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Backup Sections => Archive => HL2RP Development[ARCHIVE] => Half-Life 2 Roleplay => Topic started by: chunkeymonkey79 on August 24, 2011, 08:22:51 AM

Title: C45 Suggestions and Ideas Thread.
Post by: chunkeymonkey79 on August 24, 2011, 08:22:51 AM
That's right. There's been a lot of debate about maps and changes. Unedited C45 has been brought into the ring. Trouble is, decompiling it to edit it will do nothing, and break it.

By asking across the net, I came across.....

(http://i1121.photobucket.com/albums/l518/chunkey7/c45vmfpic.png)

The original vmf.

I've already started editing some small bits and pieces of the map.

Throw me your suggestions.

EDIT:

CWU District: IN PROGRESS
Trainstation: FINISHED
Plaza: NOT STARTED
Apartments: NOT STARTED
Nexus: NOT STARTED
D2: NOT STARTED
RDT: IN PROGRESS
Title: Re: Mentlegen......
Post by: Nicknero on August 24, 2011, 08:59:09 AM
- Remove most NPC nods. They eat the ent limit and we really don't need NPCs in Sector 6. (D2)
- If this is the first version: ADD A GRID AND NOVA ROOM! JUST DO IT!
- Fix the apartment block. It's literally FULL of holes and unaligned walls.
- Do NOT add a hardpoint between plaza/S6 and plaza/CWU area. This is what GRID can do in RP. (Finally a new project for GRID.)
Title: Re: Mentlegen......
Post by: chunkeymonkey79 on August 24, 2011, 09:09:05 AM
- Remove most NPC nods. They eat the ent limit and we really don't need NPCs in Sector 6. (D2)
- If this is the first version: ADD A GRID AND NOVA ROOM! JUST DO IT!
- Fix the apartment block. It's literally FULL of holes and unaligned walls.
- Do NOT add a hardpoint between plaza/S6 and plaza/CWU area. This is what GRID can do in RP. (Finally a new project for GRID.)

1. Only NPC nodes are going to be in the Nexus training room.
2. Of course.
3. In the first version, there are 3 seperate apartment building, I am combining them. And yes.
4. Now I got to delete that..:C
Title: Re: Mentlegen......
Post by: The Doctor, RIP Juggernaut on August 24, 2011, 09:32:05 AM
- Do NOT add a hardpoint between plaza/S6 and plaza/CWU area. This is what GRID can do in RP. (Finally a new project for GRID.)
Nick that was the cause of 80% of the RSO errors.
Title: Re: Mentlegen......
Post by: Pielolz on August 24, 2011, 11:00:09 AM
Keep the lolwebul hide out in D2, I like doing fighting rings there and some such.
Title: Re: Mentlegen......
Post by: chunkeymonkey79 on August 24, 2011, 11:28:20 AM
I'll update the OP with a changelog or stuff I did. Stickying as Statua did with C32.
Title: Re: Mentlegen......
Post by: Nicknero on August 24, 2011, 12:58:21 PM
- Do NOT add a hardpoint between plaza/S6 and plaza/CWU area. This is what GRID can do in RP. (Finally a new project for GRID.)
Nick that was the cause of 80% of the RSO errors.

What? Since when did we had RSO problems on C45?
Oh well. If this is true, then feel free to make the hardpoints. But leave those idiotic forcefields out of it, as it has really no purpose and only gets abused by citizens to lolrun trough them and activate them so they can't be chased.
Title: Re: Mentlegen......
Post by: chunkeymonkey79 on August 24, 2011, 01:58:56 PM
Most definitely. No forcefields of any kind on the HAP's.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Lewis on August 24, 2011, 03:05:46 PM
Can you make the apartments look good? On the edited C45, the materials clipped and you could see through the map in some of them, I've got OCD; it makes me pissed off and go "RAWR"... etc.

Also, will the buggy ass train be there? That thing... so many deaths.
No secret doors, they're so retarded IC, you accidentally press E while walking past, and a big fuss is caused for you 'knowing' about.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: chunkeymonkey79 on August 24, 2011, 03:25:04 PM
Going to remove the buggy ass train and make it a collapsed tunnel you can travel through.

