Catalyst Gaming

Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: garry :D on July 11, 2012, 07:02:40 AM

Title: [COMPLETE] RP_City45_Catalyst_x1f - download available on opening of server!
Post by: garry :D on July 11, 2012, 07:02:40 AM
EXTRACT TO ADDONS: http://www.mediafire.com/?ll9ilvjatjt4jie (http://www.mediafire.com/?ll9ilvjatjt4jie)

In a couple of months I plan to release the next version and I'm just looking for input on what should be added.

A particular focus is being placed on enhancing RP for the citizens in this version.

Any and all suggestions are welcome as well as bug reports (no matter how small).

Feature list:
Overhaul the Civil Administration office.
Reform the current 'testing room' as a biotechnology lab for NOVA (currently being used by some units as forensics lab).
Add in HL2-style apartments. *sigh*
Add in a loyalist institute targeted at characters who have proven their loyalty to the Universal Union.
Add in a factory for citizens to work in.
Add vehicle express tunnel which connects to P3 via P1.
Create secure storage space for GRID either in the Mechanical Operations Centre or Garage.
Renovate several facilities to be in accordance with the current IC context.
Complete new canal system in P3.
Replace the armory door with a non-handled door. (handled doors can be shot and opened)


Issues:
Acid pit which caused a glitch that removed the player's death cam.
Upper garage doors used to slide into the adjacent storeroom.
Lower garage door no longer slides into the HCMR.
Sprites in corridor leading to ZEALOT control room were misplaced and did not have the intended effect.
Invisible blocks next to thumper outside UCH which clips to the player.
Garage elevator has a 4 second delay before going back down. (switch it to toggle, remove delay)
Backroom doors of Foto and Cafe Baltic are non-responsive to regular players. (got no clue how to fix this lol, probably mapdata problem)
Cubemaps aren't in the map because I didn't pakrat the map and did it all manually. Not a major issue but it still makes it look dull in some places.
Title: Re: RP_City45_Catalyst_x1f
Post by: Kom????k on July 11, 2012, 11:08:52 PM
I find the small balcony/catwalk on the side of the UCH somewhat useless, even thinking about it, I can't really find anything positive worth keeping it there.

To add to Civvie RP.. I would suggest opening up the map more, in the Diordna section, that walled off place, we could add another HAP w/ forcefield there, and have it continue on, with more buildings and such.

I was thinking it could contain another sewar enterance, another (small) appartment building, and mabye a store or two (with small hidden rooms or something)

I'm getting this idea from City8, which was incredibly fun to play on.
Title: Re: RP_City45_Catalyst_x1f
Post by: kmp on July 12, 2012, 09:25:30 AM
I find the small balcony/catwalk on the side of the UCH somewhat useless, even thinking about it, I can't really find anything positive worth keeping it there.

I suggested it as an access point for when the UCH is locked, so a team can move in from both the main entrance and the side entrance. Its just there so you can land when you use the door, instead of falling to your death.
Title: Re: RP_City45_Catalyst_x1f
Post by: Statua on July 12, 2012, 12:38:53 PM
Add a lounge to the uch similar to the one in c18. You need to support citizen RP AS MUCH, if not MORE then CCA RP.
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on July 13, 2012, 01:45:34 AM
Current plan for the plaza:
http://cloud-2.steampowered.com/ugc/560947083521457732/45FCF2E5DA1435C04F7978A76E3FC1A48421052F/ (http://cloud-2.steampowered.com/ugc/560947083521457732/45FCF2E5DA1435C04F7978A76E3FC1A48421052F/)
Title: Re: RP_City45_Catalyst_x1f
Post by: garry :D on July 13, 2012, 09:02:55 AM
In response to a 'petition' being passed around and finally landing in my inbox and after consulting some of the Civil Administrators, it looks like we'll be getting a loyalist institute which will focus on building away from the criminal side of things and bolster the dwindling loyalist population in the city.

In this institute, loyalists will be able to mingle safely away from those who are less enlightened and will enjoy such amenities as a swimming pool, private ration distribution center and private lodgings and will be free to converse with Civil Administrators as long as a security clearance is obtained. Of course, it goes without saying that regular citizens will need to work to prove their loyalty in order to gain access to this institute. Loyalists will be encouraged to elect a spokesperson to represent their common interests and goals in closed meetings with the Civil Administration office.
Title: Re: RP_City45_Catalyst_x1f
Post by: Statua on July 13, 2012, 04:50:34 PM
Megusta... That's what I like to see. Citizen support.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on July 16, 2012, 04:57:35 AM
There are a rising number of threads scattered over the forum and I think it's time that I officially opened the next update up for community input.

