Catalyst Gaming

Backup Sections => Half-Life 2 Roleplay => Archive => HL2RP Development[ARCHIVE] => Outside City 45 => Topic started by: Statua on January 07, 2013, 04:12:59 PM

Title: Ineu Valley Suggestions
Post by: Statua on January 07, 2013, 04:12:59 PM
Please post anything you want to suggest for Ineu Valley. Keep in mind this map is going to be released for all public servers to use so anything strictly CG related might be rued out. Also keep in mind that just because you make a suggestion, doesn't mean it will be implemented. I will post whether it will be implemented or not and will add it somewhere on my to-do list.

PLEASE for the love of GMod use the format I have provided below fully unless stated otherwise.

An example has been given below the format code.

PLEASE CHECK THE MAP AND FEATURES LIST BEFORE SUGGESTING SOMETHING!!!
Click to see the original size.

North Town/Town A/Town A1
 >Homes
 >PD
 >Store
 >Ruined Church (Sexy Frog)
 >Inn

South Town/Town B/Town A2
 >Homes
 >Gas Station
 >Warehouse (Skrillex)
 >Store

Lake
 >Waterfall
 >Cabin
 >Dock

Castle Mountain
 >Castle Mountain Road
 >Castle

Bunker
 >Bunker Mountain
 >Bunker Path
 >Bunker Trenches

West Mountain
 >Mine
 >North/South Mine Enterances
 >Shed/Mine Enterance

North Mountain
 >Waterfall

East Mountain

General Land
 >Junkyard
 >Dugouts
 >Observation Towers
 >Cellar
 >Barn?

Easter Eggs

3D Skybox

Code: (Format) [Select]
[b]What are you suggesting?[/b]: [REQUIRED]
[b]What style will it be in?[/b]: [REQUIRED] (Combine, Rebel, Ruins, Old, Modern, Etc.)
[b]Will it have any special features such as moving doors or traps? If so, list them below.[/b]: [REQUIRED]

[b]Reference Pictures[/b]: [REQUIRED] (picture of something you're resembling]
[thumb](IMAGE URL HERE)[/thumb]

[b]Extra Notes[/b]: [OPTIONAL]

EXAMPLE


What are you suggesting?: Bunker
What style will it be in? : Ruins
Will it have any special features such as moving doors or traps? If so, list them below.: Old lifts, sliding doors, science equipment

Reference Pictures:
Click to see the original size.

Extra Notes: Similar to Portal 2's Aperature Sciences


Title: Re: Ineu Valley Suggestions
Post by: Kevin on January 07, 2013, 04:19:20 PM
What are you suggesting?: Trenches
What style will it be in?: Old, somewhat ruined.
Will it have any special features such as moving doors or traps? If so, list them below.: N/A

Reference Pictures:
Click to see the original size.

Extra Notes: Maybe throw in some old barbed wire or hedgehogs if you consider it, or maybe even a concrete WWIIish pillbox, or a foxhole at one end of the trenches or some shit.
Title: Re: Ineu Valley Suggestions
Post by: YankeeSamurai on January 07, 2013, 05:22:11 PM
What are you suggesting?: Junkyard + old buildings
What style will it be in?: Old, rebel, abandoned
Will it have any special features such as moving doors or traps? If so, list them below.: Nothing out of the ordinary.

Reference Pictures: Click to see the original size.

Extra Notes: It's not meant to be a secret area or anything, so you can put it near a road. I think the design should be geared toward a publicly known location where characters can often be found running repair shops and selling mechanical odds and ends.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 07, 2013, 05:47:01 PM
Megusta both suggestions. I'll put the junkyard just outside the A2 town (Town B) On the northwest side. Ill put the trenches around the bunker. Not sure about the pillboxes or hedgehogs though. Keep in mind trench warfare was done in the rolling hills of west Europe whereas Ineu is in the rocky mountains of Romania. Nevertheless, ill put some overgrown trenches in.