Apartments will look as best as I can make them.

The tunnel in Kaz's C45 that goes under the plaza won't be making an appearance. The secret entrance near the RDT in the shop just leads to an underground storage area.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Pielolz on August 24, 2011, 03:43:35 PM
Why? I liked the tunnel, great to stay hidden. Make some secrets and stuff, like air ducts and awesome stuff like that
Title: Re: C45 Suggestions and Ideas Thread.
Post by: AcornMan on August 24, 2011, 03:49:29 PM
If he did that then they'd need to be RP'ed the entire time, like /me goes looking in a secret tunnel (that I metagamed to find out about) /me finds an open air duct /me climbs into air duct /me starts to trololol now and do stuff unnecessary that is too immature for Serious HL2RP.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Pielolz on August 24, 2011, 06:12:05 PM
Gas chamber, have the collapsed tunnel to be really dangerous, like gas lines that can break and burst into flames, Head crabs. Everything dangerous
Title: Re: C45 Suggestions and Ideas Thread.
Post by: YankeeSamurai on August 24, 2011, 07:34:05 PM
Giving CCA divisions their special little room tucked in the Nexus is probably the worst thing you could ever give priority to in a map. The focus should be on how to best encourage citizen roleplay.

Developing your CP unit is a great thing, doing CP passive roleplay is a great thing. But people with whitelisted units seem to place far too much emphasis on the CCA getting its treats and sweets. When you boil the CCA down to its base purpose, it exists simply as an environmental entity to which citizens react.
The CCA must not get ahead of themselves, they're basically actors putting on a show for the citizens.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Adam S on August 24, 2011, 07:35:35 PM
The tunnel being gone is the best thing since sliced bread.

CWU need a balcony (hurr)

The plaza should get some new shops like that guys Cafe shop :3
Title: Re: C45 Suggestions and Ideas Thread.
Post by: chunkeymonkey79 on August 24, 2011, 09:13:56 PM
Giving all of the CCA divisions their special little room tucked in the Nexus is probably the worst thing you could ever give priority to in a map. The focus should be on how to best encourage citizen roleplay.

Developing your CP unit is a great thing, doing CP passive roleplay is a great thing. But people with whitelisted units seem to place far too much emphasis on the CCA getting its treats and sweets. When you boil the CCA down to its base purpose, it exists simply as an environmental entity to which citizens react.
The CCA must not get ahead of themselves, they're basically actors putting on a show for the citizens.

I will try not to spoil the CCA, as I see your point.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: BltElite on August 25, 2011, 06:47:10 AM
Yankee, rooms are a must when NOVA doesn't have a med bay and GRID don't have enough room to swing a spanner.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: @Mmmaaattt94 on August 25, 2011, 07:39:30 AM
Ok My list of things:

What i would really like:
-The training rooms and shooting ranges from the edit
-A Room for each division, so messages can be placed etc
-A Message transport system, like the package box in the current map for the CA but one that goes to each important room. So one for each div room, HC room and other important areas. And there is a hub where messages go to then are put into the right slot.
-More apartments
-More shops
-No more bunkers under the apartments, lolwebles just completely trollolololol with it and its not really helping the rp.
More than 1 tower, 2 would be nice.
-Sniper positions
-An Ammo dispenser in the armory, not guns just the ammo, it would save SO much time and tokens.
-Generator room for GRID RP.
-HC room
-A Gas chamber (Instead of the fire room, i like both but gas is more RP)
-A Contraband room with an incinerator hatch (just put the items in and they burn, i hate shooting it all up)
-Remove the train station lolchair and put a better execution chamber. And some cells there would be nice.
- A NEXUS link between the train station CCA area and the Nexus.

For now i think that is it. Some i know people will say its not useful or just going to be trolled but a CCA unit should be able to RP these things correctly. Anyway, this is my contribution :)
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Pielolz on August 25, 2011, 10:28:43 AM
Gas chamber
Electric Chair
Solitary confinement
Shooting range
Gman
Snipers Nest
Wesistance hideout
Title: Re: C45 Suggestions and Ideas Thread.
Post by: YankeeSamurai on August 25, 2011, 03:01:09 PM
Yankee, rooms are a must when NOVA doesn't have a med bay and GRID don't have enough room to swing a spanner.