Feel free to post any and all constructive suggestions.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: kmp on July 16, 2012, 05:00:11 AM
Add an execution area for Public executions, seeing as we need one so public executions can be done properly.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Monkey with a gun on July 16, 2012, 05:42:07 AM
If we're going to start throwing in things such as pools and 'fancy lounges in the loyalist areas, the CCA are going to have to seriously up the requirements to actually gain loyalist points. Rather than scrubbing a window for two minutes while a unit watches, somehow making you more loyal too the Union...
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: rBST Cow on July 16, 2012, 10:18:07 PM
If we're going to start throwing in things such as pools and 'fancy lounges in the loyalist areas, the CCA are going to have to seriously up the requirements to actually gain loyalist points. Rather than scrubbing a window for two minutes while a unit watches, somehow making you more loyal too the Union...

That's implying that units will even give out the loyalist points in the first place.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: cookiesofamerica on July 17, 2012, 01:33:16 PM
I think we should add some rooms or apartments in the loyalist institution for the workers to live in maybe. Also I like to suggest adding something for the UU maybe they can spawn at the citadel or something  and if possible if  they can have there own meeting room there, it can also be connected with the UED room.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Anzu on July 17, 2012, 02:48:57 PM
Suggestion: (Small) room for Apex in the Nexus. Maybe it could have that map-like thing the HCMR has, aswell as an overlook of the plaza. Workspace for stuff.

How this will benefit RP: Well, since Apex is the only division that does NOT have a private room/section yet, i guess it could have apex units be more at that location doing passive rp (watching over plaza, paperwork), aswell as having to maintain a room.

edit: also a cool floor in that room like zealots
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Greg on July 18, 2012, 01:46:15 PM
Please, please, don't add a whole loyalist building. You're only going to seperate the population into even smaller segments. You'll have the people who predominately spend time in P3, people in the Plaza, and then loyalists in their own seperate hangout area. It is already difficult enough to consolidate the citizen population into the two precincts.

With the large number of CCA that are now constantly on the server the citizen population is noticably smaller and there are two main attractions currently for citizens. The UCH, and The Castle. Each attracting their respective types of citizens, the plaza is already fairly loyalist in mentallity so there is no need to seperate them out even further.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: rBST Cow on July 18, 2012, 03:46:14 PM
Please, please, don't add a whole loyalist building. You're only going to seperate the population into even smaller segments. You'll have the people who predominately spend time in P3, people in the Plaza, and then loyalists in their own seperate hangout area. It is already difficult enough to consolidate the citizen population into the two precincts.

With the large number of CCA that are now constantly on the server the citizen population is noticably smaller and there are two main attractions currently for citizens. The UCH, and The Castle. Each attracting their respective types of citizens, the plaza is already fairly loyalist in mentallity so there is no need to seperate them out even further.

LoyalistRP as of now is sit on the bench in front of the Nexus and do nothing. With the new map update, the loyalists will have a place to go and PassiveRP. Rebels/Criminals/Whatever you call them go to P3 and do their stuff. I see where you are coming from, and how you don't want less people coming to The Castle, but loyalists don't generally go into P3, seeing how they are loyalists. This update was also aimed towards loyalists, as I was told.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Greg on July 18, 2012, 04:07:13 PM


LoyalistRP as of now is sit on the bench in front of the Nexus and do nothing. With the new map update, the loyalists will have a place to go and PassiveRP. Rebels/Criminals/Whatever you call them go to P3 and do their stuff. I see where you are coming from, and how you don't want less people coming to The Castle, but loyalists don't generally go into P3, seeing how they are loyalists. This update was also aimed towards loyalists, as I was told.

I'm not worried that it will effect the population of P3, it won't. However its going to break P1 which already has a small population. With The Castle around citizen population has been rougly split 50/50 between P1 and P3. If you take that 50% population and split it its going to become even smaller. And when we only have 20 citizens on (Which is a lot) you are going to have 5 people sitting around the plaza doing absolutely nothing because there simply aren't enough people to roleplay with.

Instead of creating places on the map for loyalist how about the admin team as a whole focus on creating unique roleplay oppurtunities like events. There are a huge number of admins here at CG but there is never a real attempt to create roleplay by them. Loyalist roleplay isn't boring because they only have the benches to sit on. Its boring because there is NOTHING for them to do!

I was the same way for citizen roleplay, but I stepped up and created The Castle and fixed that problem. Either someone needs to step up and do the same for the loyalist/CWU side of things or the admins need to step in and help out.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: rBST Cow on July 18, 2012, 04:13:51 PM


LoyalistRP as of now is sit on the bench in front of the Nexus and do nothing. With the new map update, the loyalists will have a place to go and PassiveRP. Rebels/Criminals/Whatever you call them go to P3 and do their stuff. I see where you are coming from, and how you don't want less people coming to The Castle, but loyalists don't generally go into P3, seeing how they are loyalists. This update was also aimed towards loyalists, as I was told.

I'm not worried that it will effect the population of P3, it won't. However its going to break P1 which already has a small population. With The Castle around citizen population has been rougly split 50/50 between P1 and P3. If you take that 50% population and split it its going to become even smaller. And when we only have 20 citizens on (Which is a lot) you are going to have 5 people sitting around the plaza doing absolutely nothing because there simply aren't enough people to roleplay with.

