Author Topic: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB  (Read 52928 times)

Offline Dallas

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #120 on: January 08, 2013, 11:12:07 AM »
I suggest a little public hideout in the sewers. I mean, have small bunker similar to one in C8 V1 but obviously hidden away a little, nothing too fancy just a place where Anti-Citizens could duck in for some rest or meet up.

I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).

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Offline rBST Cow

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #121 on: January 08, 2013, 03:55:31 PM »
I suggest a little public hideout in the sewers. I mean, have small bunker similar to one in C8 V1 but obviously hidden away a little, nothing too fancy just a place where Anti-Citizens could duck in for some rest or meet up.

I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).

I'm sure that most citizens would either meet up at the bar or the stripper club, like how they met up at the bar on the old map.
abbot common stop bad for you if u watch anime all day nigga u fuckn weaboo

Offline garry :D

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #122 on: January 08, 2013, 06:51:15 PM »
I don't have any pictures of Nexus stuff just yet. All of that will be done once MIDNIGHT is complete. I could just port the labs over from x1f.

Offline Mr. Pettit

Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #123 on: January 08, 2013, 10:21:17 PM »
Make the garage look more like a warehouse and a lot brighter, and if you decide to still add and a room like the MoC then put it in the garage. What I picture in my head is an above ground garage attached to the side of the nexus/around the back. Something like this:

Click to see the original size.


And then an MoC on the side with windows or something so you can see into the garage like this:

 Click to see the original size.

« Last Edit: January 08, 2013, 10:34:59 PM by Mr. Pettit »

Offline Reimer

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #124 on: January 09, 2013, 02:11:38 AM »
A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.
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Offline garry :D

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #125 on: January 09, 2013, 02:34:26 AM »
A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.

We had this in city45_x1e and it wasn't being used nearly enough to justify keeping it, unfortunately.

Offline Dallas

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #126 on: January 09, 2013, 11:25:40 AM »
Make the garage look more like a warehouse and a lot brighter, and if you decide to still add and a room like the MoC then put it in the garage. What I picture in my head is an above ground garage attached to the side of the nexus/around the back. Something like this:

Click to see the original size.


And then an MoC on the side with windows or something so you can see into the garage like this:

 Click to see the original size.

Holy shit. This! This! I agree with this completely. I will give my mortal soul for this to be included!
I suggest making it a bright room because the one in C45 requires 24/7 flashlights to work in.
« Last Edit: January 09, 2013, 11:27:37 AM by The 11th Doctor »

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Offline garry :D

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #127 on: January 09, 2013, 05:15:46 PM »
Seeing as today marks City 38's inception one month ago, here is a progress report (important ones are coloured and bold):

Quote
Object names       Objects/Maxobjs                         Fullness
------------       ---------------  ---------------                    --------
models                       92/1024                     ( 9.0%)
brushes                      3194/8192                (39.0%)
brushsides                 23517/65536            (35.9%)
planes                        13144/65536            (20.1%)
vertexes                     23010/65536           (35.1%)
nodes                        4800/65536              ( 7.3%)
texinfos                      2599/12288             (21.2%)
texdata                      261/2048                 (12.7%)
dispinfos                    35/0                         ( 0.0%)
disp_verts                  2835/0                    ( 0.0%)
disp_tris                     4480/0                    ( 0.0%)
disp_lmsamples         41144/0                  ( 0.0%)
faces                          13682/65536         (20.9%)
hdr faces                   0/65536                  ( 0.0%)
origfaces                   9393/65536            (14.3%)
leaves                       4893/65536            ( 7.5%)
leaffaces                   17352/65536          (26.5%)
leafbrushes              5896/65536            ( 9.0%)
areas                   16/256                        ( 6.3%)
surfedges           104999/512000           (20.5%)
edges                64747/256000              (25.3%)
LDR worldlights        206/8192               ( 2.5%)
HDR worldlights          0/8192                ( 0.0%)
leafwaterdata            3/32768              ( 0.0%)
waterstrips           1770/32768             ( 5.4%)
waterverts               0/65536                ( 0.0%)
waterindices         32496/65536           (49.6%)
cubemapsamples           0/1024            ( 0.0%)
overlays                 9/512                      ( 1.8%)
LDR lightdata         [variable]                ( 0.0%)
HDR lightdata         [variable]               ( 0.0%)
visdata               [variable]                   ( 4.2%)
entdata               [variable]                  (52.7%)
LDR ambient table     4893/65536       ( 7.5%)
HDR ambient table     4893/65536      ( 7.5%)
LDR leaf ambient     17510/65536       (26.7%)
HDR leaf ambient      4893/65536       ( 7.5%)
occluders                0/0                       ( 0.0%)
occluder polygons        0/0                 ( 0.0%)
occluder vert ind        0/0                   ( 0.0%)
detail props          [variable]              ( 8.3%)
static props          [variable]              ( 0.0%)
pakfile               [variable]                 ( 0.0%)
physics               [variable]                (28.5%)
physics terrain       [variable]            ( 1.0%)