Thanks guys.
Title: Re: Ineu Valley Suggestions
Post by: [FOOD] Waffle the Wafful on January 07, 2013, 07:32:56 PM
What are you suggesting?: Underground tunnels that could lead to an abandoned base or connect areas of the map to other areas of the map.
What style will it be in?: Rebel, abandoned, poorly constructed
Will it have any special features such as moving doors or traps? If so, list them below.:
-Maybe a sliding door is good enough of an entrance to the base? No traps. Maybe you'd even have to go through some antlion cave/hive to get to this base like Gordon did.
-During events, the base could be overwhelmed by antlions.

Reference Pictures:
Click to see the original size.

Extra Notes:
I'd figured that the tunnel system from Episode 2 could be too big and complex, most likely be a huge fps drop if added to your ineu pass map. Maybe make something of a base or stronghold like that, but WAY smaller?

Also, could you see the thumbnail picture? I can't for some reason  :-\
Title: Re: Ineu Valley Suggestions
Post by: YankeeSamurai on January 07, 2013, 09:07:41 PM
Player density on Outlands in sparse enough as it is, why would we make alternate routes to places? I feel like it'd fuck up the gameplay on the map, most people would just try to stay underground as much as possible, instead of walking through the forest where they might get spotted by raiders or Overwatch.

A huge part of Outlands' appeal is the open environment and forced constant threat, and I think having a tunnel system would majorly detract from those things.
Title: Re: Ineu Valley Suggestions
Post by: rBST Cow on January 07, 2013, 11:10:27 PM
Player density on Outlands in sparse enough as it is, why would we make alternate routes to places? I feel like it'd fuck up the gameplay on the map, most people would just try to stay underground as much as possible, instead of walking through the forest where they might get spotted by raiders or Overwatch.

A huge part of Outlands' appeal is the open environment and forced constant threat, and I think having a tunnel system would majorly detract from those things.

I doubt people would circle jerk in there 24/7, on the old/current OL map in that underground area people rarely even go in there. In the new map I can see people staying at the castle most of the time, but that's about it.
Title: Re: Ineu Valley Suggestions
Post by: Would you like some 3.14159265? on January 07, 2013, 11:29:35 PM
What are you suggesting?: Random Sniper Nests
What style will it be in?: Rebel
Will it have any special features such as moving doors or traps? If so, list them below.: Just good coverage

Reference Pictures: http://imgur.com/Tya3r (Had to do just link cause I used MSPaint to describe my idea)

Extra Notes: Really, it would just be random spots throughout the map (obviously on higher up areas) that would have slightly denser coverage and maybe a bit of a dug in area. Players (seeing as they're limited to a crouch in GMOD) would be lowered slightly down in said dug in area and covered with some foliage. This would give them the ability to scout out areas, track combine patrols, give eyes on via radio, etc. Just an idea that kinda popped into my head.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 07, 2013, 11:38:41 PM
Tunnels

Already have a mine system. That's good enough. In EP2 the tunnels are old mines infested with antlion caves. The mine system will be similar to that. And yes there will be outposts in there.


Sniper Nests

Wouldn't call them that but I'll make some similar to the ones in Ineu Pass. (the one overlooking the lake)

I'll also make small dugout 2 man bunker type things covered in foliage players can use to hide in. Thanks for the suggestion!


Title: Re: Ineu Valley Suggestions
Post by: raged on January 08, 2013, 12:55:36 AM
What are you suggesting?: Cave.
What style will it be in?: Natural.
Will it have any special features such as moving doors or traps? If so, list them below.: No.

Reference Pictures:
Click to see the original size.

Extra Notes: A neat cave, not like some small one but a medium sized one perhaps with a creative entrance - like one that requires you to go into a pond and swim underwater. Just something that stands out graphically and would be a nice addition as more of a way of saying 'look what sort of scenic i can create with hammer'.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 08, 2013, 03:39:24 AM
Would be nice but for the most part, those types of caves only exist at sea level with seawater. Most mountain caves have little more then a stream running through them. I'm not shooting for "look what I can do" more of practical and realistic combined with beauty.
Title: Re: Ineu Valley Suggestions
Post by: raged on January 08, 2013, 05:02:45 AM
If you have a lake somewhere and if you're adding the resistance tunnels then you could probably integrate them in together. I'd also say if you're gonna add the resistance tunnels then you may as well turn it into like an old mine or something.
Title: Re: Ineu Valley Suggestions
Post by: Dallas on January 08, 2013, 11:15:00 AM
If you have a lake somewhere and if you're adding the resistance tunnels then you could probably integrate them in together. I'd also say if you're gonna add the resistance tunnels then you may as well turn it into like an old mine or something.