Instead of creating places on the map for loyalist how about the admin team as a whole focus on creating unique roleplay oppurtunities like events. There are a huge number of admins here at CG but there is never a real attempt to create roleplay by them. Loyalist roleplay isn't boring because they only have the benches to sit on. Its boring because there is NOTHING for them to do!

I was the same way for citizen roleplay, but I stepped up and created The Castle and fixed that problem. Either someone needs to step up and do the same for the loyalist/CWU side of things or the admins need to step in and help out.

Admins shouldn't have to spoon feed rp to everyone 24/7. With the new update that is going to come out, little to no one will be in plaza. It won't be split up because everyone will either be in the new precinct or P3.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dixon on July 18, 2012, 04:48:33 PM
I agree with COW because he is right all the loyalists do are sit outside and wait, There should be diffrent places where Loyalists , Crminals ,May be even rebels! (They count as crimanils but a higher class) That wouldb e great.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Greg on July 18, 2012, 06:07:05 PM




Admins shouldn't have to spoon feed rp to everyone 24/7. With the new update that is going to come out, little to no one will be in plaza. It won't be split up because everyone will either be in the new precinct or P3.

No, they don't need to spoon feed RP, but they do need to create roleplay that players can't otherwise create.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: rBST Cow on July 18, 2012, 09:42:02 PM




Admins shouldn't have to spoon feed rp to everyone 24/7. With the new update that is going to come out, little to no one will be in plaza. It won't be split up because everyone will either be in the new precinct or P3.

No, they don't need to spoon feed RP, but they do need to create roleplay that players can't otherwise create.

The only difference with admins is that they have the /event command. Everything else is just for administrating. I don't really see what you expect from the admins to give you, considering that they just have one tool that really doesn't do much (/event).
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: smt on July 18, 2012, 09:53:24 PM
/event does a lot of things, that's why it's so generic
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Statua on July 19, 2012, 11:23:23 AM
Alright cool. You want an event? Lets go make an event. Sweet. Ok what event do you want that doesn't have to do with the following:
-infection (takes a lot of time and communication and can go on for weeks)
-breach of xenos (unrealistic and overdone)
-destroying a building (overdone)
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: kmp on July 19, 2012, 11:29:01 AM
Don't forget power outages and weather events.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Greg on July 19, 2012, 01:31:30 PM
Alright cool. You want an event? Lets go make an event. Sweet. Ok what event do you want that doesn't have to do with the following:
-infection (takes a lot of time and communication and can go on for weeks)
-breach of xenos (unrealistic and overdone)
-destroying a building (overdone)

I would actually prefer none of those. I've offered multiple times to GIVE admins /events to do and the only two admins to say they would do it were Jonco and RTLK. RTLK and I started a pretty cool storm event last night, I started it and he took and ran with it and it was fairly awesome. And before you say "No one would roleplay that." People DID roleplay that.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on July 19, 2012, 05:02:51 PM
Please keep in mind that this is a map suggestions thread, not one for event suggestions - there are at least two threads which can handle posts like that.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on July 21, 2012, 10:54:05 AM
Barracks please... I'm surprised we don't have one.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Nifae on July 21, 2012, 11:20:20 AM
While creating such additions it's painfully required to consider the map's limits as well as the limits of the source engine. As I'm aware there's a predefined limit on things such as brushes and such that would eventually fill up as you're adding new things, yes? As a roleplay server it's important to cater to all sorts of roleplay. Most things like barracks can be done with some clever prop-work and not have to take up any of the map's available resource pool, thus letting said resources go to better things that could benefit the entire server.

Back to catering to all roleplay, it's important to sort of split the map's additions up "evenly". Not in a mathematical sense, but in a sense that if it doesn't contribute to the roleplay and such of multiple people, and types of people, it might not be worth it to waste resources on it. Instead, they could go to an addition to a building in a place that would aid everyone in their roleplay. Adding dozens of rooms onto the Nexus would be nice for the units and all, but that can be done with clever prop-work, and the majority of people who aren't units would never see those rooms, and thus, their roleplay would not be increased or altered at all after the addition of said rooms, wasting potential resources.

When you cater too much to one faction or group of people, the others will become restless and unhappy. It's important to find a nice middle-ground.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Scratchie on July 21, 2012, 11:51:30 AM
If the entcount is higher on this new version I will shoot you.

Do NOT add physics props to spawn at the start of the map. The script will remove them as well as it causes more shit that is not needed.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Lone Wanderer on July 21, 2012, 10:36:27 PM
If the new Loyalist Center is going to allow for Civil Administrator's to speak in more private sessions with loyalists, there's going to need to be a secure way to get there, no? I wouldn't want to have to organize an OTA squad of 3+ and get auths to go speak to some loyalists there. Maybe a secure tunnel system?
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Over_Watch. Buy me CS:GO! on July 23, 2012, 10:48:20 PM
Suggestion
1.I like the idea that loyalist could chat or do what ever there But I see to many rebels camping out there.

