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General => Creations => Mapping => Topic started by: garry :D on December 12, 2012, 09:20:18 PM

Title: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on December 12, 2012, 09:20:18 PM
RP_City38
"oz do u have beta for me pls"

An original Half Life 2 RP city project straight from my brain!



Credits

Slont - inspiration, cool story ideas, idea for the layout of the map
Orange - pretty much any of the posters in the map that aren't stock (Obama-style 'HOPE' and "Join Now!")
Raged - plaza layout ideas, Embassy ideas and bucketloads of reference images as well as a concept building
Alex - norway is ok alright?? also good php and thanks for letting me look at the C24 plans friend
Jonco - spending many hours brainstorming all of the Embassy/Nexus layout/features
Cow - lol ur name is brown coz u r a cow..... you helped with all of the criminal stuff yes yes ok ty
Hogs - lots of MIDNIGHT district suggestions like the strip club and gambling hall also weed circulation ty
All of the posters in this thread and people over Steam who make my (lack of) life complete~~




Progress List

- Complete.
- In progress.
- No current progress.




# General features #

- Script integrated event control; thunder, uprising/riot ambient sounds, wind loop toggle
- Imported structures from other projects
- Day/night cycle
- Map integrated weather control (rain/snow)
- Server transition zones
- Structural weakness implementation
- TITAN optimization
- SOLACE optimization
- MIDNIGHT optimization
- Custom textures
- Custom sounds




# "TITAN" District #
* In the northern district of City 38 sits the man-made structure known as the Embassy. It serves as a symbol for the Union's dominance over this City and is regarded as the most secure place in the region with state-of-the-art security. Some have said that this sector has grown a personality of its own. Curious. *

- The Civil Administration Embassy in the original layout with the broadcasting station, office, foyer and the security station.- Nexus integration into the Embassy structure.
- A large apartment block (Union Civil Housing; Block A).
- Ration distribution terminal.


* Nexus *

Sector 0 - Command
AI Node
Overwatch Deployment/Stasis
Conference room
The Vault

Sector 1 - Personnel
Garage
Infirmary
Cafeteria
Lobby

Sector 2 - Internal/External Affairs
Interrogation
Offices

Sector 3 - Sociostability
Detainment
Armoury
Firing Range
Breaching Training
Hand To Hand Training






# "SOLACE" District #
* Although the name is a synonym for relief, safety and comfort, there have been scarce reports of unorganised crime in this sector; most of them just being unplanned muggings in the sector's numerous darkened alleyways. *

- An old subway station with a security office and a blocked off tunnel.
- Two small and mirrored corner shops.
- An apartment block with 4 rooms bearing the City 17 layout from HL2.
- A pre-occupation German Cafe with a staff serving station.
- The Civil Worker's Union Headquarters - half-restaurant, half-office.
- A central pillar built by the Combine which is situated in the centre of a pond covered in ice and snow.
- A corner hangout with three benches and a car crash scene.
- A narrow alley which loops around the two corner shops, the corner hangout and the subway.
- An alley adjacent to the Civil Worker's Union HQ which links to the MIDNIGHT district.
- A darkened alley which is positioned between the subway exit and the empty building next to the Civil Worker's Union HQ.
- A small security station for Civil Protection which can temporarily store prisoners.







# "MIDNIGHT" District #
* Two things are uncertain: why did the Combine invasion force bombard this sector so heavily and why were there no subsequent building projects to turn this area into a suitable housing zone? The inhabitants don't actually care, probably because the spread of rubble and countless number of destroyed buildings in this sector serve as breeding grounds for scorn towards the Union. Visitors are advised that the Combine aren't the only ones who are paying close attention to the activities in this sector. *

- A large hall which serves as the connection point between SOLACE and MIDNIGHT.
- The Anek Bar, complete with a serving counter and a backroom for storage purposes.
- A destroyed hole in the floor next to the Anek Bar that links to the first 'real' building of MIDNIGHT.
- An old strip club by the name of 'Vice'.
- A food stand constructed from junk.
- A destroyed office block.
- A church (imported from city45_x1f) which has been edited to accommodate a back entrance/exit.
- A small gambling den.
- A crashed van next to a Combine barricade and some debris which has been claimed as a makeshift home.
- A semi-barricaded store at the end of the long street
- A tall building with several floors, a Combine observation post and rooftop access.
- A small gas station with a vehicle tunnel adjacent to it that is blocked off by debris.
- A junk vendor stand embedded in an alleyway.
- More features to be announced.







First OP:
This was done over the course of 6 hours. I don't know what it's going to be used for yet.

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Title: Re: Train Station [WIP]
Post by: rBST Cow on December 12, 2012, 09:33:03 PM
oz you are now officially addicted to making maps.

Anyways, maybe swap the trainstation out on the new map for this one? The one you made looks p sexy.
Title: Re: Train Station [WIP]
Post by: Mr. Pettit on December 12, 2012, 11:27:36 PM
I could see that in the C45 map or the one you're currently working on. It's a hell of a lot brighter and makes the whole train relocation concept make sense instead of a collapsed tunnel. Anyway, It's really nice. Good work Oz.
Title: Re: Train Station [WIP]
Post by: Reimer on December 13, 2012, 10:05:55 AM
I can see it in the place of C45's standing station as well, who knows, maybe you can swap it out and free up the entcount for more map additions.
Title: Re: Train Station [WIP]
Post by: Dallas on December 13, 2012, 12:09:54 PM
The green lighting and the window booths you used remind me of the new C8 map, it would be a really good addition it, perhaps there could be a side tunnel leading to the back tunnel at the underground bar.
Title: Re: Train Station [WIP]
Post by: Teitoku Ippan on December 13, 2012, 05:14:46 PM
Or you could make an entirely new City map, which a few were trying to do but never did in the past, that train station looks nice.

But yes, I and others would probably like to see what kind of City map you could make :P
Title: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: garry :D on December 14, 2012, 09:12:13 PM
I made a few textures and added bump maps to give them a bit of depth. The hexagonal pattern uses a light entity with a pulse setting to fade in and out. The "Subway Offline" texture scrolls across from one light to the other. I also made some custom broadcast sounds taken from a stock Microsoft Sam text to speech voice and edited them to say different things (but that is a secret for now :>).

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Post Auto-Merged: December 15, 2012, 01:55:58 AM
Made good progress in the last 3 hours on an alleyway that is next to the plaza column and the train station. I'm trying to fix the graffiti showing up on the snow as we speak.

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Post Auto-Merged: December 15, 2012, 04:29:16 AM
It's official, I have no life. I did the next section which took an hour:

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Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: Teitoku Ippan on December 15, 2012, 08:54:24 AM
City 45 District 2? Really? What a shit name, why not name it to be a new City like City 33 or something else.
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: Dallas on December 15, 2012, 09:39:47 AM
City 45 District 2? Really? What a shit name, why not name it to be a new City like City 33 or something else.

Abbott are you ever happy with these maps? We're 45 and we have no cause to move so it makes sense.

If we are changing names though, I like the sound of City 38 or City 60
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: Sexy Frog on December 15, 2012, 10:33:02 AM
City 45 District 2? Really? What a shit name, why not name it to be a new City like City 33 or something else.

You should just be grateful we're getting a new map at all. Oz doesn't exactly have to make us one, he has a life too.
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: Teitoku Ippan on December 15, 2012, 11:40:44 AM
I'm all for having a new map, I just don't like the idea of it being named after a pile of shit map when it could have a new name all together, City 38 sounds like a good name for it as Doctor said.
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: Reimer on December 15, 2012, 11:49:53 AM
I would like the idea of RPing a simple district switch rather than a "whole city switch because gas leak" or something.