To add to this I suggest making it run from the mine and exit behind the waterfall as nothing is cooler than a waterfall cave hideout.
Title: Re: Ineu Valley Suggestions
Post by: swag master spiderman on January 08, 2013, 11:33:46 AM
What are you suggesting?: Camoflaged outposts
What style will it be in?: Rebel
Will it have any special features such as moving doors or traps? If so, list them below.: Not really, unless you add hidden storage

Reference Pictures:
Click to see the original size.

Extra Notes: Like the picture, but make it fit the hilly, sort of outlandish feel, e.g under the trees rather than a house, although I do like the cover over the top.

Title: Re: Ineu Valley Suggestions
Post by: Statua on January 08, 2013, 02:26:08 PM
Last time I added premade rebel hideouts, it didnt work out so well. People would rather build their own makeshift shelters when it comes to that sort of stuff.

If you have a lake somewhere and if you're adding the resistance tunnels then you could probably integrate them in together. I'd also say if you're gonna add the resistance tunnels then you may as well turn it into like an old mine or something.

Ok. The lake is on the East side of the map across the river. The mines are on the far west side of the map on the other side of the river. They will not be connected.

If you have a lake somewhere and if you're adding the resistance tunnels then you could probably integrate them in together. I'd also say if you're gonna add the resistance tunnels then you may as well turn it into like an old mine or something.

To add to this I suggest making it run from the mine and exit behind the waterfall as nothing is cooler than a waterfall cave hideout.
I don't recall mentioning a waterfall... Though people seem to like it so I will be adding one to the lake with water falling from the north mountain.

Title: Re: Ineu Valley Suggestions
Post by: Statua on January 10, 2013, 12:12:30 AM
All people making suggestions will receive credit built into the map. How though is for you to find out ;)
Title: Re: Ineu Valley Suggestions
Post by: [LP]GMK-MRL on January 10, 2013, 12:48:48 AM
What are you suggesting?: An old wharehouse towards the end of the town.

What style will it be in?: Abandoned.

Will it have any special features such as moving doors or traps? If so, list them below.: Old/rebellious

Reference Pictures:
Click to see the original size.

Extra Notes: I don't know whether or not this would work, but I thought it would be a pretty good addition. [OPTIONAL]
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 10, 2013, 01:42:59 AM
I already have a warehouse planned to be built in Town B aka Town A2 aka South Town. However the picture you provided is fantastic and  I'll base it off the image. Thanks!
Title: Re: Ineu Valley Suggestions
Post by: rBST Cow on January 10, 2013, 01:51:37 AM
What are you suggesting?: Run down general store
What style will it be in?: Old, Run Down but not completely destroyed.
Will it have any special features such as moving doors or traps? If so, list them below.: Just basic things, nothing to special. Rooftop access would be nice though.

Reference Pictures:
Click to see the original size.

Extra Notes: It would be cool to see the general store similar to the ones in the pictures; Old, except run down. The thing is that with the previous map, there was a gas station, a hotel type thing (The Clinic?), homes, yet no stores. I think it would add more depth to the map if you added a simple general store, or possibly a run down grocery store. Just something that gives it more depth as a realistic town.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 10, 2013, 02:01:47 AM
I have stores planned for both towns. However the pictures you provided were western style. Keep in mind Romania is in the east part so think architecture similar to the building you saw in Ineu Pass.
Title: Re: Ineu Valley Suggestions
Post by: [LP]GMK-MRL on January 10, 2013, 02:06:04 AM
What are you suggesting?: A town extension
What style will it be in?: Same way the belles is in.