2.Adding cat walks over plaza like city 18.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: smt on July 24, 2012, 05:48:42 AM
If the entcount is higher on this new version I will shoot you.

Do NOT add physics props to spawn at the start of the map. The script will remove them as well as it causes more shit that is not needed.

^

We already have to remove people's props and items, I can't help but feel all these suggestions will make it a lot worse, my suggestion is simply to try optimzing the map as much as possible yes...
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Tapir! on July 24, 2012, 09:22:42 AM
A gangplank on the nexus, for throwing people off.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on July 24, 2012, 09:43:27 AM
Perhaps you could remove the CWU HQ from P2, move the garage closer, and combine the CWU HQ with the loyalist building so they can converse, perhaps split a little bit of for the CWU if needed.

That way if CWU ever needed a hand with something, they'd find the most trustful people in the city right there next to them. They could also open a shop in the loyalist building which would be an added perk for loyalists.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Howard Biggs on July 24, 2012, 10:59:59 AM
I am thinking there should be a stand so citizens can be executed publicly.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Tapir! on July 24, 2012, 11:38:53 AM
Like i said, Gangplank. You can toss citizens off, shoot them and watch them fall, or set up a noose and let 'em hang.

I agree with that whole idea involving the CWU as well. Merge the CWU building with the loyalist building. and turn the old cwu into.... i don't know... lol (i'd remove that whole wing of the map. it serves rather no purpose, with the nexus garage being empty 100% of the time.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: smt on July 24, 2012, 11:42:02 AM
A gangplank can easily be made on the roof with just a single prop, no need to map it in
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Howard Biggs on July 24, 2012, 11:48:02 AM
How about props in the hotel so people can have decorations without a tool.

Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: smt on July 24, 2012, 12:26:22 PM
How about props in the hotel so people can have decorations without a tool.



We already have too many entities in the map, adding more for the hell of it won't help anytihng
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: -¤lζ|2�§§¤-bandcrsh on July 24, 2012, 08:26:41 PM
The sewers is a nice place, but not nice enough to have good stationary rp there. Coming from a sewer dweller on my vortigaunt I always set up my usual spot under a dimly lit red light, just to have enough light to work with what I have. My suggestion is cut down some unneeded rooms in the sewer. Without a light source they are almost not even being used. Also that partially submerged room which came with the newer map is nice but, is too dark and also wet. Wet meaning my char and others don't feel like standing in stagnated water for hours. So if keeping that room instead of cutting it, I suggest raising it a little so that its not under water.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Howard Biggs on July 28, 2012, 02:42:01 PM
I think that all the rooms in the apartments should have a tool which makes all CPS hear what you say.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 02, 2012, 08:19:09 AM
A loyalist precinct is no longer a viable option due to the current entity count. An area dedicated for loyalists is still possible, though there is another option that would attempt to amalgamate and merge criminals, citizens and loyalists together.

The idea would be that I remove all of Precinct 3 and rebuild it to have this style:
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

Obviously there will still be concerns with how I can say 'no' to a loyalist district, yet offer to overhaul an integral part of the City. Citizen RP is stale as many of us know and I want to try and facilitate the growth of planned businesses and groups which have a goal for the long-term. Splitting the player base by naming districts after a particular group isn't going to do any favors for the overall quality of roleplay so I am suggesting that the districts be merged into each other for loyalists and citizens to access of their own free will. The risk to enter is ultimately an IC decision.

Implications
  • Precinct 1 and 3 are seamlessly integrated and the Civil Authority would be able to extend their reach to a location that would be canonically accessible and under control. It doesn't make sense for the Combine to take over Earth in seven hours, so why should keeping control of one district be such a daily struggle?
  • Citizens would be able to set up businesses or work organisations in areas which would be designed to cater for a high flow of traffic.
  • Less of a one-dimensional feel to the map. There's only one escape route in the current map for every building. The stresses of planning criminal endeavors and organizing Civil Protection stings against the community would increase sharply with a tightly connected network of alleys.
  • The threat of survivalists versus the more peaceful citizens would present many interesting opportunities. Pulling a passerby into a darkened alleyway seems rather enticing, doesn't it? Mugging is a valid form of roleplay, so long as it is done to the correct standard. Avoid these muggings could become part of a loyalist initiative to form a neighbourhood watch.
  • It's more than possible to cut the entire space of P3 down to half the area whilst packing in more content.

Issues
  • Obviously there will be a considerable amount of time before this can become a reality. I can release the map as it is with a loyalist area connected to the Civil Workers Union OR we can delay that release until everything is together. (Two map updates with added features or one large update with all features, you decide.)
  • Many of us have our characters' stories connected to landmarks in Precinct 3. While I can definitely put in similar facilities in the proposed version, the backstory of Precinct 3 will be forever altered.
  • In order for this proposal to be deemed a success, citizens will have to want to improve the standard of roleplay that many have concerns about. I wish I could build as many custom gang hideouts as people want but ultimately it's the community's choice to make the most of the map.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Sectus on August 02, 2012, 08:28:13 AM
Well, doing this would certainly make resistance RP what it is supposed to be, hushed up and quiet. Making it so that the CP's can patrol everywhere would force resistance groups to actually be somewhat interesting, despite how hard they try not to be. I grow tired of wandering around P3 on a citizen character and seeing groups of people going around wearing armbands and putting up spray tags of their group. I am for your idea of change, Jackal.

