical reasoning behind it.

The only other solution I would see being reasonable, is to just expand the door that currently goes into D-Block, by making it a double sliding door. To hopefully fix the issue of player movement through it.
 
I do like the idea of a second entrance into D-block. A more expansive change but one that would potentially be more interesting would be having a connection between D-block and medbay, so there's one exit to LCZ and one to medbay. Would probably need significant changes to both D-block and medbay to make it work, but tbh D-block could do with an update.
 
Honestly IMO, even if it was just that specific area where interro used to be, cutting into medbay and d-block a little, that whole area is deserving of adjustments. It feels a little awkward to just have this weird upper walkway above medbay entrance with no real purpose other than to enter/exit one minor job spawn and juke SCPs - While also having a heavily trafficked area, one that is heavily relevant to the new player experience (especially with upcoming changes to how first time players are handled when they join) be so tightly bottlenecked (personally level-design wise tbh, I hate the area of LCZ surrounding PW Loop in its entirety - It feels disjointed and disruptive to flow of RP. I so badly wish I had a feasible solution to it 😭 but I don't, else I would have fielded it a long time ago).

But I also agree that slapping a door where interro used to be would not have the desired effect. I really, really don't envy Level Design here. There's no easy solution to this problem at all.

I'm giving this a tentative +Support in the interest of improving the new player experience as well as the myriad gameplay loops that intersect with this specific area, but I highly doubt that this idea exactly will be what is implemented.
 
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Would look kind off odd, putting a double door there that goes into D-Block, no logical reasoning behind it.

The only other solution I would see being reasonable, is to just expand the door that currently goes into D-Block, by making it a double sliding door. To hopefully fix the issue of player movement through it.
Double door wont fix the issue which is that it's an extreme chokepoint which is easy to hold. There needs to be two separate entrances
 
Would look kind off odd, putting a double door there that goes into D-Block, no logical reasoning behind it.

The only other solution I would see being reasonable, is to just expand the door that currently goes into D-Block, by making it a double sliding door. To hopefully fix the issue of player movement through it.
there should be a fire exit for that door right there in my opinion, it doesn't seem logical that the only door inside a prison holding area is a one-way passage with no fire or emergency exit/airlock