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[WIP] - City 17 (Build 210)

Discussion in 'Mapping' started by 221boy221, Dec 25, 2012.

  1. TheHipster

    TheHipster rhenz is a fairly decent fellow

    I double this agreed Notion, Cannons would just seem odd when you have the tools and such, and could lead to players abusing it.
     
  2. 221boy221

    221boy221 Kill22pro

    What would be cool to have instead of it then? :p
    Canal attached to sewer?
    More enter-able buildings?
    Medbay in nexus?
    Come on, keep the suggestions coming!
    (As long as there ain't more of the dumb ones like "Add citadel core" while we just finished stating that the big citadel parts are mostly unused or any other big thing that would take up more than lets say 5% of the map.)
     
  3. TheHipster

    TheHipster rhenz is a fairly decent fellow

    Med-fucking bay please. Fucking. Please.

    And Canals would be cool, get some of the out of city action going on, that'd be a nice little touch in my opinion.
     
  4. I've talked with Dan.

    Finish the canals, have them lead to an absolutely huge outlands, Displacements don't count towards the brush limit, make it bigger than the city itself, with a huge skybox for helicopters and planes, along with a river and a resistance base with airboats.

    I'm sure you can cough up 20 brushes to seal the large outlands.

    Maybe make a teleporter of some sorts, and put the map on a completely different level.
     
  5. Discordia

    Discordia >Implying that I care

    I'd prefer a small to no Outlands, focus on the Nexus and detailing buildings and making more enterable. :D
     
  6. Martz

    Martz Guest

    Add a few more floors to the apartments near the CWU building.

    Add breakable windows to the apartments.

    Add a few more breencast screens.

    Cut down on the trainstation a bit, maybe remove the shortcut to the plaza through the trainstation?

    Remove the APC(?) garage, there is literally no room to drive vehicles. Either that, or remove the checkpoints(prefabs?).

    Medical bay in the Nexus sounds like a pretty cool idea.
     
  7. Discordia

    Discordia >Implying that I care

    The APC thing always confused me, you see them in the City but the check points make them literally pointless.
     
  8. Martz

    Martz Guest

    Yes - there is literally no room to drive them (except for the district that the APC garage is being housed in), it's basically a waste of resources.

    I also suggest a ration distribution center with working sounds, people tend to get confused about where you're handing out rations if you do them by hand (not using a dispenser).
     
  9. 221boy221

    221boy221 Kill22pro

    Why does nobody know how to either spawn a ration dispenser or use the ticket hall for rations like in half life 2.

    Anyway,
    I will try and focus on the enter-able buildings and stuff like that for now, see if it works out well.
     
  10. Martz

    Martz Guest

    -snip-
     
  11. Charlie B. Barkin

    Charlie B. Barkin Charlie B. Barkin

    It'd be nice if the city was more transverse-able for APCs, along with a few more buildings being enter able.
     
  12. 221boy221

    221boy221 Kill22pro

    Just to keep you guys up to date with the current changes, here is the change log:
    http://projectprologue.com/city17/build%20182%20-%20187.txt

    This will be updated once new changes have been made.
    Once I have a stable version I will update the workshop item like I've done in the past, etc...
     
  13. Martz

    Martz Guest

    Yeah, why is there an APC garage if you can't really drive APC's around the map?
     
  14. 221boy221

    221boy221 Kill22pro

    That's like asking why there are buildings if they get destroyed by combine in the end anyway.

    The combine took over a building that has been there for what ever how many years, they put the checkpoints down, clearly the checkpoints are more interesting for them than being able to drive around.
     
  15. Tomo742

    Tomo742 Guest

    But it doesn't make sense that you can't get the APCs anywhere, also your idea of "That's like asking why there are buildings if they get destroyed by combine in the end anyway." makes little sense because at least the buildings have a reason to be there... They are home to people and a place for storage or similar things like that.

    Having an APC Garage to place an APC in a place you can't actually drive it or use it for anything is pointless. Having a building that MIGHT get destroyed is still useful because it serves a purpose, where as the APC does not as it cannot be used much; if even at all.

    What you gave was kind of a strawman answer, because it didn't really have much weight behind it. Simply because it makes no sense as explained above.

    Why have something if you can't use it? At least a building can be used.
     
  16. Lev

    Lev certified honorable guy

    Decoration, design, etc.

    He doesn't need to put an APC garage, but he did, and it's his choice to do so. Would you rather just have a blank space right there?

    Just because there's a random building, doesn't mean that the whole map is flawed. If you made a map, I want to see you go without filling spaces.

    I could be wrong though, he might have an actual purpose of doing such. But, my point stands at Decoration/Design/etc.
     
  17. Tomo742

    Tomo742 Guest

    You clearly miss-understood me, if you're going for decoration/design then sure enough. But wouldn't it be better to make a decoration and design that makes sense? It's no good making something look really nice and placing it somewhere that doesn't make any sense.

    As a many designer myself and having done it plenty of times, I can understand why he's done it. What I don't understand is why it would make sense.
     
  18. 221boy221

    221boy221 Kill22pro

    You are acting like the city has no backstory and was made the moment the combine was there.

    Have you looked next to the building? There's a garbage disposal (or whatever you call it) place and on the other side an industrial area, does it ring the bell already?
    You can think of a hell lot of ways to make the building useful, it could power the industrial area, it could recycle certain types or garbage/trash, it could be an old APC garage which is no longer used since they recently decided to crush the road with a combine wall, it could be anything.



    Here a very extreme example, lol :
    If I would have to make every building useful then I would go call it gm_city17 and remove all details and make everything look ugly so that there is enough space to make every building enter-able, oh yeah, I can't enter the skybox either, pls remove it. The waiver alarms are no use because you can do /event an alarm rings, pls remove them, etc...
     
  19. Tomo742

    Tomo742 Guest

    Now I feel like you're trying to insult my intelligence, all I'm saying is that I and others clearly see and think that the building could be used for something else. It's never been used as an actual APC/Garage building and half the time I've ever seen it used it's been used as some sort of GRID base.

    You'd think if it was being used like you said that it would be much different than it already is now, that the "Combine" would change up the building to allow their people to better use that building.

    TLDR: If the combine no longer use it as it is, they would probably think to make it different so it was more efficient for another purpose.
     
  20. Okay, the point is that theres people who want to keep the barriers and some want to remove them. So we can't exactly please everyone in this case. Now with the garage, it wasn't meant to be a garage when we first made it but then later on it became one. Now we are still wondering wether to remove or keep the barricades. In my opinion I can't choose as both have pros and cons. But for now the garage is just a space for role play and I'd like to think of it as more of a loading bay than a garage. To import and export oil and tools ect.

    But obviously trucks can't export stuff from the factory anymore since a different framework.

    But enough with barricades, lets focus on other things. We have this noted and will be sorted before final product released

    Hopefully this clears things up.
     

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