Overall it would improve the quality of roleplay on the server, and those rebel groups that are always out in the open about resisting would be crushed easily, as they should be, whereas resistance groups that are actually thought out and planned may actually have a chance of success.  ;D
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Mr. Pettit on August 02, 2012, 08:38:36 AM
Edit: CCA housing can work. I mean we cram all the Citizens in the UCH, and we have a ratio so theres no need for a condo suite.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: NykezTV on August 02, 2012, 09:16:24 AM
Add more secret shit.

People love secret shit.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on August 02, 2012, 04:16:54 PM
I fully support the notion of getting rid of P3 and doing what you suggested, I agree with Sectus, it will improve the roleplay tenfold.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 03, 2012, 08:21:30 AM
After two unexpected power outages, I persisted and managed to sew the new P3 with the tunnel leading to the plaza.

Click to see the original size.
Click to see the original size.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on August 03, 2012, 10:28:31 AM
You better have not been joking about the ZEALOT Love Chair...

Do eet...
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Globey on August 03, 2012, 12:39:50 PM
If it's not too late, please make some sort of parade square or something. Even just adding a back entrance to the HCMR would be rather beneficial.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on August 04, 2012, 03:55:55 PM
Maybe a little podium in some room, it could be a teleporter linked to Xen (It just zaps units and does the whole dissolve effect, killing them) it could be useful to actually have a "teleporter" for Off-World Relocation.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on August 04, 2012, 04:38:16 PM
I'd suggest turning the balcony into a podium, more RP for administrators and such.

Also the CWU HQ could do with some renovation :(
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: ?µ??µ??µ? on August 04, 2012, 07:18:11 PM
Can you change the outer shop doors to a handled door?

I've seen several times where some guy lol-locked units into a shop, and they're forced to char-switch to get out again, and people can lock themselves into the shop to prevent units from getting to him.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: The Mysterious Stranger on August 04, 2012, 08:12:21 PM
 Will you add this in the next version aswell? It's some kind of base found in the earlier version of your maps.

 Click to see the original size. Click to see the original size.
 Click to see the original size.  Click to see the original size.

Oz: changed images to thumbnail tags.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 04, 2012, 08:29:39 PM
The Asylum is in the current version.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 04, 2012, 10:48:16 PM
The Castle:

Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: A Dark Tree on August 05, 2012, 02:09:18 AM
A cycle through night and day.  Maybe not automatically, but for the map to have a little admin room, much like rp_venetianredux's Admin room would be awesome.  I'm not saying it'd be required or anything, but I've heard some people talking about a day/night cycle OOCly and had thought to myself that it was a good idea, if it's not possible, or if it's too much for now I understand and am behind you all 100%  I just want you to think about it for future updates to the map.  Thank you for your time in reading this.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Martinerrr on August 05, 2012, 03:27:11 AM
How about props in the hotel so people can have decorations without a tool.



We already have too many entities in the map, adding more for the hell of it won't help anytihng
Then make the props static.
I'm quite certain this won't count with the entities but Static props can not be moved as they do not have physics.
(Static as in, static for Hammer, not the /staticpropadd)
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 05, 2012, 04:03:54 AM
Quote
A cycle through night and day.  Maybe not automatically, but for the map to have a little admin room, much like rp_venetianredux's Admin room would be awesome.  I'm not saying it'd be required or anything, but I've heard some people talking about a day/night cycle OOCly and had thought to myself that it was a good idea, if it's not possible, or if it's too much for now I understand and am behind you all 100%  I just want you to think about it for future updates to the map.  Thank you for your time in reading this.

It's probably possible but I'm not confident that it will be stable.

Quote
Then make the props static.
I'm quite certain this won't count with the entities but Static props can not be moved as they do not have physics.
(Static as in, static for Hammer, not the /staticpropadd)

Any props in Hammer are entities, though using the Move to World command will make them a part of worldspawn and thus be subtracted from the entity count from what I've been told.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: [LP]GMK-MRL on August 05, 2012, 04:12:08 AM
A cycle through night and day.  Maybe not automatically, but for the map to have a little admin room, much like rp_venetianredux's Admin room would be awesome.  I'm not saying it'd be required or anything, but I've heard some people talking about a day/night cycle OOCly and had thought to myself that it was a good idea, if it's not possible, or if it's too much for now I understand and am behind you all 100%  I just want you to think about it for future updates to the map.  Thank you for your time in reading this.

Most people probably wouldn't care if it were stable or not. But the fact that it happens would be pretty amazing and it would really help with immersion.

