We need your help making our map! Duaine + Pro1914

Discussion in 'General Chat' started by Duaine The Rock, Jan 9, 2018.

  1. Duaine The Rock

    Duaine The Rock schween suckler

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    Hello everyone, you might remember pro's previous post about making a map. A lot of these float in and out every often. Some of them never come to fruition.

    That's why I'm here. I have an entry level amount of knowledge on architectural design . I know every step professionals take in creating a client for a product. With his skills in hammer and my knowledge about technical design I'm confident we can get something good.

    Here's where we need you. You're essentially our client. We want this map to potentially be used by TnB so we must design it to your needs.

    Here's what I ask of you so far.

    If you have any theme ideas or like anyone else's themes presented please support them.

    Currently I have an i17 like map in my head that's more focused on catwalks and an extra Z axis as opposed to traditional linear maps.

    This however is not set in stone, offer your own ideas or if you like my idea or Pro's which he will post eventually please tell us you do.

    Second

    We want to make sure we do this miss key features. Do not tell us how to design them, we are not at that phase. I repeat only list the name of a thing we're missing from our list. It will be divided into three catagories civilian, rebel, and CCA. This is subject to change.

    WRITTEN ON PHONE DEAL WITH TYPOS.

    CCA
    Shooting range
    Offices
    Mess hall
    Barracks
    High command
    (((Intel)))
    Medical facility
    Gun range
    "Drunk tank"
    Long term detainment
    Room 101
    Staging area
    Helipad
    Supply room
    Training area
    Recreational facility



    REBEL
    I don't play rebels, and this will overlap with civilians so help me out


    CITIZEN
    CMS
    Wbs
    That one long ass acronym for brainwashing department
    Sewer acronym team of sanitation
    Cch
    Stores
    Cafe
    Bar


    WE ARE ALSO LOOKING FOR ARTIST TO HELP MAKE SOME SIMPLE CONCEPT ART
     
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  2. wester

    wester Kiruclanz 2.0

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    can i be your beta tester dad
     
  3. shotcopper 9000

    shotcopper 9000 Dead Soul

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    a shooting range is neither a key feature nor a good one, ignore virtually every "HEY WE NEED X" request from every single faction, because if you accommodate all of them you will end up with a bloated mess that doesn't run well or have anything it actually needs.

    any feature not available to the majority of the playerbase (i.e. not the cca/rostered resistance) does not need to be and should not be included, beyond actual necessities like one or two temporary holding cells and perhaps a small armoury.

    see my post here

    edit: i know people will fucking whine and complain about this so let me say the following: making the nexus into a miniature, self-contained city, or giving the rebels something they can turn into a base, will encourage both factions to keep to themselves and circlejerk into oblivion while the citizens languish in half-arsed housing (since the aforementioned takes up too much brush limit to put effort into anything else).

    quite apart from that, there's near enough no roleplay value to be had from firing ranges and mess hall chatter can be done anywhere else, like, say, a side alley or a watchtower or whatever.
     
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    #3 shotcopper 9000, Jan 9, 2018
    Last edited: Jan 9, 2018
  4. Owain6521

    Owain6521 XCCR Ration Hoarder

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    i've trimmed this down to what you actually need to encourage rp
     
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  5. Benji Dooble

    Benji Dooble Diamond in the rough

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    2 bars
     
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  6. Duaine The Rock

    Duaine The Rock schween suckler

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    Nothing is set in stone. I don't expect everything on the list to make it. The point of this phase is so we don't miss something big. The post it isn't to bloat the point is to use this in our brain storming. I see a lot of the features on here as if we have extra time.

    The reason a lot of other maps end up bloated is due to skipping a phase in their design. A medbay or a shop is attached as an adlibbed vestigial limb to check something off the list. There is a possibility we can get all this stuff if we take it slowly and design it properly. I doubt we will have everything on the list, I just want to make sure we get more than plenty options on how to expand.

    I have a feeling your deep heavy thinking mind will be good for when were trying to see how players actually move about the map and if certain things get too crowded for easy roleplay. We haven't even done a bubble diagram yet, so there's no need to stress. In short we're not even thinking about what goes where. it's the possibility of what we might place after we figure out a theme. We shouldnt design a map without first looking into what might go into it, right?