But if we did have to rename it I like City 38.
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: garry :D on December 15, 2012, 05:46:56 PM
I only picked City45_District2 as a placeholder chiefly because I didn't want to make 20 textures and then export them with a "C45" brand on them when I wanted to get community input as the title of the thread suggests. I'll leave the discussion regarding the name and location open for a while before the final choice is made.
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: raged on December 15, 2012, 08:43:38 PM
why dont you make your own map abbott then you can call it whatever you like
Title: Re: [WIP] RP_City45_District2 - suggest a new name + features yes
Post by: Mr. Pettit on December 15, 2012, 09:06:22 PM
I like how It's going. It looks cold and dark like a HL2RP map should and it looks pretty different from what you've posted. Gg Oz.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 16, 2012, 11:14:42 PM
Thread name changed to [WIP] RP_City38 - suggest features please.

I'm going to try and get some more custom textures and sounds created and I'll try to get the control room of the Nexus completed today.

Post Auto-Merged: December 17, 2012, 12:51:59 AM
Quite possibly the most secure room in the City 38 Nexus, the control room has been designed to function as if it were an artificial intelligence. When a user enters the room (from now on I'm going to call it the AI Node), they initially can't do anything to damage or disrupt Union activity. They are required to place a key card in the orange holder (these are dev textures at the moment, they will be changed). In my testing, the white key card is the correct one and the orange is a lower level card.

If a user puts in any entity other than the white card into the holder, a sound plays with the following message: "Unauthorized user input detected. The user must insert their High Command key card to continue." If I put in the correct card, this message plays: "Key card accepted. You may now issue commands."

When the correct key card is verified, the user can initiate the following (these are transcripts taken from the sound files)

Quote
NODE_CivilAdministrationOfficeLocked = I have placed the Civil Administration office on lockdown.

NODE_TearGasDeployed = I have deployed tear gas to the main entrance of the Nexus.

NODE_SectorZeroLockdown = I have placed Sector Zero on lockdown.

NODE_SectorOneLockdown = I have placed Sector One on lockdown.

NODE_SectorTwoLockdown = I have placed Sector Two on lockdown.

NODE_SectorThreeLockdown = I have placed Sector Three on lockdown.

NODE_SectorLockdownLifted = I have lifted the lockdown on the selected sector.

DISPATCH_AttentionJudgmentWaiver = Attention a judgment waiver is in effect. Citizens are to relocate to their nearest civil housing block immediately

DISPATCH_BioticIntrusionDetected = Attention. Unauthorized biotic intrusion detected. Field restrictors engaged. Citizens are to relocate indoors immediately.

DISPATCH_HazardousWeatherSystemDetected = Attention populace. A hazardous weather system has been detected in your area. Citizens are advised to relocate indoors for safety.

DISPATCH_RationCycleInitiated = Attention citizens. A ration distribution cycle has been initiated. Collect anti-fatigue rations from your nearest distribution centre.


This is the basic design of the AI node cluster:

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: rBST Cow on December 17, 2012, 12:55:46 AM
Very nice! Good job Oz! I can't wait for the maps final release.

The AI Node is quite a very interesting aspect to the Nexus.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Lone Wanderer on December 17, 2012, 01:03:18 AM
Gotta say, it's looking really neat so far. I'm liking the idea of making a whole new map. I'll probably come up with a list of stuff I'd like to see on the map, but I'm not exactly sure what everything looks like or what's even there. Maybe make a video or something of you going around the map and post it here? That'd be great.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 17, 2012, 01:20:46 AM
Indeed. Would be great to have another map besides C45 to call our own.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 17, 2012, 07:11:27 AM
Thanks for the kind words friends.

Behold, the Artificial Intelligence controlling City 38!

https://www.youtube.com/watch?v=go8PfkRESis
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 17, 2012, 11:08:57 AM
Thanks for the kind words friends.

Behold, the Artificial Intelligence controlling City 38!

https://www.youtube.com/watch?v=go8PfkRESis

That is the most bawse command and control system I have seen in a HL2RP map.

Getting excited, keep it up Oz.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on December 17, 2012, 11:21:40 AM
holy shit this is amazing
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 17, 2012, 11:34:04 AM
Jesus fucking christ... That is glorious! We should call it Dispatch or something like that, can it do other things? Suggestions: (this one is more about the code, not the map) the keycard should be an inventory item also if you are denied access more than twice then the chamber could be flooded with teargas as a defensive mechanism.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 17, 2012, 03:16:30 PM
Jesus fucking christ... That is glorious! We should call it Dispatch or something like that, can it do other things? Suggestions: (this one is more about the code, not the map) the keycard should be an inventory item also if you are denied access more than twice then the chamber could be flooded with teargas as a defensive mechanism.
This.

The cards should be inventory to help keep track, and HC only naturally. Perhaps add in some cameras that can be turned on and off depending on sociostability level and be shown on a bank of monitors in a different room.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 17, 2012, 03:23:56 PM
I don't really have the capacity to script a keycard item at the moment because it will make the map dependent on the script (something that isn't released yet) and could make testing a very long and arduous process. When the server is put up, I'll ask RTLK to test this on the dev server with an item based card or if worst comes to worst I can always have the AI check the name of the person pressing the buttons so that it will exclude everyone outside of CmD and SeC.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Mr. Pettit on December 17, 2012, 03:34:14 PM
Maybe make the Nexus not a pile of metal in the corner? Like a partially rebuilt building that has mostly internal Combine components rather than both the inside and outside.

(http://i.imgur.com/rfeyv.jpg)
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 17, 2012, 06:06:56 PM
The AI node as a finished product:

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Here's a bonus decal:

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: Sexy Frog on December 17, 2012, 07:35:25 PM
You've really out done yourself, Oz. Like seriously, I am nowhere near your caliber and I consider myself at least a fairly decent mapper. :3 Well done, I really mean it.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: raged on December 17, 2012, 10:14:26 PM
im helping make the map too
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 17, 2012, 10:38:38 PM
raged has sexy exterior mapping skills swag yolo $$$ thx
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Lone Wanderer on December 17, 2012, 11:23:29 PM
Alright, so I've whipped up a few ideas for some things that'd be cool to have in this new, amazing city that we'll be having! I've done my best to kind of organize them into sections, as well as how much I'd be dieing to see something like that in the map itself. So,here we go:

Infrastructure:
   *Actual roads. Too be honest, the roads that exist in many maps I see don't look like roads used for vehicles at all. Unless you're basing the city of a not as modern layout as some cities, then I could see that. But very few roads that I see in maps look like they ever supported mechanized transport.
   *A church, preferably an Orthodox one. If the map is based in Eastern Europe, the previous human town wasbound to have an Orthodox church in it. I heard that in the new City 45 update there was something like it, and it'd be nice if this city were to have one as well. It'd really help to promote the question of religion in the Union occupied universe.
   *A HL2 Nexus, you know, like the one from the game. Kinda like what Pettit said. It'd be nice to have a Nexus that doesn't look like a metal box.

Detail-Stuff:
    *Snow! Don't know if you're already doing this, but a snow themed map would be nice. Afterall, we are in Eastern Europe during winter. Aside from that fact, a snowy enviornment provides a lot of different roleplaying opportunities for people (because who doesn't want to pelt 03109 and see if they can get away?)
    *Make everything aside from the plaza seem less open. I know when I went through HL2 recently (after I actually appreciated it for more than the boom bang pow kill some combine), I tended to notice that the one thing Resistance membersand humanity as a whole was the general confined spaces they fought in. Buildings, alleys, outer districts. They all felt much more confined. Open areas like the plaza, the Nexus area, huge roadsways, etc were the Union's domain.