I don't have an issue with a med bay because it can be used for citizens. Grid can have a room, but I think it should be more of a practical garage or hanger instead of the  GRID lolOPS CENTER.


Ok My list of things:

What i would really like:
-The training rooms and shooting ranges from the edit
-A Room for each division, so messages can be placed etc
-A Message transport system, like the package box in the current map for the CA but one that goes to each important room. So one for each div room, HC room and other important areas. And there is a hub where messages go to then are put into the right slot.
-More apartments
-More shops
-No more bunkers under the apartments, lolwebles just completely trollolololol with it and its not really helping the rp.
More than 1 tower, 2 would be nice.
-Sniper positions
-An Ammo dispenser in the armory, not guns just the ammo, it would save SO much time and tokens.
-Generator room for GRID RP.
-HC room
-A Gas chamber (Instead of the fire room, i like both but gas is more RP)
-A Contraband room with an incinerator hatch (just put the items in and they burn, i hate shooting it all up)
-Remove the train station lolchair and put a better execution chamber. And some cells there would be nice.
- A NEXUS link between the train station CCA area and the Nexus.

For now i think that is it. Some i know people will say its not useful or just going to be trolled but a CCA unit should be able to RP these things correctly. Anyway, this is my contribution :)

The breaching room was pretty decent, there aren't many places you can train for that sort of thing without being constantly harassed by citizens. The firing range I support keeping for the same reason, but don't give it those useless perma-targets. Let the trainers set up their own system.

Don't give each division its own room just for the sake of having a room. Focus on making functional rooms that are actually practical.
Divisions can then use those rooms as their preferred meeting place or whatever. Just don't designate rooms as the "the Grid room." Like I said before, place the emphasis on the room's function and realistic use. For example, make a medical wing, a vehicle hanger, and a firing center/ armory. Nova can do Nova shit in the medwing, Grid can chill in the hanger, and Apex can hone their leet skills in the armory.

Oh and to send IC messages, use the forums.

Message transport system: Doesn't seem like high priority. Your time and effort would be better invested in developing something else.

More apartments: Not needed. Assigning roommates is what's needed, which would also encourage more passive Citizen RP.

More shops: I remember how the shops in the CWU block never got used. Citizens should be encouraged to explore a bit to find good stuff, don't put all the shops in the plaza.

Bunkers in the apartments: Agreed.

2 towers: For Christ's sake, stop focusing on CCA gimmicks

Sniper postions: You'd use these a few times a month at max. Useless, unnecessary, and just another treat to make the CCA / OTA feel special.

Ammo dispenser: Good idea, those things saved a lot of time.

Generator room: Seems unnecessary. Doesn't contribute to Civvie RP at all. Barely even contributes to CCA RP, only for one division. I'd advise giving this low, low priority.

HC room: Meh, whatever. Just don't focus too much on it. Suggestion- give it a raised platform for a speaker, like on C18. The huge table in the C45_catalyst edit was just annoying.

Contraband Incinerator: Seems useful. Good idea.

Train station checkpoint: Cells would be useful, agreed.

Nexus link from train station to Nexus: Meh, sounds simple enough. Just a tunnel would work, I guess.




Gas chamber
Electric Chair
Solitary confinement
Shooting range
Gman
Snipers Nest
Wesistance hideout


Gas chamber: Unnecessary, just shoot the bastards or RP the gas. This falls into the "gimmick" category for me.
Electric chair: See above.

Solitary confinement: Not a bad idea, seems pretty simple.

Shooting range: Matt suggested the same, see my response

Gman: lol no

Sniper's nest: Matt suggested the same, see my response

Resistance hideout: That's basically all of district 6. If they're skilled enough, they can hide wherever they choose.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Adam S on August 25, 2011, 04:25:34 PM
I love all these combine ideas because afterall this is combineRP not just CitizenRP or Hl2RP its all about the combine guys. 

No seriously you guys get enough shit, no more candy for you.

