Map update - Powerstations and more!

Alright!

This adjusts the previous substations Atlantis mapped into more compact, non-destructive substation closets. Only the med-sci one remains in "full", though that was also modified. Engineering also remains its own room, housing a pair of back up SMES just so the entire station can't be taken out by some guy with a stick of C4. 

West-Civilian substation was moved from the vacant office room to the dead end in maintenance above cargo's warehouse. It's a bit tight, but entirely functional. The vacant office was restored with a twist; it's now a open-access actual office space, with (empty) cubicles, a fax machine and so on. It's actually easier to tear down then the old vacant office, so the usual round-by-round tom foolery can still happen. Apparently I forgot to then remove the gambling table from the bar as intended, but oh well.

Security's substation was adjusted from that hangout by the detective's office into a closet just above it, while the hang out was restored - again, with a twist! That maintenance hallway can now be accessed by a pair of all-access doors from the dorms, though the rest of the hall is blocked off by a few extra actual-maint-doors, and leads into a back room gambling table. Who plays poker or whatever in a open lit bar? It's always in that shady back room! Sadly it couldn't actually fit in off the bar, but it works. 

East-Civilian's substation was moved from one of the dorms to a closet neatly blobbed off the solar array. I'll give Atlantis credit there, that hole area is competing for space. The dorm was restored, though no twist.

Med-sci's was, as said, relatively untouched. It was shrunk horizontally to keep the maint-hallway dividing medical and science uninterrupted, that's about it.

Engineer's power station restored the construction station at a noisy request... But in the process removes engineering's entirely-unused bathroom. The space now also houses a pair of back up SMES, as said, which, while starting off, are hooked up to the main power grid. It's merely a back up bundle, unupgraded and so on.

The bridge's substation remained in place, though access from the primary hallway was cut. Gotta go in through the bridge. The walls were reinforced again as well.

Most of the substations have a cell charger inside them, too, and the bigger ones (med-sci/bridge) have various supplies in them as well.

In addition;

Security has a window between its hallway and the locker room. Before there was nothing, making it awfully claustrophobic. Security's blob start was adjusted up near their never-used escape pod to get it further away from their substation. 

Direction signs were added! They've actually been sitting around in the code for a while now. Various junctions will point the direction to both the emergency dock and medical, while corridors around the ring are marked as security/science/engineering as appropriate. Not that the station is complex, but we get questions where evac is in particular every now and then.

Quite a few wires and pipes were fixed. Under doors were a problem spot in particular, apparently. Check your doors!

I had to do this twice due to the map corrupting while saving near the end the first time around, so some small details might be missing. I tested it extensively, however, and made sure that all powernets are properly wired and that no APC is unconnected. Should be golden.

edit: courtesy of travis being a douchenozzle, the bar tables were restored to normal wooden ones. 

Oh, and I added another AI sprite. Clown-face, an anime and House from Fallout:NV aside, that's all the AI faces there are in the world. rip.