    @shotcopper 9000
     
  7. shotcopper 9000

    shotcopper 9000 Dead Soul

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    right, but at the same time you can focus more on unconventional but important aspects if you just cut the fat straight up
     
  8. Duaine The Rock

    Duaine The Rock schween suckler

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    @Owain6521
    We'll be creating the detainment from scratch. If you could tell me why you like that style of cell that'd be great. I admit it's a bit rushed to sway towards a style of cell, I was just thinking of one of the maps as a base for what I put down.
    As for your comment on apartments it got my gears churning for another
    map theme. I can't think of a single map where housing was the corner stone of RP. It's too difficult to force people into housing they don't own once they log out. I may be getting a little bit ahead of myself however a map that is "one big fucking housing block." doesn't sound bad
    I unfortunately don't see a good way to have housing be important unless we make 100+ apartments and assign them all away. That is unless the map's focus is a single housing block. If you have any ideas I'm opening a discord up tomorrow when we go over our bubble diagram. You're free to join and tell me about your ideas on steam or here. However were not at the stage you're at in terms of planning.
     
  9. Kinsman

    Kinsman Zealot

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    I suggest keeping the actual literal size of the map only to what it needs to be. Too large a map and the playerbase spreads out like melted butter, or moves to the rebel/cca hub. Keep areas interesting and purposeful. I'd say to take inspirations from T6/City 11.
     
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  10. shotcopper 9000

    shotcopper 9000 Dead Soul

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    this was something i said half-jokingly when discussing the ideal s1 map the other day, lol

    as for how to make it work - look at what sym's done with cch-a in t6. kitchens, bathrooms, living rooms are all common, and all rooms branch off a common corridor. it lends itself to people socialising there - the key is just to get enough players per floor to fill it, rather than then spacing out vertically, one to a floor. the cca have a huge role to play in this imo, by carrot-and-sticking people away from the plaza or bars or whatever. i know people are going to get all "BUT THEY'LL RUIN RP BY TELLING CITIZENS TO DISPERSE", but as long as it's done with an actual objective in mind - to try and relocate those interactions to an environment where they'll be concentrated, and naturally encouraged to grow by map design - it's actually not a bad idea.

    re: cells - short-term detainment cells help explain how chars can be freed so quickly, help give the impression this is only a temporary thing and if they keep it up they'll be off to the citadel by way of nova prospekt, and also mean you've got more potential for interaction with units if the cells are right there in their little outpost, rather than buried deep in the bowels of some nexus.
     
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  11. Duaine The Rock

    Duaine The Rock schween suckler

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    We're starting with the bones and adding fat later if that's a good enough analogy.

    For example when I helped design micro homes for a homeless community first came ventilation, air flow, safety, (there was no ac and it's fucking Texas) and then came comfort followed by tiny luxuries.
     
  12. shotcopper 9000

    shotcopper 9000 Dead Soul

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    wait, you mean to tell me i was actually the one doing it right when i started sperging about making proper guttering and downspouts when my kindergarten class built a dollhouse?
     
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  13. Wheatos

    Wheatos Legend

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    tl;dr forgive repetition


    No doomfort nexus. Spare the headache and look to t6 for what a perfect nexus really looks like. It’s a repurposed building, maybe reinforced in some areas. It can be a more central/fort-esque structure like a cathedral, city hall, museum, school etc.

    Maps like d47 and c45 suffer a lot because of combine metal eye sores stuck in the forefront.
     
  14. Helios

    Helios Legend

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    i wouldn't say the T6 nexus is "perfect", just a decent style for a frontier-esque nexus/"outpost". the in-game nexus is a pretty grand government building or town hall of some sort that's been repurposed so you could take elements from that too.
     
  15. Owain6521

    Owain6521 XCCR Ration Hoarder

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    that's a genuine fortification during the uprising proper, though, and it's the hub for combine operations in a big swathe of c17
    the civil protection outposts we see ingame during the uprising are more on the scale of t6's, and more reasonable for rp
     
  16. shotcopper 9000

    shotcopper 9000 Dead Soul

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    it's also the central command post/mustering area for all forces in the central district, esp. during the uprising - as in, it's unique within the entire city, and elsewhere all you see are the more dispersed, grafted-on outposts
     
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  17. Duaine The Rock

    Duaine The Rock schween suckler

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    Except they're actually standing a mile from Austin :^)
     
  18. Nocturnal

    Nocturnal Zealot

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    a few hidden/secluded areas