Level flags = 0

Total triangle count: 39725
Writing e:\steam_bu\steamapps\thejackal47\sourcesdk_content\ep2\mapsrc\rp_city38.bsp
2 minutes, 6 seconds elapsed

Offline rBST Cow

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #128 on: January 09, 2013, 09:13:24 PM »
Seeing as today marks City 38's inception one month ago, here is a progress report (important ones are coloured and bold):

Quote
Object names       Objects/Maxobjs                         Fullness
------------       ---------------  ---------------                    --------
models                       92/1024                     ( 9.0%)
brushes                      3194/8192                (39.0%)
brushsides                 23517/65536            (35.9%)
planes                        13144/65536            (20.1%)
vertexes                     23010/65536           (35.1%)
nodes                        4800/65536              ( 7.3%)
texinfos                      2599/12288             (21.2%)
texdata                      261/2048                 (12.7%)
dispinfos                    35/0                         ( 0.0%)
disp_verts                  2835/0                    ( 0.0%)
disp_tris                     4480/0                    ( 0.0%)
disp_lmsamples         41144/0                  ( 0.0%)
faces                          13682/65536         (20.9%)
hdr faces                   0/65536                  ( 0.0%)
origfaces                   9393/65536            (14.3%)
leaves                       4893/65536            ( 7.5%)
leaffaces                   17352/65536          (26.5%)
leafbrushes              5896/65536            ( 9.0%)
areas                   16/256                        ( 6.3%)
surfedges           104999/512000           (20.5%)
edges                64747/256000              (25.3%)
LDR worldlights        206/8192               ( 2.5%)
HDR worldlights          0/8192                ( 0.0%)
leafwaterdata            3/32768              ( 0.0%)
waterstrips           1770/32768             ( 5.4%)
waterverts               0/65536                ( 0.0%)
waterindices         32496/65536           (49.6%)
cubemapsamples           0/1024            ( 0.0%)
overlays                 9/512                      ( 1.8%)
LDR lightdata         [variable]                ( 0.0%)
HDR lightdata         [variable]               ( 0.0%)
visdata               [variable]                   ( 4.2%)
entdata               [variable]                  (52.7%)
LDR ambient table     4893/65536       ( 7.5%)
HDR ambient table     4893/65536      ( 7.5%)
LDR leaf ambient     17510/65536       (26.7%)
HDR leaf ambient      4893/65536       ( 7.5%)
occluders                0/0                       ( 0.0%)
occluder polygons        0/0                 ( 0.0%)
occluder vert ind        0/0                   ( 0.0%)
detail props          [variable]              ( 8.3%)
static props          [variable]              ( 0.0%)
pakfile               [variable]                 ( 0.0%)
physics               [variable]                (28.5%)
physics terrain       [variable]            ( 1.0%)

Level flags = 0

Total triangle count: 39725
Writing e:\steam_bu\steamapps\thejackal47\sourcesdk_content\ep2\mapsrc\rp_city38.bsp
2 minutes, 6 seconds elapsed

So then you still got quite a lot of brushes left over, right?
abbot common stop bad for you if u watch anime all day nigga u fuckn weaboo