Random Stuff:
   *Speciality spawn room like Ineu Pass? Because I know that might help solve the whole "oh well the cca only got my anti-citizen because i had to run through p1" problem. Anti-citizens wouldn't have to spawn in a trainstation that the Union obviously controls, and you wouldn't have as many awkward moments that ICly wouldn't have happened. Loyalists could spawn in at the apartments, anti-citizens in P3 or whatever their domain is. To implement that idea a bit further, maybe make only new characters/new players spawn in the trainstation, and have everyone else spawn in that magic teleporter room?
   *Make the ration terminal and the trainstation one. You don't really need a whole new building for rations, it just takes up so much extra space for shop, apartments, parks, etc. The RDT didn't really get used to often, and combining rations with the trainstation would make use of some space that isn't used to often (IE: give it more IC value).
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 18, 2012, 09:47:30 AM
Cool decals Oz, glad to see the map is progressing well. I would like to see some less-open areas as well, like some confined alleyways and slummy areas off from the beaten path, similar to the alleyways off from the main road in C11.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 18, 2012, 12:18:02 PM
How much for my own decal??? jk jk

On the topic of the church, perhaps it could be filled with Union propaganda, literally covering almost all the building, the church could actually look good because it can be a "shrine" to the Universal Union. The church could have been re-purposed into a house of propaganda and worship of the Combine... What better way to control people than through faith!
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 18, 2012, 07:50:39 PM
More decals:
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Title: Re: [WIP] RP_City38 - suggest features please
Post by: rBST Cow on December 18, 2012, 07:56:51 PM
The new decals look very nice. Good job!
Title: Re: [WIP] RP_City38 - suggest features please
Post by: {-=ECRP-CO=-}Pvt.Benjamen on December 18, 2012, 11:08:45 PM
is this map only availibile 2 g0ld members? ???
Title: Re: [WIP] RP_City38 - suggest features please
Post by: [LP]GMK-MRL on December 18, 2012, 11:19:16 PM
is this map only availibile 2 g0ld members? ???

What? No...lol....This map is most likely going to be used for the HL2RP server.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: alaskan thunderfuck on December 19, 2012, 12:06:57 AM
If you make the map have snow by default the falling snow can be handled by the script. Would be nice to have something different for once
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 19, 2012, 12:35:55 AM
If you make the map have snow by default the falling snow can be handled by the script. Would be nice to have something different for once

As in, have the script be able to turn the falling snow on and off?
Title: Re: [WIP] RP_City38 - suggest features please
Post by: {-=ECRP-CO=-}Pvt.Benjamen on December 19, 2012, 12:47:32 AM
I have a suggestion, what if the Scanner and like in the grid control room there would be Computers, and when the scanner takes pictures, it  transmits like a jpeg to the screen and the grid guys can look at it and report stuff,etc EPICC!
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 19, 2012, 12:50:54 AM
Quote
I have a suggestion, what if the Scanner and like in the grid control room there would be Computers, and when the scanner takes pictures, it  transmits like a jpeg to the screen and the grid guys can look at it and report stuff,etc EPICC!

Too much time, effort and entities that could be dedicated somewhere else.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: {-=ECRP-CO=-}Pvt.Benjamen on December 19, 2012, 02:25:09 AM
i have a question, in the artifical inteligence video, it says network intrustion, i mean how does this work? what importance does it have, like how would the sound come up if like some rebel or something 'did something' like put a "plug" into some wall or something for example, would that sound come up? unless theres reason for it theres really no point for it :P
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 19, 2012, 02:32:24 AM
i have a question, in the artifical inteligence video, it says network intrustion, i mean how does this work? what importance does it have, like how would the sound come up if like some rebel or something 'did something' like put a "plug" into some wall or something for example, would that sound come up? unless theres reason for it theres really no point for it :P

It's part of the embedded event control system which will also be featured in City 45 when the server opens. The button is activated from a remote location and /event's will elaborate on why/how this occurred and what the effects of it are.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on December 19, 2012, 03:06:43 AM
I was thinking perhaps for a link to the outlands, there could perhaps be a hidden tunnel somewhere that would lead just outside of the city walls, and you'd walk ahead from the exit of the tunnel and you would find a little outpost in an abandoned football pitch, like a small urban one partially covered in equipment and computers and partially covered by vegetation, maybe trees that would cover it from people looking down (helicopters etc). Just a thought, think it will look nice if its pulled off right.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: {-=ECRP-CO=-}Pvt.Benjamen on December 19, 2012, 06:02:22 AM
I was thinking perhaps for a link to the outlands, there could perhaps be a hidden tunnel somewhere that would lead just outside of the city walls, and you'd walk ahead from the exit of the tunnel and you would find a little outpost in an abandoned football pitch, like a small urban one partially covered in equipment and computers and partially covered by vegetation, maybe trees that would cover it from people looking down (helicopters etc). Just a thought, think it will look nice if its pulled off right.

then everyone who passes it will rply get computer parts,etc and over 10000000 people will say, come here i got computerz lulz lets go watch y000tube
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 19, 2012, 06:30:37 AM
I was thinking perhaps for a link to the outlands, there could perhaps be a hidden tunnel somewhere that would lead just outside of the city walls, and you'd walk ahead from the exit of the tunnel and you would find a little outpost in an abandoned football pitch, like a small urban one partially covered in equipment and computers and partially covered by vegetation, maybe trees that would cover it from people looking down (helicopters etc). Just a thought, think it will look nice if its pulled off right.

then everyone who passes it will rply get computer parts,etc and over 10000000 people will say, come here i got computerz lulz lets go watch y000tube


I'm pretty sure the Internet would be damned near inaccesible, with the servers going down as soon as a day after the 7 Hour War.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 19, 2012, 07:24:46 AM
If people want to play in areas which are far away outside of the City, then they'll have to play on the Outlands server because we need to keep the main focus on the citizens.

Quote
I'm pretty sure the Internet would be damned near inaccesible, with the servers going down as soon as a day after the 7 Hour War.

The internet as we know it is definitely down. Wide area networks such as the one that the Union uses to gather unit data and connect synthetics with the "hunting pack mentality" would be one of the only existing networks and maybe some Resistance ones in other areas which are run through locally linked devices.

 
Title: Re: [WIP] RP_City38 - suggest features please
Post by: {-=ECRP-CO=-}Pvt.Benjamen on December 19, 2012, 08:51:50 AM
As i said, 1000000000000 people would have computers.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 19, 2012, 09:35:30 AM
I'm pretty sure that that many people have not even played HL2RP, let alone spammed an auths board requesting a computer.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on December 19, 2012, 10:35:08 AM
Computers or no computers, same premise. They could be broken, without power or whatever - I've seen a lot more crazy shit than just a few computers.

Even with just beds and basic food supplies, I think it'd still work and look well.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 20, 2012, 11:20:56 PM
I added the framework of what will be the Civil Worker's Union headquarters with a scrolling holographic texture and I also began work on a shelter which is embedded in an alleyway.

All of the Nexus sign textures (plus some extras) are complete:

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Here is the first city district as it stands:

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: rBST Cow on December 21, 2012, 12:28:48 AM
I added the framework of what will be the Civil Worker's Union headquarters with a scrolling holographic texture and I also began work on a shelter which is embedded in an alleyway.