Will it have any special features such as moving doors or traps? If so, list them below.: Public/Neutral

Reference Pictures:
Click to see the original size.

Extra Notes:The town below the hill is the belles, the hilltop minus the courthouse is like the town extension. I kinda thought this is a bit too much, but I don't know how to map. All up to you Statua. [OPTIONAL]
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 10, 2013, 02:25:44 AM
Was considering this but I couldn't figure out how it'l work. I might have an idea though. Hang tight.
Title: Re: Ineu Valley Suggestions
Post by: BltElite on January 10, 2013, 11:13:57 AM
What are you suggesting?: Well as I know you have a forest(if not, this is asking for one also), within the forest you should add some log cabins, maybe with little easter eggs in(such as a little trap door to a basement, or a floorboard gives way to a small cavity to stash weps or something and little things like that).
What style will it be in?: Old style log cabin.
Will it have any special features such as moving doors or traps? If so, list them below.: As said, little neat easter eggs to make it more promising to go there and so on. Maybe an outhouse that leads downwards to a hidden basement etc.

Reference Pictures: [REQUIRED] (picture of something you're resembling]
Click to see the original size.
-maybe not as complex as that one but with a few rooms(bedroom, kitchen, living room spare room etc)
Extra Notes: Not really no.
Title: Re: Ineu Valley Suggestions
Post by: Dallas on January 10, 2013, 11:35:50 AM
What are you suggesting?: An abandoned Police Station
What style will it be in?: Ruins
Will it have any special features such as moving doors or traps? If so, list them below.: A flimsy and barely operating security system with run-down holding cells and maybe a security checkpoint at the reception.

Reference Pictures:
(http://032a750.netsolhost.com/WordPress/wp-content/uploads/2011/05/opsisa06.jpg)
The layout for the outside.

(http://img.izismile.com/img/img3/20101220/640/run_down_russian_640_09.jpg)
Layout for the couple cells.

The lobby would have a security checkpoint and a run down desk. On either side are the cell corridors.

Extra Notes: This would provide a stronghold for law-bringer groups and groups that want to punish certain individuals.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 10, 2013, 12:16:34 PM
Log cabin. We'll see. Ill put it on the last at the bottom as an optional choice depending on how much room I have left without making the map too cluttered.

Old basic PD, sure. I have too many houses anyway.
Title: Re: Ineu Valley Suggestions
Post by: BltElite on January 10, 2013, 12:25:10 PM
Log cabin. We'll see. Ill put it on the last at the bottom as an optional choice depending on how much room I have left without making the map too cluttered.

even if just one say nexto the lake or something like that is fine.
Title: Re: Ineu Valley Suggestions
Post by: Kevin on January 10, 2013, 03:05:53 PM
Log cabin. We'll see. Ill put it on the last at the bottom as an optional choice depending on how much room I have left without making the map too cluttered.

Old basic PD, sure. I have too many houses anyway.

Try to make a few basic working cells, like if you hit e on the door from the outside it opens and closes, but not from the inside. IDK. I just think it'd be cool to hold people whilst awaiting execution or something.
Title: Re: Ineu Valley Suggestions
Post by: Frolie [Jellykid] on January 10, 2013, 04:47:45 PM
What are you suggesting?: A rundown Homestead / Rurally-Based Farm House
What style will it be in?: Old, Abandonded, Renovated for Resistance, Foreign
 
Will it have any special features such as moving doors or traps? If so, list them below.:
This is kind of a tall order, but I'll give it a shot. The whole concept includes a series of buildings:
A farm house (including a cellar, ground-floor, and top-floor), a barn (wooden and unpainted, abandonded),
and a small outdoor shed / small garage. As far as special features go, there are a few little details that would be
great to include, but aren't "must-haves". A small escape tunnel featuring hidden access doors running from the
house to the shed, and togglable lights in the farm-house, barn, and shed would be great. As far as the cellar goes,
it should only be accessed from one storm-door outside the house, against one of the walls.
 
Reference Pictures:

Cellar

Open Cellar-Storm Doors:
Click to see the original size.
 