Post Auto-Merged: August 05, 2012, 04:30:57 AM
The Castle:

Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

Wow, Suernos will also need this....
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Yak on August 05, 2012, 04:39:21 AM
@getinthevan
Yeah, haha.

I think you should have like some blackmarket rooms, like, you go through a pitch black room and you end up in a perfectly clean room, you pick out the merchandise then leave.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Martinerrr on August 05, 2012, 04:52:20 AM
Any props in Hammer are entities, though using the Move to World command will make them a part of worldspawn and thus be subtracted from the entity count from what I've been told.
Hmm, well, I do believe that non-physics 'entities' do not associate with the RSO issue. Therefor I assumed it did not count towards entities.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Statua on August 05, 2012, 11:09:37 AM
RSO is caused by something different. I cant remember what the command is off the top of my head but the number is different then the ent count.

As for the prop_static issue, I think you're right with it doesn't take an entity space. Ineu_Pass has 3209 prop_static entities and the base entity count is 745 on the server. Theres 220 dynamic prop entities as well as a bunch of other entities arouns the map. This also brings up the question, "What does the ent counter REALLY do? It goes up by one for every prop_physics you spawn and it goes up by 2 for every thruster. Why doesnt it count prop_static? Its still an entity."

Anyway that's a bit off topic.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 07, 2012, 02:02:05 AM
The map could use some suggestions for things that should be in Precinct 3 - buildings, rooms, locations, special details etc are welcomed but please make it descriptive.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: cookiesofamerica on August 07, 2012, 03:22:05 AM
I don't know but maybe a graveyard of some sort? Maybe a fountain in the middle of road of P3? What about like an overwatch outpost for snipers to view the area.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on August 07, 2012, 06:47:42 AM
Perhaps an outpost for CCA, A small blackmarket room hidden with one way windows/walls and a small window.

Perhaps a giant search light that can be toggled on/off in the CCA outpost, automatically pans the map.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: The Mysterious Stranger on August 08, 2012, 01:15:11 AM
 Precinct 3 suggestions.

 Add a warehouse to the map where the XCCR was once there with a ladder on it so individuals can climb the rooftops. This is the place where multiple people can passive roleplay and probably some sweet firefight events between the Resistance and Overwatch.

 Probably apartments that suit the Half-Life 2 universe? Just replace the apartments in Precinct 3 with these ones instead. Please add windows too and a elevator if possible. The three or two apartments in P3 in the current version = one large apartment in P3 in the next version.

 You know where the alleyway is that cuts around a corner to the apartments in P3? That should connect with the area near the warehouse which replaces the XCCR.

 Some secret buildings scattered around P3 that teleports one person to a area.

 
 
 
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 08, 2012, 03:09:22 AM
Stalker, P3 is being wiped and rebuilt.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: The Mysterious Stranger on August 08, 2012, 06:13:29 PM
Stalker, P3 is being wiped and rebuilt.

 oh lol.

 Well then, I guess I am going to have to stand back and watch.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 11, 2012, 08:36:10 PM
Early look at the new work factory:

Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

It still needs some work with lighting and minor details.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on August 11, 2012, 08:44:08 PM
Early look at the new work factory:

Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

It still needs some work with lighting and minor details.

Looks great! Can't wait for this update, is there an ETA?
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 11, 2012, 08:50:22 PM
There isn't really a fixed date when it'll be done because I'm always adding new things. Maybe two months and it'll all be done hopefully.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 12, 2012, 03:05:20 PM
Please move the trainstation observation room's ceiling upwards, so you can actually place vehicle chairs in there and so you can actually not end up being stuck in world when you exit it. Thank you.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 14, 2012, 04:09:04 PM
I am not sure how far are you done with the city administrators' office, however, I have found some pictures on HL2 overwiki. The content is displays has been cut, however, I believe such modern and bright office in opposite to the dark Nexus would be very nice.
The monitor is dumb, that one would be pretty pointless to be placed in. I want to point out the bright environment, which I would like a lot.

Click to see the original size.

Click to see the original size.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on August 14, 2012, 04:12:46 PM
I want to point out the bright environment, which I would like a lot.

It's a night map though, the area you've presented seems to be lit by daylight.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 15, 2012, 01:22:42 AM
I want to point out the bright environment, which I would like a lot.

It's a night map though, the area you've presented seems to be lit by daylight.
Daylight may be simulated by lights or whatever.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 17, 2012, 04:19:03 AM
I started working on the upper level of Precinct 3:

Click to see the original size.
Click to see the original size.
Click to see the original size.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 17, 2012, 04:39:30 AM
Upper level. That seems as excellent idea, good luck! :)
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: YankeeSamurai on August 19, 2012, 11:04:20 PM
If the ruined subway survives the edits, it would be nice seeing the now-inaccessible CCA stations made into small, lighted hideouts.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Borkatjov on August 21, 2012, 08:49:57 AM
Great suggestions.
And what have been focused a lot in the thread here, yeah,, there should be more focus on Citizen RP.