All of the Nexus sign textures (plus some extras) are complete:

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Here is the first city district as it stands:

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Good job Oz. I really like the way it's coming along. Maybe just add some higher/lower elevation areas, instead of it just being flat all over.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Mr. Pettit on December 21, 2012, 12:39:00 AM
Yeah, what cow said. Maybe add some higher buildings behind the ones you have to make it all a bit higher and possibly make more buildings able to access? (I'm just going off of what I can see. Looks like there isn't many buildings there you can enter.) Also one small thing. The fire in the trash can looks like it's clipping through.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Borkatjov on December 21, 2012, 06:07:50 AM
Since when did we change to a snowy environment?
I love it!
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 21, 2012, 02:33:56 PM
SUGGESTION: Make some of the buildings have roof access which can be biolocked and unlocked when needed for an OTA opp for example.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Hazard Time on December 21, 2012, 03:03:36 PM
I rather like the dark, snowy environment.  It transforms an already cold, and dark setting and makes it something out of 1984.
Title: [WIP] RP_City38 - suggest features please
Post by: alaskan thunderfuck on December 22, 2012, 08:42:28 PM
If you make the map have snow by default the falling snow can be handled by the script. Would be nice to have something different for once

As in, have the script be able to turn the falling snow on and off?
Yeah.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 24, 2012, 08:11:04 AM
Cutting out the embassy from city45_x1f and then positioning it to fit accordingly with the current district took me about 30 minutes to do and it worked like a charm on the first try. This will be expanded on to be the Nexus:

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: Sexy Frog on December 24, 2012, 08:38:37 AM
Oh it looks really nice and I like how you actually took the suggestions and made it no look like a hunk of metal in the corner but like a Union occupied pre-war building.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 24, 2012, 10:13:28 AM
Indeed, and I also like the idea of rooftop access.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 24, 2012, 04:14:08 PM
Thanks chaps. When I get a free moment I'm going to have to make adjustments to the interior of the embassy because I'm already at 27% of brushes available in the map.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: raged on December 24, 2012, 08:19:35 PM
Oh it looks really nice and I like how you actually took the suggestions and made it no look like a hunk of metal in the corner but like a Union occupied pre-war building.

thanks raged for drafting the building
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 25, 2012, 03:57:34 AM
thanks raged for drafting the building

my love i am going to use that building you gave as a citizen thing (maybe an RDT) ok thx bb
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 25, 2012, 01:55:16 PM
thanks raged for drafting the building

my love i am going to use that building you gave as a citizen thing (maybe an RDT) ok thx bb

I was on a server that uses the map that we are going to (maybe without our permission, I don't care right now) that there is insufficient housing, are you adding more buildings, maybe another UCH into the plaza?

This server had a cap of 48 and was full.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 26, 2012, 03:52:39 PM
Revotech was given a beta version of City 45 with my permission. Unfortunately, their community consists primarily of people who are ungrateful for getting things handed to them for free all of the time so they will not be receiving a custom tailored version when I recompile the full release.

As for the insufficient housing, nothing has really changed apart from the removal of the P3 apartments as part of the P3 overhaul and they've since been replaced with the HL2 styled apartments.

Right, but that is the only issue that I can conjure up at this time, map space permitting, we could have another UCH in lieu of one of the inaccessible buildings, I was thinking either near the plaza or down the street towards the CWU HQ, near the garage.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 26, 2012, 05:05:11 PM
The map is at the current limits for brushes and textures.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: rBST Cow on December 26, 2012, 05:11:33 PM
The map is at the current limits for brushes and textures.

How did you use up that many brushes that quick lol
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 26, 2012, 05:20:27 PM
Unfortunately, the previous mappers didn't seem to have any concept of making brushwork properly so we have six blocks to seal one hole in some areas.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 26, 2012, 10:30:46 PM
Unfortunately, the previous mappers didn't seem to have any concept of making brushwork properly so we have six blocks to seal one hole in some areas.

I'm no professional mapper, but is there any way you could redo the offending spots on the map in order to free up more space?
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 27, 2012, 11:47:58 PM
Making progress on the detainment area. Yes, the design is generic and bad at the moment because I still have to decorate it and add an area for removing of troublesome citizens.

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 28, 2012, 06:16:40 AM
Making progress on the detainment area. Yes, the design is generic and bad at the moment because I still have to decorate it and add an area for removing of troublesome citizens.

[Pictures]

Looking good, Oz.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Hazard Time on December 29, 2012, 01:18:55 AM
Just a suggestion, but I rather liked the detainment block on C11.  Reminded me a lot of the Death Star.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 29, 2012, 01:33:39 AM
Just a suggestion, but I rather liked the detainment block on C11.  Reminded me a lot of the Death Star.

I can't really remember C11 but I'll check it out in a bit.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 29, 2012, 09:04:51 AM
Just a suggestion, but I rather liked the detainment block on C11.  Reminded me a lot of the Death Star.

I support this, those blocks were badass.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on December 29, 2012, 11:28:56 AM
Just a suggestion, but I rather liked the detainment block on C11.  Reminded me a lot of the Death Star.

I support this, those blocks were badass.

+support
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Teitoku Ippan on December 29, 2012, 03:33:39 PM
Looks good so far, looking forward to playing on it at some point in the future :P
Title: Re: [WIP] RP_City38 - suggest features please
Post by: wag1 on December 30, 2012, 03:50:29 AM
I think using the City 11 detainment block is a good idea. It's a different scene from the usual square and empty detainment block. I think the interrogation room could use a little work since it's kind of bland and generic, but it's definitely still worth using. 

For those who don't know what the City 11 detainment block looked like:


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Anyways, I think that good maps aren't boring. And city role-play can already get pretty boring too since there's not much to do or look at in most cities. It'd be nice to see some more unique architecture rather then the constant brick and concrete surroundings. On a small scale, instead of having just having open spaces, you can put a park or an abandoned and empty market. And on a larger scale, you could even place a baseball or football field. I can see a lot more role-play coming out of that then an empty and unoccupied city.

I'm glad to see that the map is coming along. Keep up the good work.


Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 05:38:22 AM
~inspired by Bluff~

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The lighting is going to be replaced and the floor will probably get edited before I'm done with the area.

Post Auto-Merged: December 30, 2012, 06:50:51 AM
I've extended and modified the cells to use prison doors rather than the shields:

Click to see the original size.

Next step: brighten up the red lights and make a proper interrogation area.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on December 30, 2012, 07:51:53 AM
I preferred the shields to be honest, looked more modern or advanced.

Love how you've made it a bit similar to the city 11 detainment but still managed to give it a unique look.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 30, 2012, 07:57:30 AM
Looking good, very menacing cell block.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 08:09:48 AM
I think it's got way more flair and aesthetic appeal than the WIP images of the long square corridor we had before.

If I do keep making areas into boring square tubes, don't hesitate to post and be sure to suggest improvements; even if they do sound insignificant.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on December 30, 2012, 08:50:02 AM
I couldn't help but notice the walk from the plaza to the embassy is a little long, could I suggest perhaps a tram or something being added if that's possible (I've seen it in human error I think), maybe a little unnecessary idk, perhaps some lighting at the very least? Presuming it's meant to be a used part of the combine infrastructure, not a worn dorn lightless tunnel.

- just realized this was in the wrong map suggestion bit, but oh well ;p
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 09:02:50 AM
I couldn't help but notice the walk from the plaza to the embassy is a little long, could I suggest perhaps a tram or something being added if that's possible (I've seen it in human error I think), maybe a little unnecessary idk, perhaps some lighting at the very least? Presuming it's meant to be a used part of the combine infrastructure, not a worn dorn lightless tunnel.

That area is currently in development and is a placeholder where more detail/lighting will be put in later.

Update: Nexus garage finished. It has a tunnel which links to the right of the embassy front entrance. The lighting is a bit dark but you get the general idea. It'll be about twice the brightness when I get around to it tomorrow. I think I'm going to edit the hexagonal metal texture to have a lower opacity on the pattern because it's starting to cause eye fatigue whenever I move through hallways and causes my eyes to blur at the sides (tested this a few times and happens regardless of how long I've been looking at the monitor).

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 30, 2012, 09:19:03 AM
Could we see a couple shots of the plaza? I think the plaza is pretty much the most important part of the map.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 06:31:43 PM
The plaza pictures are one page back on this post: http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526 (http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526)
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 30, 2012, 06:42:42 PM
The plaza pictures are one page back on this post: http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526 (http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526)

Yeah, sorry, my bad.