Closed Cellar-Storm Doors:
Click to see the original size.
 
Cellar Steps:
Click to see the original size.
 
Cellar Interior:
Click to see the original size.
 
Cellar Furniture:
cs_militia couch, generic table with HL2 radio on top (could play static or forgiegn languages like original bunker)
 
Extra Details:
 - Maps (The hanging effect kind, like these:
                Click to see the original size.Click to see the original size.

 - Lights should be dim, perhaps even flickery, to increase feelings of darkness & claustrophobia in the cellar
 - A few Crates against the walls could be good as well, to give the cellar a 'lived-in' look.

Shed & Tunnel

Shed Exterior:
Click to see the original size.
 
Open Shed Doors:
Click to see the original size.
 
Closed Shed Doors:
Click to see the original size.
 
Shed Interior:
Click to see the original size.
 
Gas Lamp:
Click to see the original size.
 
Trapdoor (Into Tunnel):
Click to see the original size.
 
Tunnel Ladder:
Click to see the original size.

Tunnel Interior:
Click to see the original size.
 
Tunnel Ladder (2):
Obviously, just about the same as the first one, except this one exits / enters under the stairs in the house
 
Shed Features:
Tables / Counters against walls, Shelves fixed to walls above tables. Maybe a green metal cabinet or two, for more of a storage feel.

Barn

Barn Exterior:
Click to see the original size.
 
 
Sliding Barn Door:
Click to see the original size.
 
Barn Interior:
Click to see the original size.

Barn Chainlink Cage:
A generic 'cell' to hold people in one place. Should be able to be opened ICly only by those with keys to the lock.
Click to see the original size.

Barn Lighting:
Actual light props shouldn't be nessecary, as the holes and cracks in the roof could let enough light in

Barn Details:
 - A busted Pickup truck would be a neat feature, especially for the server's engineer / techy types.
 - Some generic tables and chairs, for people to sit and converse on
 - Hay bales, to re-enforce the farming history of the building
 - Food Boxes, like that big prop you can find in cs_milita
 - Some Crates and / or cardboard boxes, for more of a 'lived-in' atmosphere
 - Wooden Targets (An idea I thought I'd throw out there, for people looking to practice ICly with firearms or other weps)
 
Ground Flooor

Ground-Floor Interior:
Click to see the original size.

Stairs:
This should give the general idea where somewhere on that wall could be pushed asside, to access the tunnel to the shed.
      Click to see the original size.

Fireplace:
Pretty much just like the one in the inn, on the current rp_ineupass
 
Kitchen:
If you've ever played rp_coast, I was thinking something much the same as the kitchen inside the multi-floored house. Basic kitchen amenities could be made (Fridge, Stove, Cabinets, Shelves, Counters, etc.)
 
Bathroom:
Just think tiny and cramped, with a cracked mirror, sink, and toilet

Top Floor
 
Topfloor room one:[/color]
Some sort of room made to accommodate medical operations

Topfloor room two:
Empty. Let players do whatever in there.

Topfloor bathroom:
Just about the same as that on floor one, except with a shower

Open Sniper's nest / Widow's Watch:
A sort of look-out, for players to see out over the homestead
      Click to see the original size.

Outdoors

Dead Wheat Field:
Click to see the original size.

Well:
http://4.bp.blogspot.com/-mcTCZrouf4w/T01V8LsfamI/AAAAAAAAAPI/6eWOiZJ4Zqw/s1600/well.jpg