Current plan for the plaza:
http://cloud-2.steampowered.com/ugc/560947083521457732/45FCF2E5DA1435C04F7978A76E3FC1A48421052F/ (http://cloud-2.steampowered.com/ugc/560947083521457732/45FCF2E5DA1435C04F7978A76E3FC1A48421052F/)
That plan looks absolutely amazing, but while you're working on that, I think that maybe the park should be a little bit bigger, a place where you can sit and talk with each other, instead of hiding in a damn apartment all the time.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 21, 2012, 01:30:35 PM
Please edit the HCMR floor, so it's flat side does not react on E-ing, just like it's table side does.
Same for the acid pit sliding ground. It would be nice, if it did not begin to slide away once +use'd. Changing it's sliding direction so it slides under the acid pit chamber door would come handy, giving you a chance to escape when someone lolpresses the button with you inside, dropping contraband.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on August 22, 2012, 11:11:09 AM
Perhaps an observation deck in the nexus above the balcony or something, with an access door to the inside, perhaps the glass could be one way so people can look outside without having to step into the open and CA's can peek outside without needing a 3 CCA guard escort.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: FallingSpikes31 on August 22, 2012, 08:30:01 PM
I got two ideas. ;)

1. I was thinking that maybe the Combine Civil Authority can place a couple cameras in the Presinct One housing... Due to the fact that the Presinct Is over monitered by the Protection and the only place that isnt monitered is the housing. I seen many people get hurt or injured in the housing for specific reasons. I suggest placing camera the lobby and the upstairs corridors.

2. Loyalists are trusted by the CCA... So maybe they should have the option for a biochip to be installed into them.. So the Civil Authority know where they are.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: [FOOD] Waffle the Wafful on August 23, 2012, 01:33:47 AM
Is it possible to extend parts of P2?

If so, maybe extend the canals and certain parts that are blocked off/not functional in P2?
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: FallingSpikes31 on August 23, 2012, 08:29:54 PM
I was wondering if maybe there can be a CCA approved "bank" in P1.
Civil Workers Union can work at the place and supervise it. Also, they can be in charge of the bank. There can be a powerful "Bank Manager" that is highly trusted by the Civil Workers Union...
Citizens may enter the bank at any time if it is open and deposit they're money or take loans.
I was hoping the setting of the bank can be the upstairs of the CWU HQ. No one really used that space and it can be highly secured and locked at all times to store the tokens.

This can also cause a lot more roleplay to happen. There can be planned robberies or other types of specific roleplay events.

It can also help the economy of City 45...
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 24, 2012, 01:43:26 AM
I was wondering if maybe there can be a CCA approved "bank" in P1.
Civil Workers Union can work at the place and supervise it. Also, they can be in charge of the bank. There can be a powerful "Bank Manager" that is highly trusted by the Civil Workers Union...
Citizens may enter the bank at any time if it is open and deposit they're money or take loans.
I was hoping the setting of the bank can be the upstairs of the CWU HQ. No one really used that space and it can be highly secured and locked at all times to store the tokens.

This can also cause a lot more roleplay to happen. There can be planned robberies or other types of specific roleplay events.

It can also help the economy of City 45...

You've suggested this to city administrator on one of your personal meetings with them; I'd suggest leaving the rest on them.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: FallingSpikes31 on August 24, 2012, 11:02:42 AM
Hmm... Can more books be made for the Litterature section in buisnes.. I personally think it's a waste of tokens. Who should pay 400+ tokens to sell only two books.

I would say either make more books so it can actully be fair.. Or reduce the price for now. :/
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on August 24, 2012, 06:26:57 PM
That goes in the suggestions board, this is suggestions for the map.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: ?µ??µ??µ? on August 26, 2012, 08:38:48 PM
More of a bug I assume, but the armory keypad has bugged up on the server as I am typing this, I can type in the code and four more digits before it'll glow green or red.

Also means that you can't open the door unless you shoot it.

E: Upon further inspection, it only applies the eight digit thing while entering the correct code.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Scratchie on August 26, 2012, 08:51:17 PM
Honestly I'd say get rid of the damnable keypad. It can easily be made so only people of x rank or with y flag can open it. Plus more ents get removed. Win win

<::|| Sent from a mobile datapad codename Mecha ||::>
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: swag master spiderman on August 26, 2012, 09:04:05 PM
I'm pretty sure HC and ground units are two different classes so just make it command unit only, 01's can't really even get in the back anyway.
Title: Re: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Scratchie on August 26, 2012, 09:09:51 PM
I'm pretty sure HC and ground units are two different classes so just make it command unit only, 01's can't really even get in the back anyway.
Classes don't work right. All it is is a scoreboard thing that's it.

<::|| Sent from a mobile datapad codename Mecha ||::>
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on August 29, 2012, 07:01:42 PM
-Change the ZEALOT catwalk to a plain dark and scary corridor, save on ents.

