So... remember how when I first showed the Cerberus bridge like a month ago, I mentioned I had started working on the Excelsior-Class main shuttlebay, for the USS Potemkin?
I had been trying to make a shuttlebay for a long while, mostly due to the wish of using my existing shuttle meshes more. After some failed starts with other classes, I finally managed to get a clear picture in my head of how the Excelsior one could work.
The outer shape is based on the Excelsior mesh from Chris Kuhn, though of course it's smaller to accommodate for the thickness of the outer hull. Said shape ends up being very inefficient due to the large space doors. A lot of space near them is pretty much unusable. I also had a hard time finding a good parking spot for the shuttles, given the curved walls, I had at least a dozen revisions with different number and location of shuttles; it might still change if someone has a better idea.
Of note is the fact that due to its location at the tail end of the Excelsior's secondary hull, it's not possible to add a lift to the deck below for maintenance. The deck below is very short and a Type-7 won't even fit.
I've been able to reuse some meshes that I had done for Stage 9's shuttlebays, like the tractor beam emitters (which will be on rails) and the aforementioned shuttles. I did spend a lot of time optimizing my old meshes though; I'm embarrassed by how extremely overdone they were. The Type-15 had 60k polys, now it's at 30k, arguably still too much.
Still, I'll have to model some new stuff, particularly cargo containers of different designs to make the room busier. The control room on the deck above will feature existing consoles from the other Potemkin sets, just with new LCARS. This is to mirror the Enterprise-D main shuttlebay control room as featured on the official Sternbach blueprints and
as we reproduced on Stage 9.
Ignore most textures (particularly those ugly patterns on the space doors) and materials, everything's just grey for now, and will change. Same thing for the shuttles, I'll have to modify them to be turned off, plus come up with names for them all.

Lighting will likewise increase heavily as I model more sources.
Comments and suggestions more than welcome on this one.