Think about the citizens we need shops and CWU need stuff for once lol.  Storage rooms etc etc.  Plaza needs abit of a makeover them 3 shops are dumb.

So plaza shops redone,
More shops added(Like i sugested a store front them them top apartments beside UCH)
Less combine ideas(No more candy for you, if you want more get a box and pretend like i do.)
More CCH Rooms (Trust me its hell in city18)
CWU Living Quarters
Hard Points blocking off CWU HQ and D2 that can be turned on/off by a admin room or inside the Nexus
Train-station Hard point for screaming.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: YankeeSamurai on August 25, 2011, 04:32:46 PM
I love all these combine ideas because afterall this is combineRP not just CitizenRP or Hl2RP its all about the combine guys. 

Exactly.



This is city roleplay. Focus on the city, not on the Nexus.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: chunkeymonkey79 on August 25, 2011, 04:45:56 PM
The nexus is going to be the last thing I do.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Pielolz on August 25, 2011, 06:47:16 PM
I got a tip off today

My friend, whom knows WAY TOO MUCH about HL2 said in the Leak, that they used phycos, like, people whom are seirously driven the FUCK out of their minds

IE: He thrashes agaisnt his cell with his straight jacket

He claimed that the Combine strapped bombs on em' near a Resistance position, he runs towards them, berserks and exsplodes. I have no idea if this is true, but if it is, have a mental ward

Solitary: Dark, Damp, Kind of small with Iron bars and a thick door thats on hinges. (Like Alcatraz)

Can we have a toilet and maybe sink in the cells? Some passive RP? I'd so love to be crazed in Solitary

Sewers would be nice, I hate to say this but the Sewers in downtown are pretty good, actually.

Shops

A River, want to cross it? Survive the sweeping current and we'll see. Some shops on the river so it feels like New Orleans

The plane from Gm_sky_invaders

Movie Theater with a real video! (Civil Protection Machinma, why not?)

Ok, if you cross the River there should be a feild with some destroyed buldings (Splice out the CWU area and relocate the CWU building, just build up from one of the Vanilla shops) Cross that field, this destroyed field considered S6, there is Resistance gun nests with Mounted Machine guns, if some one abuses them, ban em'. With a RESISTANCE bunker, You must have proof of resistance (IE: Some one can vouch for you, Me, Yuri and Nicknero can vouch for some resistance) I really want a resistance bunker with a gun nest, that'd be SICK! I can put a radio next to it and camp out..
Title: Re: C45 Suggestions and Ideas Thread.
Post by: chunkeymonkey79 on August 26, 2011, 03:29:11 PM
I got a tip off today

My friend, whom knows WAY TOO MUCH about HL2 said in the Leak, that they used phycos, like, people whom are seirously driven the FUCK out of their minds

IE: He thrashes agaisnt his cell with his straight jacket

He claimed that the Combine strapped bombs on em' near a Resistance position, he runs towards them, berserks and exsplodes. I have no idea if this is true, but if it is, have a mental ward

Solitary: Dark, Damp, Kind of small with Iron bars and a thick door thats on hinges. (Like Alcatraz)

Can we have a toilet and maybe sink in the cells? Some passive RP? I'd so love to be crazed in Solitary

Sewers would be nice, I hate to say this but the Sewers in downtown are pretty good, actually.

Shops

A River, want to cross it? Survive the sweeping current and we'll see. Some shops on the river so it feels like New Orleans

The plane from Gm_sky_invaders

Movie Theater with a real video! (Civil Protection Machinma, why not?)

Ok, if you cross the River there should be a feild with some destroyed buldings (Splice out the CWU area and relocate the CWU building, just build up from one of the Vanilla shops) Cross that field, this destroyed field considered S6, there is Resistance gun nests with Mounted Machine guns, if some one abuses them, ban em'. With a RESISTANCE bunker, You must have proof of resistance (IE: Some one can vouch for you, Me, Yuri and Nicknero can vouch for some resistance) I really want a resistance bunker with a gun nest, that'd be SICK! I can put a radio next to it and camp out..

Already have a solitary confinement cell.

No toilet, no sink, deal with it.

No for sewers, it encourages lolwebuling.

