Just a collection of very minor things I discovered while working on OCPD, mostly doorframes with hinges on the wrong side relative to the actual door as well as a few other small issues.
C1A1A:
Backwards door in the “triangular” office with the TV set:
The first “no smoking” sign in the turret room cuts off early on its top side. Also the doorway right next to it is too small for the crates that are supposed to go through it to actually fit, but that opens up a whole other series of issues regarding how freight moves through c1a2a that the devs probably won’t bother to get involved with.
C1A2B
Flipped door in the locked-off elevator area in the lobby.
C1A2C
The sign at the top of the stairwell between B and C should probably read “Admin 1” instead of “Admin 2”, or alternatively the arrow should point the other way. Admin 1 is downward from this location; Admin 2 is upward.
Flipped door on the office up near the turret control area.
Flipped doorway in the maintenance stairwell near the tunnel.
The doors in the cafeteria are vertically “off” by about 8 or 16 units when compared to their other sides in the hallway.
There are no door controls on the far side of the fridge interior doors, only the near, despite there being no clear way to open them from the far side and the main entry door having (albeit nonfunctional) levers on both sides. What if somebody got stuck in there?
If left to its own devices for a while, the fan in the ventilation shaft will stop rotating and begin spewing errors (that I was sadly unable to capture) to the console.
That’s about it, most of these are again pretty minor and it is of course entirely up to the developers if they want to bother fixing them at all.