rp_pripyat_hl2

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I started this about 6 months ago originally as a canals server idea, but then realised I could make something more of it.

Picked up on it a few days ago and did a load of work to restructure this original StalkerRP map into something thats actually useful for us.


So, the plan is........

  • To combine server 1/2/3 dynamics by having all aspects in one map. To maximise the amount of players on a single server rather than spreading across 3 or 4.
  • The center of the map is what we consider "City roleplay".
  • A perimeter wall runs around the district 360 degrees.
  • On the other side of the perimeter wall, is considered canals / outlands territory.
  • The entire map is one huge dilapidated urban zone but surrounded by mixed scrubland, warehouses, farmhouses, old buildings etc.
  • Those who want to do Citizen roleplay can do so.
  • Those who want to do resistance roleplay can leave the city realistically by actually escaping through one of many methods.
  • By using transition points, anyone who has been to server 2 will then respawn back into the map already in the outland areas so they dont have to keep spawning inside the perimeter wall.
  • Also has canals, sewers, underground labs, bunkers.
  • Outland area is extensive with at least 5 key safehouses at each corner of the map rather than most where the rebels always hide in one spot. CCA / COTA patrols outside of the perimeter walls will have a long task to check all of the spots routinely.
  • Totally open plan layout.


I'll be hopefully running a stress test tomorrow night after I do a final compile and get it all uploaded to workshop.

In terms of optimisation, I have a decent PC so its hard to say how well it will fare on low end machines but thus far I havnt had any problems.
My only worry that it uses max brushes / entities / etc so it could become unstable at high populations but we'll see.

I may try and fit in a few more useful buildings before finishing just to make it better for loyalist groups etc.

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Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=507561128
 
Yeah, I'm talking about layout too - it differs between cities. Some are more open than others, older cities in particular have a lot of conjoined buildings and dingy courtyards. Most of the maps don't make sense though, that I agree with. C23 is the worst offender, IMO.

On top of that, they also make no concessions for gameplay, even issues which are critical to roleplay and can't be ignored (i.e. communal spaces in housing vs. pigeonholes).
 
I dunno, I just don't think this will be good. It just doesn't have the right feel to it. In my opinion, we should go with a more traditional city map.
 
Nat Attack said:
Civ5 (+All DLC) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> EU4
how can one man be so casual

never mind the fact that EU4 is casual as fuck

see you in hoi2 newfriends
 
Vorti said:
how can one man be so casual

never mind the fact that EU4 is casual as fuck

see you in hoi2 newfriends
post EUTS/CK is still pleb tier sorry

shotcopper 9000 said:
Yeah, I'm talking about layout too - it differs between cities. Some are more open than others, older cities in particular have a lot of conjoined buildings and dingy courtyards. Most of the maps don't make sense though, that I agree with. C23 is the worst offender, IMO.

On top of that, they also make no concessions for gameplay, even issues which are critical to roleplay and can't be ignored (i.e. communal spaces in housing vs. pigeonholes).
RP maps are rarely approached from a legitimate design angle.

This is why in general, production companies have a design team, its a rare thing to have both know-hows. (Look at coast, for example.)
 
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