Author Topic: [RELEASE] RP_City45_Catalyst_x1f  (Read 6387 times)

Offline garry :D

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[RELEASE] RP_City45_Catalyst_x1f
« on: November 06, 2012, 07:30:15 PM »
RP_City45_Catalyst_x1f
"i sure hope we don't get slender-animations when we test"

MAP LINK: <WAITING FOR SERVER LAUNCH>

Additions
A new layout for Precinct 3.
Added Half Life 2 style apartments in Precinct 3.
Added the Civil Administration Embassy (CAE) and made it an extension of Precinct 2.
Added a new Union propaganda poster; credits to Orange for this.
Added a vehicle tunnel that joins Precinct 3 and Precinct 2.
Rejoined the sewer system to meet with Precinct 3.
Added the Paragon Industries warehouse to Precinct 3 with a button for initiating mandatory work cycles.
Added a new underground bar in Precinct 3.
Added a small church which was intended for distributing propaganda but was strangely never finished by the construction team...
Added secure storage space for GRID in the Mechanical Operations Centre.
Added a new canal in P3.
Added the biolabs to the Nexus infirmary.
Added a room for APEX to use next to the breaching training area.
Added a new killhouse to serve as an assessment area for Civil Authority breaching training.
Added point_message entities to inform users of the functions of each button in the CAE, Nexus control room and admin room.



Removals
Removed the old Precinct 3 from version x1e.
Removed everything that was CA related in the top Nexus office.
Removed the Nexus barracks.
Removed some entities that were no longer of use.
Removed the HCMR.
Removed the top floor of the ration distribution terminal.


Fixes and known issues
Acid pit had a faulty trigger_remove which caused the player killcam to be removed on death.. along with every HUD element until they restarted the game.
Changed the Nexus armory door to a non-handled Combine door.
Fixed the armory door from moving backwards instead of up.
Changed several props to more prop types in order to force spawning (some props weren't spawning because they were prop_static).
Increased lighting in the Nexus garage from 200 to 400.
Renovated several facilities to be in accordance with the current IC context.
Replaced credits with a more up to date version while still crediting the original authors.
3d skybox hasn't been pushed far enough back near the concrete square next to the CAE.
Admin event control sounds don't play globally.


Thank you to everyone who made this possible! City 45 is now officially full by Source Engine standards and the next update will definitely need to be a departure from this map as I have hit the brush limit, entity limit and texture limit.

Good show, chaps!
« Last Edit: November 07, 2012, 02:17:41 AM by OzJackal »

Offline rBST Cow

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #1 on: November 06, 2012, 07:42:07 PM »
The map is really good, I think everyone will enjoy it.

The new P3 is quite interesting, and I'm glad a lot of the map was fixed. Good job.
abbot common stop bad for you if u watch anime all day nigga u fuckn weaboo

Offline Emory.

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #2 on: November 06, 2012, 08:58:22 PM »
awesome will units be able to patrol in p3 since the tunnel? that would be cool rebels would have  be more secret.
Emory.

Offline garry :D

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #3 on: November 06, 2012, 11:07:59 PM »
We've decided that unit patrols through P3 will occur on occasion but it won't be part of their regular patrol route.

P1 = main plaza up to the P3 tunnel and up to the CWU HQ.
P2 = The small street with the CWU HQ and garage exit which includes the vehicle tunnel and the road up to the embassy (the CAE).
P3 = All of the new additions from the P3 tunnel to the small entry tunnel to the CAE.

Offline swag master spiderman

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #4 on: November 07, 2012, 11:02:50 AM »
dammit why won't you let us download this now? :(

Offline Scratchie

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Re: Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #5 on: November 07, 2012, 12:28:51 PM »
dammit why won't you let us download this now? :(
Cause I had him do stuff still :p

It will be made into the workshop soon

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Offline Airborne1st

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #6 on: November 07, 2012, 01:00:31 PM »
I couldn't help but notice the HCMR was removed. Was anything put in place to serve as a meeting room still? Or do we just no longer have any sort of room dedicated for meetings and formal things such as promotions?

Offline smt

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #7 on: November 07, 2012, 01:01:02 PM »
what's the entities like compared to the old map



Offline Emory.

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #8 on: November 07, 2012, 02:16:50 PM »
has the CWU HQ changed?
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Offline garry :D

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #9 on: November 07, 2012, 07:00:31 PM »
The HCMR was removed because the APEX conference room can serve that purpose.

The entities have risen but RTLK did a test yesterday and when he exceeded the 2048 entity limit, he was able to reach about 13800 before a console message prevented him from spawning more. RSO is also a non-issue with the release of GMod 13, though I still have removed some decorative entities in the plaza such as the env_sparks on the bent over light pole near the Diordna.

The CWU HQ has not changed aside from the new tunnel at the end of the street.

Offline smt

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #10 on: November 07, 2012, 07:01:31 PM »
The HCMR was removed because the APEX conference room can serve that purpose.

The entities have risen but RTLK did a test yesterday and when he exceeded the 2048 entity limit, he was able to reach about 13800 before a console message prevented him from spawning more. RSO is also a non-issue with the release of GMod 13, though I still have removed some decorative entities in the plaza such as the env_sparks on the bent over light pole near the Diordna.

The CWU HQ has not changed aside from the new tunnel at the end of the street.

sorry ignore me i forgot we're on gm13 now



Offline Khub

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #11 on: November 08, 2012, 04:07:26 AM »
The HCMR was removed because the APEX conference room can serve that purpose.

No offense, but I find that very stupid. HCMR was fine, if you removed it because of high amount of entities, you could have just removed the annoying rotating floor and should've kept the floor without the table. APEX room should belong to APEX, not to others. You could just say "Hey, let's go to garage and talk there.".

I don't really see any solid reason to remove the HCMR room.

Offline kmp

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #12 on: November 08, 2012, 04:11:07 AM »
The HCMR was removed because the APEX conference room can serve that purpose.

No offense, but I find that very stupid. HCMR was fine, if you removed it because of high amount of entities, you could have just removed the annoying rotating floor and should've kept the floor without the table. APEX room should belong to APEX, not to others. You could just say "Hey, let's go to garage and talk there.".

I don't really see any solid reason to remove the HCMR room.

It isn't used anymore. Now that UNIFORM uses the train-station, the only reason it was used was to promote Units, which could be done in the divisions respective rooms.  We don't have meetings anymore on a "High Command" scale, and the UU personal can meet in their Office. APEX didn't even use their room so why keep two useless rooms when you can merge them into one, basic room?
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Offline garry :D

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #13 on: November 08, 2012, 05:54:03 AM »
The HCMR used 80 entities. The APEX conference room uses 9: (the 4 light props + 1 table + 4 sprites for the lights). If I really wanted to cut entities, each division wouldn't have its own space and it's not like there'll be meetings every minute of the day.
« Last Edit: November 08, 2012, 05:56:21 AM by OzJackal »

Offline turhral=S=C=

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Re: [RELEASE] RP_City45_Catalyst_x1f
« Reply #14 on: November 08, 2012, 08:38:42 AM »
Any way to get the map file without waiting for the server launch? I want to see the changes in SP game.
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