I suggest improving the plaza lighting as it looks very bleak and depressing. Maybe add in some stores the CWU could use.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 08:33:33 PM
I suggest improving the plaza lighting as it looks very bleak and depressing. Maybe add in some stores the CWU could use.

Do you mean that the lighting is boring/generic or that a citizen would feel bleak and depressed looking at it? As for the stores, there are two small areas that can be used for basic goods. I'll add some more shops adjacent to the CWU HQ though.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on December 30, 2012, 08:54:30 PM
I suggest improving the plaza lighting as it looks very bleak and depressing. Maybe add in some stores the CWU could use.

Do you mean that the lighting is boring/generic or that a citizen would feel bleak and depressed looking at it? As for the stores, there are two small areas that can be used for basic goods. I'll add some more shops adjacent to the CWU HQ though.

As a citizen, I would feel sad just looking around, it's so dark and gloomy.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Mr. Pettit on December 30, 2012, 09:05:47 PM
It doesn't really seem like a plaza to me. It needs to be more organized I guess you could say.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on December 30, 2012, 09:22:40 PM
isn't the HL2 night theme meant to be depressing and gloomy? the combine haven't really fine tuned their decorating skills and I think they'd rather have people depressed.

I don't think the plaza looks unorganised, just different which might be a good thing.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Mr. Pettit on December 30, 2012, 09:27:09 PM
I suppose. I mean I can only make judgements off of the pictures. Anyway, I can't complain about how gloomy, dark/light the map is because nobody is ever satisfied with that. I enjoyed the daytime C45 map but It's ultimately Oz's decision.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 09:31:15 PM
I could always make two editions of the map - one would be day time with the outdoor lights off and the night time version would have the dark sky and the outside lights on.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: cookiesofamerica on December 30, 2012, 09:37:35 PM
Why not create a 3D skybox and then someone could code a day and night. However the problem with that is most day and night scripts are short. So what I suggest for the coder to make a full d/n cycle for at least 12 hours in order to prevent it from disrupting immersion.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 09:40:50 PM
Why not create a 3D skybox and then someone could code a day and night. However we need to make the duration of having day for 6 hours and night for 6 hours possibly.

Animated 3d skyboxes have been known to cause major lag because they have to keep casting shadows on every brush as the sun rises/falls. I'll try it anyway though.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: cookiesofamerica on December 30, 2012, 10:07:22 PM
Why not create a 3D skybox and then someone could code a day and night. However we need to make the duration of having day for 6 hours and night for 6 hours possibly.

Animated 3d skyboxes have been known to cause major lag because they have to keep casting shadows on every brush as the sun rises/falls. I'll try it anyway though.

You're right about that but as you notice the hrp map doesn't seem to hog framerate, unless maps with lots of entities cause this to happen.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 30, 2012, 10:19:42 PM
I took a break from working on the Nexus and I spent some time working on an outdoor cafe:

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on December 31, 2012, 11:26:19 PM
One of the first rooms on the UCH, block A, first floor:

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: rBST Cow on January 01, 2013, 12:33:47 AM
Looks good Oz. Can you make the rooms like the ones in C17? That would be badass.

Keep up the good work.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on January 01, 2013, 12:41:47 AM
Looks good Oz. Can you make the rooms like the ones in C17? That would be badass.

Keep up the good work.

Already made an apartment block with that layout. I'll see if I can come up with a new one so that I can fit more in (the C17 ones take up more room than you would think) and it's in our interests to have as many as possible to cater for times of high demand like a judgment waiver so that citizens don't go missing.

Post Auto-Merged: January 01, 2013, 07:13:39 AM
Updated the OP with a progress list.
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Dallas on January 01, 2013, 09:18:04 AM
Wow I came up with the name, where am I in those credits!!! Gaaah!

OT: I really like how instead of labeling the districts with numbers they have names, EVAN wouldn't be the AI by any chance?
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on January 02, 2013, 08:58:07 AM
Not really post-worthy but I made a scrolling holographic texture (it says "Welcome to City Thirty Eight") that spins around the pillar. I just need to fix the lighting and it's all good. SOLACE is almost done.

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Title: Re: [WIP] RP_City38 - suggest features please
Post by: swag master spiderman on January 02, 2013, 10:53:44 AM
oz do u have beta for me pls




pls
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on January 02, 2013, 06:58:45 PM
sry friend




no
Title: Re: [WIP] RP_City38 - suggest features please
Post by: Reimer on January 03, 2013, 02:12:04 AM
Getting excited.

At this rate the map will be done before our HL2RP server is up x)
Title: Re: [WIP] RP_City38 - suggest features please
Post by: garry :D on January 03, 2013, 04:20:02 AM
Getting excited.

At this rate the map will be done before our HL2RP server is up x)

I could probably finish this in 3 months if I kept going the same rate that I am now. Probably won't happen though because I've got classes starting 30 days.

UPDATE: Taking any and all suggestions for Resistance/anti-citizen/crime-related things! These can be decals, map features, hidden spots (PM these to me if you want; no guarantees on an area dedicated to your gang/group) or other things that aren't listed here. Features which are implemented will probably be put into the MIDNIGHT district unless specified otherwise.

Post Auto-Merged: January 03, 2013, 05:55:14 AM
Here is the current work done on the MIDNIGHT district (OP updated accordingly):

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Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: This is Red on January 03, 2013, 06:18:57 AM
Hello this is Red and great work on the map so far Oz.
Now while I was looking at your MIDNIGHT pics I thought up a few things about the district. From what the OP says this district is neglected by the Union, so chances are it's going to be -really- run down. I was thinking the insides of most of the older decaying buildings might look something like this.

Click to see the original size.

Or something similar, I dunno.

Also, even though you already did the church in city 45, I was thinking - again, Union disapprove, done goes the building upkeep. Here's a example for what I'm talking about.

The building is falling apart but it isn't completely destroyed yet - and it will take quite some tome for it to fall apart on its own.


Since this picture hates me i'll edit this with a new picture once I stop feeling lazy.

Welp okay I stop bothering you now.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 03, 2013, 07:43:56 AM
The first image is pretty spot-on with the general look and feel of MIDNIGHT, but there will be adjustments to the lighting to suit the blue/green theme. I still have to draw up a rough plan of the district though I think I can make three large destroyed buildings and maybe eight or so small ones.

Second picture doesn't support hotlinking, by the way.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Semiorph on January 03, 2013, 02:11:28 PM
Wow, awesome job so far, Oz. I would much like to shake your hand. Keep it up. :)
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: turhral=S=C= on January 04, 2013, 02:03:55 AM
Very good job Oz, you are one of the best mappers I know.
Keep up the good work, and I can't wait playing on this map.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 05, 2013, 02:19:56 AM
Current progress on MIDNIGHT:

Click to see the original size.
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Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: rBST Cow on January 05, 2013, 03:33:43 AM
wow oz ur bad at mapping, pls stahp

Jk jk lol.

I like the way the map is comming along, perhaps add rooftop acess in some of the district buildings? I think it would add a cool twist to the map, seeing how many maps out there you can't get on roofs (gm-bigcity is the only one I can name off the top of my head)
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Dallas on January 05, 2013, 07:47:19 AM
We're going to need so many flashlights to navigate this map...
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 05, 2013, 07:51:54 AM
We're going to need so many flashlights to navigate this map...

Heh, all of it is just developer textures at the moment so the lights that are currently shown in the images don't reflect properly off of the surfaces. Brushwork gets constructed first, then lighting is placed and then all of the extras are tuned to fit the scene.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: BltElite on January 06, 2013, 12:41:05 PM
Adding little secret areas will add a lot to the map, not huge secret rooms but for example press a floorboard and it opens a little cavity, and little easter eggs like that always make a map that little bit better(to me, atleast.)
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 06, 2013, 07:41:54 PM
Adding little secret areas will add a lot to the map, not huge secret rooms but for example press a floorboard and it opens a little cavity, and little easter eggs like that always make a map that little bit better(to me, atleast.)