Road:
A generic dirt road, weathered from use

Extra Notes:
Sorry for the hefty request and all the pictures. This started with just a little idea, and sort of flourished. I hope you can work it into the map; if not, that's fine too. I'm just happy to have my idea heard and considered.
Title: Re: Ineu Valley Suggestions
Post by: Darkshifter98 on January 10, 2013, 05:06:44 PM
What are you suggesting?: Some hints of Romanian buildings in the skybox.
What style will it be in?: (Combine, Rebel, Ruins, Old, Modern, Etc.) Ruins, modern, old, human
Will it have any special features such as moving doors or traps? If so, list them below.: 3D skybox, I guess x3
Reference Pictures: (picture of something you're resembling]
Click to see the original size.
Click to see the original size.
Extra Notes: The ruins don't exactly have to be 'full', as in you could probably just use parts of various Romanian structures and have them scattered in the 3D skybox, like parts of roofs for example, so that players could see them on an unreachable hill somewhere, or you could even put them inside the map if you wished. (Sorry if I don't have the right Romanian)
Title: Re: Ineu Valley Suggestions
Post by: Sexy Frog on January 10, 2013, 07:35:02 PM
What are you suggesting?: An old, mostly destroyed Church
What style will it be in?: Ruins, Old
Will it have any special features such as moving doors or traps? If so, list them below.: Just have it look a bit on the over grown and destroyed side but with some of the internal components still intact like benches and altar.

Reference Pictures:

Exterior
Click to see the original size.

Interior
Click to see the original size.
(obviously more messed up and 'ruined' looking. Most of the benches partially destroyed and the altar semi intact, lacking the rugs and shit. Just a little something for Religious extremist groups. *Cough* Ralph *cough*
(http://)

Extra Notes: [OPTIONAL]
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 10, 2013, 09:26:04 PM
Ok I'll put the log cabin by the lake like I did with the cottage.

Frolie, I love almost all your suggestions, however this valley is too small enough to have fields in it sooo I'm just taking bits and pieces from it.
Ill have an underground cellar buried in the woods as a hideout. Ill use the shed as a secret entrance to the mine midway. I might throw the barn in somewhere if I find a good place for it after everything's done.

Darkshifter, Me and Oz will be working together with the 3D skybox and you'll be able to see the City45 Skyline from certain areas. Also, Ineu Pass might be hidden in there somewhere.

Sexy Frog, thanks for the idea. The random ruins in Town A will be a ruined church.

Thanks everybody!
Title: Re: Ineu Valley Suggestions
Post by: The Mysterious Stranger on January 11, 2013, 12:52:35 PM
What are you suggesting?: A government, underground fallout bunker on the mountain side (the one where you have to climb up these two ladders) consisting of four rooms for individuals, a generator room, and a storage room. This area should be fenced off due to being "government" kind of style.

What style will it be in?: Worn down, rebellious.

Will it have any special features such as moving doors or traps? If so, list them below.: Pressing E on the door will teleport you to another small map for the bunker. This is optional.

Reference Pictures: N/A

Extra Notes: Should be fenced off and there should be some vehicles infront of the bunker just behind the fences.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 11, 2013, 02:16:05 PM
Ok new rule. You have to look at the map/list to see if I already have it planned or not. Also, there is no mountain you have to climb up 2 ladders to get to in ineu valley.
Title: Re: Ineu Valley Suggestions
Post by: Calo Nord on January 11, 2013, 06:57:14 PM
What are you suggesting?: Trailer(s)

What style will it be in?: Slightly rusted, Poor condition

Will it have any special features such as moving doors or traps? If so, list them below.: Doors on then that can be owned

Reference Pictures: http://images.wikia.com/callofduty/images/c/cf/Trailer_Park.jpg

Extra Notes: The would be near or in the junkard
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 12, 2013, 12:01:35 AM
I'm not too sure about trailers. More feedback from the community?
Title: Re: Ineu Valley Suggestions
Post by: Dallas on January 12, 2013, 08:00:44 AM
In my opinion a trailer wouldn't be needed. It's a small rp space that would clash with the vastness of the map.
Title: Re: Ineu Valley Suggestions
Post by: swag master spiderman on January 12, 2013, 08:28:39 AM
What are you suggesting?:  Hidden Combine outpost
What style will it be in?: Combine
Will it have any special features such as moving doors or traps? If so, list them below.: Opening cave door on the front and additionally an unreachable opening on the top that would allow AirWatch to leave.

