RP_City45_Catalyst_x1e_r
"What's RSO?"
Credits to Kaz/KFrohman for x1d and previous versions as well as the original mappers.
This version contains several new features that are designed with Catalyst Gaming's HL2RP server in mind.
http://www.mediafire.com/?81z9ufbb687v4qc
Changelog
- Civil Protection now have access to a garage which is opposite the CWU HQ.
- Removed secret tunnel entrance at District One. Tunnel now links to P3 and the Diordna.
- Four admin rooms for when you're AFK or teaching new players and you don't want to be seen on the RDT rooftop or CA office.
- Increase in security measures for the Nexus armoury.
- Precinct 3 HAP has undergone an angle change to line up with the Citadel wall and the Nexus corner.
- The front of the Nexus has been realigned from 23 degrees (or some silly number that had a decimal) to 45 degrees - huge credits to Kaz for this because now I can actually fix things without it breaking more things! :D
- Nexus medbay and the CWU HQ has undergone retexturing.
- Better skybox, more accustomed to the night atmosphere and mood.
- The crash-inducing furnace has been replaced with a much more stable and 'server-friendly' pit of acid. DON'T KILL PEOPLE IN THIS OTHERWISE THEY HAVE TO RECONNECT!
- The dumpster in the plaza now removes any items tossed into it by the placement of a trigger_remove.
- ZEALOT now has their own control room downstairs in the Hand to Hand area of the Nexus.
- Several areaportals added to the Nexus to improve optimisation.
- Removal of the light bulb which opened the secret room in the D6 underground bar. The new method of entry will be more difficult to locate.
- Overwatch deployment area next to the Nexus cafeteria.
- Sector 2 removed altogether, though the CWU HQ will remain.
- Night skybox has been put in place of the overly cheery day skybox. Lighting has been adjusted accordingly to create a darker atmosphere and mood.
- Some CWU HQ textures were changed to contrast better against the exterior brick wall and interior plaster walls.
- UCH now has a CCA booth in which the entire building can be locked down by the press of a button.
- The activation of the thumpers/exogen restriction field is joined by an announcement over the loudspeakers in several locations in the plaza.
- CA camera glitch where the screen wouldn't render should be fixed (though I think this was a serverside lag issue and not something wrong with the map)
- 'Too many vertices' errors should be lessened when travelling through the plaza (some of the plaza models have been given LOD properties)
- More efficient and less performance demanding lighting in District 6.
- Trainstation still has electrified rails, however there have been improvements in lighting and brushwork in this area.
- Nexus entrance now has a working areaportal. After doing this and running some tests, I got a 40 fps boost in the plaza. (tested on a quad core i5 @ 2.80ghz - other people have said it was a 20 fps boost or so for them on lower-grade PCs)
- Nexus door has been widened and the glitch that Kaz had with a part of the door not showing up properly has now been fixed.
- Nexus lighting has been tuned to create a 'cold' feeling in some areas.
- Environment lighting has been tuned for the night skybox.
- Custom decals have been placed over the Nexus side wall facing the UCH.
- Water/lighting glitch in the D6 canals is now fixed.
- Fixed an issue causing a func_viscluster in the D6 canals not to work effectively. After testing, I got a 10 fps boost in this area.
- Several floating prop placement issues have been fixed.
- Removed a shipyard that Kaz thought would be a good idea to put in the D6 canals as an extension. Reasons for its removal simply came down to the fact it wasn't going to help performance at all or do anything good for anticitizen RP.
- Buildings have been added to the 3D skybox in the plaza and D6, thus creating a walled-in feeling and one of entrapment.
- Most L4D2 content has been removed and replaced by similar textures.
- A dark secret...
Download link will be available once the map is confirmed to be working on the server. Kronic has been kind enough to upload it onto the server box already, map data still needs doing though.
all quoted from ozjackal except for the download link
map is broken, will be fixed at a later date - if your models are broken, remove the map from your garrysmod/maps folder.