I agree. I will do my best to make parts in walls which can have their visibility and solidity toggled when you press a button so that you can hide some small/mid-sized items in there.

Post Auto-Merged: January 07, 2013, 06:48:30 PM
I've built the strip club (the name for it is 'Vice') after receiving a couple of suggestions along the lines of a nightclub/casino.

This is the club without any decoration (decals/posters/etc):

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Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: rBST Cow on January 07, 2013, 07:38:26 PM
Good job Oz. I really think that the strip club will be good for passiveRP, as silly as it is. Either way, it would be a place for people to get together, chat, get drinks, ect.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: YankeeSamurai on January 07, 2013, 09:01:18 PM
Even though the lighting theme of the MIDNIGHT district is all dark blues and purples, an occasional room or building with more neutral lighting can be nice.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: smt on January 07, 2013, 09:44:57 PM
I like the way the map is comming along, perhaps add rooftop acess in some of the district buildings? I think it would add a cool twist to the map, seeing how many maps out there you can't get on roofs (gm-bigcity is the only one I can name off the top of my head)

having a multi layered map makes it instantly 100x better, if a couple houses have access to roofs and then you can navigate roof to roof (risky jumping oh yes), that sort of stuff is cool
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: wag1 on January 07, 2013, 10:56:26 PM
I like the way the map is comming along, perhaps add rooftop acess in some of the district buildings? I think it would add a cool twist to the map, seeing how many maps out there you can't get on roofs (gm-bigcity is the only one I can name off the top of my head)

having a multi layered map makes it instantly 100x better, if a couple houses have access to roofs and then you can navigate roof to roof (risky jumping oh yes), that sort of stuff is cool

Makes it funner to navigate the city as a citizen if your character has to stay away from the CCA too.

Also Oz perhaps you'd consider adding a old run down clock tower somewhere that you could enter and go to the top? Just came to my mind out of nowhere.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 08, 2013, 01:49:33 AM
Roof top access can be done (it's already in the works for the tall building in MIDNIGHT) and if I don't hit engine limits after the Nexus is built then I'll work on a clock tower.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Dallas on January 08, 2013, 11:12:07 AM
I suggest a little public hideout in the sewers. I mean, have small bunker similar to one in C8 V1 but obviously hidden away a little, nothing too fancy just a place where Anti-Citizens could duck in for some rest or meet up.

I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: rBST Cow on January 08, 2013, 03:55:31 PM
I suggest a little public hideout in the sewers. I mean, have small bunker similar to one in C8 V1 but obviously hidden away a little, nothing too fancy just a place where Anti-Citizens could duck in for some rest or meet up.

I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).

I'm sure that most citizens would either meet up at the bar or the stripper club, like how they met up at the bar on the old map.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 08, 2013, 06:51:15 PM
I don't have any pictures of Nexus stuff just yet. All of that will be done once MIDNIGHT is complete. I could just port the labs over from x1f.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Mr. Pettit on January 08, 2013, 10:21:17 PM
Make the garage look more like a warehouse and a lot brighter, and if you decide to still add and a room like the MoC then put it in the garage. What I picture in my head is an above ground garage attached to the side of the nexus/around the back. Something like this:

Click to see the original size.


And then an MoC on the side with windows or something so you can see into the garage like this:

 Click to see the original size.

Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Reimer on January 09, 2013, 02:11:38 AM
A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 09, 2013, 02:34:26 AM
A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.

We had this in city45_x1e and it wasn't being used nearly enough to justify keeping it, unfortunately.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Dallas on January 09, 2013, 11:25:40 AM
Make the garage look more like a warehouse and a lot brighter, and if you decide to still add and a room like the MoC then put it in the garage. What I picture in my head is an above ground garage attached to the side of the nexus/around the back. Something like this:

Click to see the original size.


And then an MoC on the side with windows or something so you can see into the garage like this:

 Click to see the original size.

Holy shit. This! This! I agree with this completely. I will give my mortal soul for this to be included!
I suggest making it a bright room because the one in C45 requires 24/7 flashlights to work in.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 09, 2013, 05:15:46 PM
Seeing as today marks City 38's inception one month ago, here is a progress report (important ones are coloured and bold):

Quote
Object names       Objects/Maxobjs                         Fullness
------------       ---------------  ---------------                    --------
models                       92/1024                     ( 9.0%)
brushes                      3194/8192                (39.0%)
brushsides                 23517/65536            (35.9%)
planes                        13144/65536            (20.1%)
vertexes                     23010/65536           (35.1%)
nodes                        4800/65536              ( 7.3%)
texinfos                      2599/12288             (21.2%)
texdata                      261/2048                 (12.7%)
dispinfos                    35/0                         ( 0.0%)
disp_verts                  2835/0                    ( 0.0%)
disp_tris                     4480/0                    ( 0.0%)
disp_lmsamples         41144/0                  ( 0.0%)
faces                          13682/65536         (20.9%)
hdr faces                   0/65536                  ( 0.0%)
origfaces                   9393/65536            (14.3%)
leaves                       4893/65536            ( 7.5%)
leaffaces                   17352/65536          (26.5%)
leafbrushes              5896/65536            ( 9.0%)
areas                   16/256                        ( 6.3%)
surfedges           104999/512000           (20.5%)
edges                64747/256000              (25.3%)
LDR worldlights        206/8192               ( 2.5%)
HDR worldlights          0/8192                ( 0.0%)
leafwaterdata            3/32768              ( 0.0%)
waterstrips           1770/32768             ( 5.4%)
waterverts               0/65536                ( 0.0%)
waterindices         32496/65536           (49.6%)
cubemapsamples           0/1024            ( 0.0%)
overlays                 9/512                      ( 1.8%)
LDR lightdata         [variable]                ( 0.0%)
HDR lightdata         [variable]               ( 0.0%)
visdata               [variable]                   ( 4.2%)
entdata               [variable]                  (52.7%)
LDR ambient table     4893/65536       ( 7.5%)
HDR ambient table     4893/65536      ( 7.5%)
LDR leaf ambient     17510/65536       (26.7%)
HDR leaf ambient      4893/65536       ( 7.5%)
occluders                0/0                       ( 0.0%)
occluder polygons        0/0                 ( 0.0%)
occluder vert ind        0/0                   ( 0.0%)
detail props          [variable]              ( 8.3%)
static props          [variable]              ( 0.0%)
pakfile               [variable]                 ( 0.0%)
physics               [variable]                (28.5%)
physics terrain       [variable]            ( 1.0%)

Level flags = 0

Total triangle count: 39725
Writing e:\steam_bu\steamapps\thejackal47\sourcesdk_content\ep2\mapsrc\rp_city38.bsp
2 minutes, 6 seconds elapsed
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: rBST Cow on January 09, 2013, 09:13:24 PM
Seeing as today marks City 38's inception one month ago, here is a progress report (important ones are coloured and bold):