Reference Pictures:
Click to see the original size. This but with a camoflaged door on the front.
Click to see the original size. The feel of the interior, possibly with a space for vehicles and a place for air to take off.
Extra Notes:
Title: Re: Ineu Valley Suggestions
Post by: YankeeSamurai on January 12, 2013, 01:25:10 PM
I wouldn't mind a trailer or an RV, so long as it's placed in a location that makes sense. I think a trailer parked in some isolated forest corner of the map would be sort of cheesy and dumb, but maybe a trailer parked inside/near the junkyard or maybe by a lake some campground-looking area would be nice.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 12, 2013, 02:04:40 PM
I'll use the trailer as a home for the junkyard.

Also, excellent idea for the OTA outpost. Will definitely use it.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 17, 2013, 04:20:15 PM
Be sure to check out this thread:
http://www.catalyst-gaming.net/index.php?topic=21540.0

Some of your ideas are already in development or complete.
Title: Re: Ineu Valley Suggestions
Post by: Frolie [Jellykid] on January 18, 2013, 06:55:35 AM
What are you suggesting?: Makeshift Graveyard
What style will it be in?: Rebellion, Barren, Wastlandish
Will it have any special features such as moving doors or traps? If so, list them below.:

Not really a special feature, but one open grave might be nice (in preparation, there's no body or anything like that inside.

Reference Pictures:
Click to see the original size.

Click to see the original size.

Click to see the original size.

Extra Notes:

The graveyard should be a somber location, where significant characters could be laid to rest should they die, and other characters could go to mourn their deaths.

** Idea was very much inspired by the Goodsprings Cemetery in Fallout: New Vegas, and the Boot Hill Cemetery
Title: Re: Ineu Valley Suggestions
Post by: Kevin on January 18, 2013, 10:58:42 AM
What are you suggesting?: Makeshift Graveyard
What style will it be in?: Rebellion, Barren, Wastlandish
Will it have any special features such as moving doors or traps? If so, list them below.:

Not really a special feature, but one open grave might be nice (in preparation, there's no body or anything like that inside.

Reference Pictures:
Click to see the original size.

Click to see the original size.

Click to see the original size.

Extra Notes:

The graveyard should be a somber location, where significant characters could be laid to rest should they die, and other characters could go to mourn their deaths.

** Idea was very much inspired by the Goodsprings Cemetery in Fallout: New Vegas, and the Boot Hill Cemetery

I like the idea, it'd be a cool place to actually have dedicated graves rather than having to RP burying bodies all over Ineu, which many people don't even do.
Title: Re: Ineu Valley Suggestions
Post by: swag master spiderman on January 18, 2013, 12:41:15 PM
What are you suggesting?: Radio tower
What style will it be in?: Ruins
Will it have any special features such as moving doors or traps? If so, list them below.:
A way up - as ghetto as possible, please.

Reference Pictures:
Click to see the original size.

Click to see the original size. (perhaps a lookout spot on the top could be similar to this)

Extra Notes: It would be nice if it looked kind of ruined and had some decent space to stand on at the top. Perhaps this could overlook the bunker and provide some fire for any guys trying to attack the trenches?

Title: Re: Ineu Valley Suggestions
Post by: Statua on January 18, 2013, 02:03:33 PM
Graveyard definitely. Putting it beside the castle.

Radio tower, we'll see. I will put some sort of tower higher up the hill where the bunker is though.

Thanks guys, great suggestions.
Title: Re: Ineu Valley Suggestions
Post by: This is Red on January 18, 2013, 02:33:30 PM
What are you suggesting?:
A train station, a power plant, a power transformer, a water waste treatment plant, and billboards.
What style will it be in?:
Ruined/Degraded.
Will it have any special features such as moving doors or traps? If so, list them below.:
Will expain below (if any).

Reference Pictures:

Train station

Showing off an older style of a train station for this, such as the station here:

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

As a little sidenote, i'm thinking that the train itself should show up down the tracks the way - derailed:

Click to see the original size.

Power plant

Considering the size of the powerplant, I'm thinking that if would be used in the skybox, with one of the plants towers in view at certain points of the map:

Click to see the original size.