Maybe a river, probs not though.

movie theater? lolno

Absolutely no gun nest. No admin on= massive abuse. Possibly a small bunker.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Pielolz on August 26, 2011, 06:39:39 PM
Well, for the nest without the gun it could be a camo mesh with a radio port and weapons slots wtih some sandbags
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Adam S on August 26, 2011, 09:50:53 PM
Well, for the nest without the gun it could be a camo mesh with a radio port and weapons slots wtih some sandbags

Please stop, your not even a combine why should you care.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Pielolz on August 26, 2011, 10:14:27 PM
Well, for the nest without the gun it could be a camo mesh with a radio port and weapons slots wtih some sandbags

Please stop, your not even a combine why should you care.

Thats for resistance
Title: Re: C45 Suggestions and Ideas Thread.
Post by: BltElite on August 27, 2011, 04:25:36 AM
The rebels would not have anything the slightest of that in the inner city.

The closest they would have is possibly some sort of underground hiding station for getting refugees out etc.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Retro on August 29, 2011, 11:01:24 PM
If you need some help, I'm willing, just ask if you want to see some of my good work, or go to the mapping area and have a look at some of my speed mapping topics
Title: Re: C45 Suggestions and Ideas Thread.
Post by: TheKrusader on August 31, 2011, 08:04:53 PM
Just an idea, probably to be shot down in the near future: How about a large/medium pool, but it's polluted and...nasty. Possible radiation..?

EDIT: Hmm, I suppose the CCA would have taken care of that, eh?
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Don Captain on September 03, 2011, 12:04:51 PM
Add something to do for off-duty CPs besides DCing. That's all I got.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Krisrules on September 05, 2011, 08:17:53 AM
Citizen housing/apartments could be like:

Bottom floors, main populace civilians, standard/sloppy conditions
Next up is loyalist housing, bit more space, few more benefits
CWU housing, nice space, decent furniture maybe even like a community room for them

Could be incorporated into the apartments so like:

Groundfloor+1stfloor is citizen populace
2nd&3rd would be loyalists
Then the top floors could be penthouse style CWU
Title: Re: C45 Suggestions and Ideas Thread.
Post by: Ponikvar on September 08, 2011, 08:36:20 PM
I like Krisrules idea, It would add more of a feal to how the social choices of the people affect them, Also because I'm CWU and would love a penthouse.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: {DGAF} zallzool on October 16, 2011, 05:03:10 PM
The road block to the hospital should be put back, it is too easy for citizens to access it.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: [CA] KiwieeEh on October 19, 2011, 03:51:31 PM
Attention all faggots
Nice People:

City 45 is once again being worked on and, so far, Mr Kaz has managed to update a few things, of which I'll outline below:


Suggestions on this map are once again being taken, But nothing too outlandish, the map is already huge and it can only take so much more before it's eaten by a black hole and streched into the infinite pixels of its own mind... Or something like that anyway..

Screenshots (outdated until the next map revision is screenshotted):

Click to see the original size.
Click to see the original size.
Click to see the original size.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: .:KFrohman:. on October 20, 2011, 07:03:31 AM
Map is now in a state that it can be distributed for testing (all lighting disabled, among other things) to prevent untimely theft.

Here's some more screenshots.
Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.

Keep up to date on the latest images on my steam profile.
http://steamcommunity.com/id/KFrohman/screenshots/?tab=all&showdate=1&filter=app_4000
Title: Re: C45 Suggestions and Ideas Thread.
Post by: zZz... on January 15, 2012, 08:18:36 AM
- Restructure of Sector 6 to be a bit more complicated (or maybe a circling map instead of deadends everywhere)
- Add some alternative paths instead of 1 long way in the sewer for sake of lolwebels
- The place next to Diordna shop seems too empty
- When you set the hardpoint leading to S6, you had wasted a good corner, it could be used to set up another shop

10% warning for necro posting. Read all forum rules before posting again.

Locked.
Title: Re: C45 Suggestions and Ideas Thread.
Post by: FPSRussia on July 05, 2012, 05:44:36 AM
Old and the user does not work on this project anymore

Locked and Unsticky.
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