Quote
Object names       Objects/Maxobjs                         Fullness
------------       ---------------  ---------------                    --------
models                       92/1024                     ( 9.0%)
brushes                      3194/8192                (39.0%)
brushsides                 23517/65536            (35.9%)
planes                        13144/65536            (20.1%)
vertexes                     23010/65536           (35.1%)
nodes                        4800/65536              ( 7.3%)
texinfos                      2599/12288             (21.2%)
texdata                      261/2048                 (12.7%)
dispinfos                    35/0                         ( 0.0%)
disp_verts                  2835/0                    ( 0.0%)
disp_tris                     4480/0                    ( 0.0%)
disp_lmsamples         41144/0                  ( 0.0%)
faces                          13682/65536         (20.9%)
hdr faces                   0/65536                  ( 0.0%)
origfaces                   9393/65536            (14.3%)
leaves                       4893/65536            ( 7.5%)
leaffaces                   17352/65536          (26.5%)
leafbrushes              5896/65536            ( 9.0%)
areas                   16/256                        ( 6.3%)
surfedges           104999/512000           (20.5%)
edges                64747/256000              (25.3%)
LDR worldlights        206/8192               ( 2.5%)
HDR worldlights          0/8192                ( 0.0%)
leafwaterdata            3/32768              ( 0.0%)
waterstrips           1770/32768             ( 5.4%)
waterverts               0/65536                ( 0.0%)
waterindices         32496/65536           (49.6%)
cubemapsamples           0/1024            ( 0.0%)
overlays                 9/512                      ( 1.8%)
LDR lightdata         [variable]                ( 0.0%)
HDR lightdata         [variable]               ( 0.0%)
visdata               [variable]                   ( 4.2%)
entdata               [variable]                  (52.7%)
LDR ambient table     4893/65536       ( 7.5%)
HDR ambient table     4893/65536      ( 7.5%)
LDR leaf ambient     17510/65536       (26.7%)
HDR leaf ambient      4893/65536       ( 7.5%)
occluders                0/0                       ( 0.0%)
occluder polygons        0/0                 ( 0.0%)
occluder vert ind        0/0                   ( 0.0%)
detail props          [variable]              ( 8.3%)
static props          [variable]              ( 0.0%)
pakfile               [variable]                 ( 0.0%)
physics               [variable]                (28.5%)
physics terrain       [variable]            ( 1.0%)

Level flags = 0

Total triangle count: 39725
Writing e:\steam_bu\steamapps\thejackal47\sourcesdk_content\ep2\mapsrc\rp_city38.bsp
2 minutes, 6 seconds elapsed

So then you still got quite a lot of brushes left over, right?
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Statua on January 10, 2013, 03:16:21 AM
Oz you'e doing a fantastic job. Love what you got coming along here. Looking at your compile report. Lol it's a lot different then an outdoor map compile log. Here's the report from Ineu_Pass_v1c

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 116/1024         5568/49152    (11.3%)
brushes               4175/8192        50100/98304    (51.0%)
brushsides           42004/65536      336032/524288   (64.1%)
planes               49378/65536      987560/1310720  (75.3%)
vertexes             43967/65536      527604/786432   (67.1%)
nodes                17295/65536      553440/2097152  (26.4%)
texinfos              7263/12288      522936/884736   (59.1%)
texdata                451/2048        14432/65536    (22.0%)
dispinfos             2021/0          355696/0        ( 0.0%)
disp_verts           82109/0         1642180/0        ( 0.0%)
disp_tris           119200/0          238400/0        ( 0.0%)
disp_lmsamples     5460364/0         5460364/0        ( 0.0%)
faces                24699/65536     1383144/3670016  (37.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            13845/65536      775320/3670016  (21.1%)
leaves               17412/65536      557184/2097152  (26.6%)
leaffaces            28337/65536       56674/131072   (43.2%)
leafbrushes          13977/65536       27954/131072   (21.3%)
areas                    5/256            40/2048     ( 2.0%)
surfedges           169112/512000     676448/2048000  (33.0%)
edges               102676/256000     410704/1024000  (40.1%)
LDR worldlights        154/8192        13552/720896   ( 1.9%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips           1915/32768       19150/327680   ( 5.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         35472/65536       70944/131072   (54.1%)
cubemapsamples         303/1024         4848/16384    (29.6%)
overlays               125/512         44000/180224   (24.4%)
LDR lightdata         [variable]    23413260/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]    11102997/16777216 (66.2%)
entdata               [variable]      299641/393216   (76.2%)
LDR ambient table    17412/65536       69648/262144   (26.6%)
HDR ambient table    17412/65536       69648/262144   (26.6%)
LDR leaf ambient     91292/65536     2556176/1835008  (139.3%) VERY FULL!
HDR leaf ambient     17412/65536      487536/1835008  (26.6%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/2930908  ( 0.0%)
dtl prp lght          [variable]           1/285509   ( 0.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/248104   ( 0.0%)
pakfile               [variable]    24983235/0        ( 0.0%)
physics               [variable]     1586919/4194304  (37.8%)
physics terrain       [variable]      477065/1048576  (45.5%)

Level flags = 0

Total triangle count: 64164
Writing c:\mapsrc\rp_ineu_pass_v1c.bsp
18 minutes, 37 seconds elapsed

Yes It took a mere 18 minutes but I compiled it on fast vis. Too lazy to optimize such a large map. I'll try to optimize ineu_valley though to run full. I had more of a problem running out of displacements then brushes lol.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: raged on January 11, 2013, 08:16:03 AM
what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 11, 2013, 08:32:48 AM
what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE

cbf doing anything third eye related other than the decals - too much bitching about IC knowledge suddenly gained from people who OOCly stumble into it when they can't give me a valid IC story that matches the official explanation
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Statua on January 11, 2013, 02:38:24 PM
what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE
This.

This is why I'm not putting any Clinic or Crazies symbols in Ineu Valley. I might make another CG Easteregg for teh lulz but yeah. Anything hardcoded into the map, unless its an easteregg, make sure ALL gaming communities will be satisfied.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: rBST Cow on January 11, 2013, 05:48:23 PM
So then there won't be like "Catalyst-Gaming" at the train-station entrance or whatnot?
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: hogs on January 11, 2013, 06:15:17 PM
So then there won't be like "Catalyst-Gaming" at the train-station entrance or whatnot?
The answer is no, it's not going to have the current rp_city45_catalyst_x1f branding because I no longer find it beneficial to map specifically for one community after the last update. Instead, I feel as though I need to map for myself.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 12, 2013, 02:35:57 AM
Current status of MIDNIGHT:

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.

Still a lot of lighting work to do in order to have those props casting the correct shadows.

Don't forget to check Statua's progress on Ineu Valley @ http://www.catalyst-gaming.net/index.php?topic=21540.0 (http://www.catalyst-gaming.net/index.php?topic=21540.0)
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Statua on January 12, 2013, 02:12:53 PM
Thanks Oz <3

I'd post a link to yours but I think the whole community knows about it already.

-EDIT-

Did it anyway :3
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 14, 2013, 08:31:06 AM
Updated the OP with a new sub-heading: "General features".

These are mostly map features which I plan to implement at some stage - map limits permitting.

I also updated the MIDNIGHT section with some more structures and things.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: BltElite on January 14, 2013, 10:57:26 AM
Now maybe not a big thing, but a small room in the nexus that doubles as their spawn with lockers, benches and toilets+showers for people to RP in there and stuff as downtime, perhaps a few tables in a corner there aswell.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Reimer on January 14, 2013, 03:56:04 PM
Now maybe not a big thing, but a small room in the nexus that doubles as their spawn with lockers, benches and toilets+showers for people to RP in there and stuff as downtime, perhaps a few tables in a corner there aswell.

This. A rec room would be nice, if it didn't take up too much space of course.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 15, 2013, 01:46:12 AM
A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.

We had this in city45_x1e and it wasn't being used nearly enough to justify keeping it, unfortunately.

If I make a barracks as the spawnpoint then I will put in a small bathroom but if I find an alternate method for spawning units, the bathroom won't be implemented.

also 2000 views woot
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: YankeeSamurai on January 15, 2013, 10:26:26 PM
I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).

