Zombe's Level selector is a great one but it certainly needs some fixes. I love the design, couldn't be better. The original thread at TTLG is dead for years now(!) so I've decided to post it here.
1. Chemicals for researching those implants and weapons: instead of creating storerooms in each level booth with appropriate chemical according to manifest logs I suggest creating one storeroom at the beginning with all the chemicals provided in sufficient number like 10. Anyway I've always piled all chemicals from each deck in the elvator so I've got them all at my current deck at all times. Yep, elevator is a nice place for researching...and playing swine games that is.
2. Organs to be fair: As long as the researching is possible, let's add organs
hybrid organ and monkey brain after medsci
midwife spine base after engineering
worm grubs and spider organs after hydro
swarm grubs after ops
rumbler organ after rec
psi-reaver organ after command?
any missing?
3. OS upgrade stations: why are those missing?
first after medsci
second after hydro
beat me I'm not sure about the other two now, doh! (maybe rec and Rickenbacker?)
4. Exotic weapons slot upgradable: Cannot be bought in the current state. There have to be markers by first crystal shards in ops level with script that enables this upgrade or something like that.
5. Deck 5 rec is unaccessable by common means before meeting Polito. Maybe a DECK 5 CREW card would help a little.
6. About the skill requirements in trainings. Well, Zombe said he might find a solution but it's not clear now whether it worked. I have some ideas myself but consider that I am aware of ShockEd or DromEd and this modding whatnot for three days now I think. So I might be babbling quite laughable garbage now for an experienced mapper or something that comes natural for everyone...but it's worth a try, no?
Well... maybe the skills may be reverted to original and make the "point-of-no-return marker which turns on the HUD just before the level booths" also do nullifying of those skills. Too easy to be possible?
Here's another idea. Why not cut the whole "booths section" in completely new e.g. levsel.mis and make an exit point in the place heading to levsel.mis. Just like the skills are nullified before entering station.mis (or at least I think so) they could be nullified before entering levsel.mis.
Even more so this way levsel.mis could be connected to those game maps which are normally independant from earth.mis and station.mis (they mention something like that in ShockEd tutorial) and that would make it more possible to get Zygoptera's Ultimate Spawn mod and his cube thing selection implemented right in Level Selector thus levsel.mis no? But that's just additional thinking and who knows what might happen if you get through the spawn mode selection twice - first in levsel and then in medsci...maybe nothing and the second selection will override the first one.
Well here are the ideas. I'd think it would be most fittable that it is Zombe who touches his mod. And he's good at it. But there might be a chance he won't be interested and I don't think I have the skills yet not to mention permission. Doh! Anyway this is the layout to make fine thing a better one. Do you agree?