-Make the GRID Garage brighter so that units don't need 24/7 flashlight on when RP'ing.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Delta1116732 on August 29, 2012, 07:25:23 PM
-Get rid of the Barracks room. It's un needed, and would remove 10 ents.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on August 29, 2012, 10:27:53 PM
The barracks has already been chopped out of the map. I'll do some additional removals later today when I get a moment.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Khub on August 30, 2012, 02:27:44 AM
The RDT treatment and whole second floor of treatment do I find pointless, it is barely ever used.
I would personally like three buttons in the city control room, which could be used by HC when they set sociostability code. On press of those buttons, the light of the antenna in the Plaza would turn green (or keep it blue), yellow or red.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on October 27, 2012, 11:50:00 PM
yes

PRECINCT 3
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

KILLHOUSE
Click to see the original size.
Click to see the original size.

BIOLABS
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: [WB] SDS Bandy [CO] [15th] on October 28, 2012, 01:11:47 AM
.A red lighted room.

.Satanic objects in said room.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Emory. on October 28, 2012, 12:59:17 PM
Hey it would be awesome if the CWU HQ had a break room like we would sip tea and eat donuts in there.





Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Monkey with a gun on October 28, 2012, 02:42:32 PM
Hey it would be awesome if the CWU HQ had a break room like we would sip tea and eat donuts in there.

Just use the main lobby for that. Slap down a couple chairs and boom, done, Instant break room. (Or just use the room upstairs).
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Mr. Pettit on October 31, 2012, 02:09:23 AM
I would love you if you'd remove the MoC, brighten the garage, and add another room of some sort into the garage next to the one that is already there.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Dallas on October 31, 2012, 06:24:23 PM
I would love you if you'd remove the MoC, brighten the garage, and add another room of some sort into the garage next to the one that is already there.

This. It's of paramount importance, please consider this.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Scratchie on October 31, 2012, 07:09:26 PM
I would love you if you'd remove the MoC, brighten the garage, and add another room of some sort into the garage next to the one that is already there.

This. It's of paramount importance, please consider this.

Or I just re-purpose the MOC as I always wanted to.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on October 31, 2012, 07:11:34 PM
I put in a storage area which borders against the triangular wall and under the stairs for the MoC and brightened up the garage. I'll add an adjacent storage area for the garage soon.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: Mr. Pettit on October 31, 2012, 08:23:03 PM
Thanks Oz. And we don't really need to re-purpose the MoC RTLK. I mean if you really wanted to I guess, but It's not like APEX even uses the other room that GRID gave them. We had 3 rooms and all we need is one.
Title: Re: RP_City45_Catalyst_x1f - suggestions go here!
Post by: garry :D on November 05, 2012, 07:47:22 PM
The map is now in a state which could be uploaded to the test server. I'm at 98.6% on the suggested brush limit which means that anything over will be unstable without extensive optimization and thus means that I cannot add anything more to the map other than new entities.

Hopefully the map can be released in conjunction with the new script.
Title: Re: [COMPLETE] RP_City45_Catalyst_x1f - download available on opening of server!
Post by: garry :D on December 07, 2012, 05:29:00 AM
Requesting topic to be moved to HL2RP general chat and re-stickied.

Thank ye  :D
Title: Re: [COMPLETE] RP_City45_Catalyst_x1f - download available on opening of server!
Post by: Khub on December 07, 2012, 08:40:40 AM
Done, unstickied the older thread about x1e.
Title: Re: [COMPLETE] RP_City45_Catalyst_x1f - download available on opening of server!
Post by: garry :D on January 13, 2013, 07:21:29 PM
I've had to deal with this way too many times in the past week so I'm just going to address the issue publically.

Stop using/entering the Asylum if you don't have IC knowledge of it's exact location/method of entry.

There are currently three authorized people who know the exact location and the method of entry. I have personally given them the all clear to travel to and from the Asylum and also to interact with the equipment in there. If they wish to hand down their knowledge of the Asylum, they have been instructed in the correct whitelisting procedure.

If you do enter and it's an honest mistake, you are free to step right back out the door and no penalty will be imposed. If you continue to linger, you will be asked for the details of how you discovered the Asylum in an In-Character sense and if your story does not match up with the official explanation as censored below, you will be forcibly evicted.


If you are caught looking around/squatting/making a home for yourself and you do not have the IC knowledge necessary to be there, I will permanently kill you using the security system that I built into it with this map upgrade (x1f) regardless of how much effort you put into your character's development or how overpowered you think Third Eye/The Asylum is.

Quote
Source: Third Eye Training Manual (rev; 22nd December, 2012)
(http://img546.imageshack.us/img546/2473/declassifiedasylumsecur.jpg)

There is no further discussion required.

tl;dr - fuck off if you don't have IC knowledge or you get PK'ed.


Note: I don't care if you go on singleplayer to find the Asylum but I'm going to start cracking down on those who are metagaming and invading a space to which they do not hold the authorized knowledge.
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