This might seem neat at first, but unless you can come up with some great reasons for implementing it other than assassination (lol of all things), I think this is a bad idea. It sounds OP as fuck and would definitely end up either misused or unused.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Mr. Pettit on January 15, 2013, 10:34:12 PM
There could be a screen for broadcasts placed on the side. Or it could be used as a sociostability indicator like in City 45 with the plaza monument. There can be some control panels or a console set up for maintenance or just for cosmetics.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 15, 2013, 11:00:57 PM
If it gets implemented I could always make the big hand spin at 1 revolution per minute and have the little hand synchronized to the script time. The alternate option would be to have both of the hands stuck at the 12 o' clock position which would give some background as to why the district is named MIDNIGHT.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 17, 2013, 01:44:48 AM
Some early snapshots from the day/night cycle experimentation I'm doing for City 38:
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.

Just need to have the skybox overlay change to a darker colour and run at a 6 hour interval between day and night. Shadows are pre-computed so it doesn't look they can change with the sun's angle unfortunately.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Dallas on January 20, 2013, 05:52:30 AM
I suggest a massive mural (simmilar to the "HOPE" in size) running along some building in the plaza district. It could be all soviet-esque propaganda with units instead of Russians.

(http://sovietunion-dylan.wikispaces.com/file/view/17-216.jpg/113564221/411x584/17-216.jpg)

Something like this but with some command unit there not Stalin.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 20, 2013, 06:06:53 AM
I'll whip up a pose in GMod and try to replicate the style of that poster.

Here are some Nexus pictures:

Click to see the original size.
Click to see the original size.
Click to see the original size.
Click to see the original size.
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Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Mr. Pettit on January 20, 2013, 02:13:39 PM
Oh that's purty. I like how grand it looks with the high ceilings and lighting. Very nice Oz. Also you should use the space under the glass floor in the lobby for something unless you already have.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 21, 2013, 07:42:11 AM
I've started work on the main section of the Nexus now. The AI node has been connected to Sector Zero's main hall via a tram which is pictured below (the platform with the blue console and the long horizontal window).

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The Nexus will be split up into four sectors with the following features:

Quote
* Nexus *

Sector 0 - Command
AI Node
Overwatch Deployment
Conference room
The Vault

Sector 1 - Personnel
Garage
Infirmary
Cafeteria
Lobby

Sector 2 - Internal/External Affairs
Interrogation
Offices

Sector 3 - Sociostability
Detainment
Armoury
Firing Range
Breaching Training
Hand To Hand Training
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Khub on January 21, 2013, 09:37:20 AM
Perhaps sector two of the Nexus could use some own smaller detainment / holding area too?
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on January 21, 2013, 06:35:07 PM
Quote
Perhaps sector two of the Nexus could use some own smaller detainment / holding area too?

If there's room left over, I'll add a high security cell.

Quote
I could be misreading how you're labeling everything, but there are 5 sections of the CCA.

There isn't meant to be any correlation between Catalyst Gaming's CCA setup and the different sectors - it's designed as a public map. I might go back and fix it for CG if enough people want a custom edit.

Quote
Sector 1 could also use a classroom of sorts, since they're training the S1 recruits there.

I'll add this to the list.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Mr. Pettit on January 24, 2013, 09:00:00 PM
Maybe make a statue involving the UU and earth / C38 in the Plaza as a monument? I don't really know what I can picture it as but maybe you could place that inside the entrance of the embassy as either a little statue or fountain just to make it look nicer? Just a thought.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: BltElite on February 17, 2013, 07:50:34 AM
For the nexus, perhaps you could add a kill house if there is some spare room? Or swap out the breaching training into a proper kill house, whichever.

Also for the cafeteria, perhaps a room leading off it with some lockers, benches tables and chairs and a other little things as an off duty room?

Just some little thoughts for the nexus, otherwise everything is looking absolutely fantastic.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on February 20, 2013, 02:36:06 AM
For the nexus, perhaps you could add a kill house if there is some spare room? Or swap out the breaching training into a proper kill house, whichever.

Also for the cafeteria, perhaps a room leading off it with some lockers, benches tables and chairs and a other little things as an off duty room?

Just some little thoughts for the nexus, otherwise everything is looking absolutely fantastic.

I have a Nexus layout that I did on my laptop which sounds sort of like this idea. It's hard to put a sustained effort into making things work and look good because my current IT course timetable changes every two weeks or so.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: BltElite on February 20, 2013, 07:38:33 AM
When its done doesn't matter, just throwing ideas out.

The one other thing i'd love to see in the map(if your not already) its little easter egg sort of things. Such as say a hidden floorboard which has a cavity in an apartment(not all etc) and little ones like that, and obviously the odd little secret room thing but little easter eggs are always fun and a bonus.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Teitoku Ippan on February 20, 2013, 03:43:34 PM
do i get my grave from city 45 transferred over to city 38 with the same motto above it

honestly it made me laugh when i first noticed that, i want to see it in city 38 :)
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Sexy Frog on February 20, 2013, 04:05:28 PM
do i get my grave from city 45 transferred over to city 38 with the same motto above it

honestly it made me laugh when i first noticed that, i want to see it in city 38 :)

Rip Abbott
He never asked for this.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Mr. Pettit on February 21, 2013, 12:55:55 AM
do i get my grave from city 45 transferred over to city 38 with the same motto above it

honestly it made me laugh when i first noticed that, i want to see it in city 38 :)


Too important to be left out of your new map.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on February 21, 2013, 01:55:11 AM
Top priority.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: rBST Cow on February 22, 2013, 12:11:11 AM
I got a great idea for an Easter egg: make a secrect room somewhere in the map and make it like a shrine for Abbott. Photoshop some bitches with him and make a podium. Would deff be funny and the best eater egg a map can have.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: raged on February 22, 2013, 07:39:45 AM
needs a shrine to ranger carmine
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Statua on February 22, 2013, 11:01:01 AM
Careful with them nodes lmfao. I tried to node Ineu whih means i need well over 1000 nodes to get them to move properly. I hit the max hammer point entity limit due to my 4800 models :3

Hold off the noding until the end and make sure you save before spawning mass entities. It causes hammer to crash. Dat crashing. So annoying.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on February 22, 2013, 06:58:41 PM
The AI node is a control room which features an artificial intelligence that speaks and does stuff.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Statua on February 22, 2013, 07:18:39 PM
Oh lmfao... My entdata is at 99%
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: cookiesofamerica on March 17, 2013, 12:13:55 PM
I don't want to necropost here but I want to know if there has been new additions or changes Oz?
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on March 17, 2013, 11:05:53 PM
I work on bits and pieces on my laptop when I get a free moment, no new pictures yet. UCH is currently the main focus.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on March 31, 2013, 07:47:10 AM
Yes, I will switch to imgur once this Imageshack account fills up to maximum capacity.

Here are some screenshots of the framework layout for the infirmary at the moment. Not sure if the sterile white look is going to be kept where the operating area is.

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Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: ReconPWN?????? on March 31, 2013, 10:37:07 PM
Honestly the same texture that's in the first two pictures will do fine for the operating room. Just slightly better lighting for surgeries.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: This is Red on March 20, 2014, 11:20:56 AM
dude get a load of this year old necro post mmm put that 10% warning in my mouth

So any news on the map Ozzie-Dozzie? I imagine that after a year of silence you've managed to achieve quite a bit more progress since the last update.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Statua on March 20, 2014, 11:23:53 AM
I forgot about this. Oz do you map anymore?
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Mr. Pettit on March 20, 2014, 01:27:43 PM
For real though this map was going to be so nice and operation pirate yar har too.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: garry :D on March 20, 2014, 04:52:33 PM
I did a bit more decoration for the MIDNIGHT district but no new features yet. Getting a job killed any chance of my being able to finish this quickly unfortunately.
Title: Re: [WIP] RP_City38 - suggestions pls # RIGHT CLICK > OPEN IMAGE IN NEW TAB
Post by: Constable Strelnikov on March 20, 2014, 07:01:25 PM
When it's finished we should use it for the HL2RP server.
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