Offline Statua

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #129 on: January 10, 2013, 03:16:21 AM »
Oz you'e doing a fantastic job. Love what you got coming along here. Looking at your compile report. Lol it's a lot different then an outdoor map compile log. Here's the report from Ineu_Pass_v1c

Spoiler for rp_ineu_pass_v1c.log:
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 116/1024         5568/49152    (11.3%)
brushes               4175/8192        50100/98304    (51.0%)
brushsides           42004/65536      336032/524288   (64.1%)
planes               49378/65536      987560/1310720  (75.3%)
vertexes             43967/65536      527604/786432   (67.1%)
nodes                17295/65536      553440/2097152  (26.4%)
texinfos              7263/12288      522936/884736   (59.1%)
texdata                451/2048        14432/65536    (22.0%)
dispinfos             2021/0          355696/0        ( 0.0%)
disp_verts           82109/0         1642180/0        ( 0.0%)
disp_tris           119200/0          238400/0        ( 0.0%)
disp_lmsamples     5460364/0         5460364/0        ( 0.0%)
faces                24699/65536     1383144/3670016  (37.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            13845/65536      775320/3670016  (21.1%)
leaves               17412/65536      557184/2097152  (26.6%)
leaffaces            28337/65536       56674/131072   (43.2%)
leafbrushes          13977/65536       27954/131072   (21.3%)
areas                    5/256            40/2048     ( 2.0%)
surfedges           169112/512000     676448/2048000  (33.0%)
edges               102676/256000     410704/1024000  (40.1%)
LDR worldlights        154/8192        13552/720896   ( 1.9%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips           1915/32768       19150/327680   ( 5.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         35472/65536       70944/131072   (54.1%)
cubemapsamples         303/1024         4848/16384    (29.6%)
overlays               125/512         44000/180224   (24.4%)
LDR lightdata         [variable]    23413260/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]    11102997/16777216 (66.2%)
entdata               [variable]      299641/393216   (76.2%)
LDR ambient table    17412/65536       69648/262144   (26.6%)
HDR ambient table    17412/65536       69648/262144   (26.6%)
LDR leaf ambient     91292/65536     2556176/1835008  (139.3%) VERY FULL!
HDR leaf ambient     17412/65536      487536/1835008  (26.6%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/2930908  ( 0.0%)
dtl prp lght          [variable]           1/285509   ( 0.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/248104   ( 0.0%)
pakfile               [variable]    24983235/0        ( 0.0%)
physics               [variable]     1586919/4194304  (37.8%)
physics terrain       [variable]      477065/1048576  (45.5%)

Level flags = 0

Total triangle count: 64164
Writing c:\mapsrc\rp_ineu_pass_v1c.bsp
18 minutes, 37 seconds elapsed

Yes It took a mere 18 minutes but I compiled it on fast vis. Too lazy to optimize such a large map. I'll try to optimize ineu_valley though to run full. I had more of a problem running out of displacements then brushes lol.


Offline raged

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #130 on: January 11, 2013, 08:16:03 AM »
what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE

Offline garry :D

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #131 on: January 11, 2013, 08:32:48 AM »
what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE

cbf doing anything third eye related other than the decals - too much bitching about IC knowledge suddenly gained from people who OOCly stumble into it when they can't give me a valid IC story that matches the official explanation

Offline Statua

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #132 on: January 11, 2013, 02:38:24 PM »
what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE
This.

This is why I'm not putting any Clinic or Crazies symbols in Ineu Valley. I might make another CG Easteregg for teh lulz but yeah. Anything hardcoded into the map, unless its an easteregg, make sure ALL gaming communities will be satisfied.


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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #133 on: January 11, 2013, 05:48:23 PM »
So then there won't be like "Catalyst-Gaming" at the train-station entrance or whatnot?
abbot common stop bad for you if u watch anime all day nigga u fuckn weaboo

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Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
« Reply #134 on: January 11, 2013, 06:15:17 PM »
So then there won't be like "Catalyst-Gaming" at the train-station entrance or whatnot?
The answer is no, it's not going to have the current rp_city45_catalyst_x1f branding because I no longer find it beneficial to map specifically for one community after the last update. Instead, I feel as though I need to map for myself.

 

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