Power transformer

Along one of the powerlines should be a power station, a little something for the engie/tech guys, not to mention an event item (/event the power transformer panels suddenly burst out sparks, and all power ceases to spread out properly):

Click to see the original size.

Water waste treatment

No idea where I thought of this one from, just thought "Hey, most towns have this, so why not.":

Click to see the original size.

Also, it should be given rp wise -- this place stinks to high hell

Billboards

This one should be a bit more obvious, have some boards set near the roads / on some buildings:

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

Extra Notes:
Just a little sidenote, thought most of these things up when trying to think of what a settlement would have - need, more like. So if any of these seem really dumb, there is the source.
Title: Re: Ineu Valley Suggestions
Post by: Dallas on January 18, 2013, 02:52:55 PM
I love the idea of the train station, that's a really clever one. +support.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 18, 2013, 02:54:26 PM
Well I'll throw a hydro dam in the 3D skybox, and maybe a few signs on the roads. Nice little suggestion I like. Thanks.

In regards to the train station. I was trying to think of ways to make a train system work. I'll look into it and have it at the bottom as optional.
Title: Re: Ineu Valley Suggestions
Post by: BltElite on January 23, 2013, 04:56:52 PM
What are you suggesting?: The odd little fire/campsite with obvious use - such as some stuff strewn about, maybe a half destroyed tent and so on - vary it for each one.
What style will it be in?: Uh, not really a style, outdoors I guess.
Will it have any special features such as moving doors or traps? If so, list them below.: I guess the tent would be something special, I don't know.

Reference Pictures:
Click to see the original size.
Not paticularly what I would say but, just gives ideas.
Extra Notes: Just have a few dotted around the map, maybe one or two in shallow ground/in the suggested dugouts.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 24, 2013, 02:32:13 AM
Tries that once. Made a bunch of little campsites. Not once did I see any of the 9 campsites get used. Its better if you just make your own.

Also! Notice that from this post on, all suggestions must be small (such as the one posted above) as my to-do list is getting too large and hammer limits may be reached or possibly exceeded.
Title: Re: Ineu Valley Suggestions
Post by: BltElite on January 24, 2013, 12:06:00 PM
I used them :c

But yeah maybe not nine, maybe have like 2-3 little areas in trees or some bushes as a little alcove with no props so players can add their own campsites then?
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 25, 2013, 07:34:42 PM
Building are a lot of work and take up a good number of brushes believe it or not. Not sure what high cliff you're talking about though. Not going in anyway.
Title: Re: Ineu Valley Suggestions
Post by: The Mysterious Stranger on January 25, 2013, 08:17:56 PM
What are you suggesting?: There is doors (like a wall) that don't go nowhere in the Inn. Can you try and edit them into a room of some sort?
What style will it be in?: Rebellious
Will it have any special features such as moving doors or traps? If so, list them below.: Press E to open door

Extra Notes: Will add screenshots of said doors
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 25, 2013, 09:15:46 PM
:facepalm: Read the OP. This is for a whole new map all together.

Ineu Valley has almost nothing to do with Ineu Pass, minus a house, the castle, and the watchtowers.
Title: Re: Ineu Valley Suggestions
Post by: Dallas on January 26, 2013, 08:35:01 AM
Stalker does have a valid point though- there is an Inn in Valley so I'm thinking he is trying to make sure that every room is accessible and not just three.
Title: Re: Ineu Valley Suggestions
Post by: Statua on January 26, 2013, 12:49:11 PM
Yes. There are 6 buyable rooms in the new inn.
Title: Re: Ineu Valley Suggestions
Post by: The Mysterious Stranger on January 26, 2013, 08:52:14 PM
Yes. There are 6 buyable rooms in the new inn.

 kthnx that's what the response that i needed
Title: Re: Ineu Valley Suggestions
Post by: Statua on February 07, 2013, 09:22:18 PM
Suggestions are now closed. Thanks to all who suggested. Check the progress thread (http://www.catalyst-gaming.net/index.php?topic=21540.0) to see if yours got added or if yours was added but scrapped.
SimplePortal 2.3.7 © 2008-2025, SimplePortal