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What do you think of the new map?

  • Thread starter Thread starter ThomasK110
  • Start date Start date
better idea they shouldn't have left the server closed all summer
 
I think the complaints about the map's size are kinda misguided.

The actual city portion of the map (baring in mind that edits are still ongoing) isn't actually THAT big, sure, there's small portions where there's nothing, but that can be addressed by propping, or just leaving it as dead space for dodgy stuff to occur on the map, also remember rebels are going to be sharing the city somewhat, so they have plenty of room to do things outside of ear-shot of everyone else.

The "outer" part of the city is pretty big, but again, it's meant to be, I trust the rebel command team, CT, and propping to utilise the space for various means.

And remember, this isn't even a city, it's a terminal, a run-down one at that. there's not gonna be 500 store locations, clear-cut easy to navigate streets, also the map provides the perfect excuse for the use of vehicles, which, for those given them, will be something nice to have.
 
What I'm trying to say, is not every City RP map has to be the status quo you're all used to, this isn't a rich place, nor is it an important place. And we're here as a punishment
 
Just had a flythrough of the map. I'm quite happy with it. I too have noticed the lack of enterable interiors, which can be explained away lorewise, but have undeniable gameplay repercussions. The interiors that are there, though, are amazing. Very good stuff. It may be Willard withdrawal taking control of my fingers for a moment, but I'm quite excited to roleplay in here. We've fallen victim to doomer mentalities for too long!
 
I would like to say I do like the space. The former map was way too small and did not make sense, roads lead nowhere and had no entry. Also it is so open right now because no one has built anything. The nice thing about open space is if you prop it up but want to change it or have massive destruction happen you don't have to cut corners to fight the map. I do also think that cars will be used more often thus making the city feel more alive rather than just foot traffic. And maybe y'all could fill up those spaces with events like infestation zones or research projects. I would also like to say, please please please use at least a few strider events on this map, there is plenty of space for it.
 
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it looks nasty and the lack of interior is concerning- is there any chance we can work on that second point?
 
I looked around and found at least 7 places in the city area that could be used for shops. Also why not just make a grand stall?
 
c27 is visually cool and the addition of snow happened because of a specific reason, but i have to agree that the map isn't all that. it's way too drawn out, there's not a lot of interiors, etc etc. the way i see it, we'll get a repeat of i24 with the same issues (mostly the playerbase being spread thin)

should've gone on d47!


Or City 3 (Would've been City 12, Hong Kong.) BUT NOONE MAKES GOOD DECISIONS.
 
For those that keep saying "lacking interiors" WHAT interiors exactly are we missing that are important?
We have:
Appartments (a lot of them)
A city hall
A nexus
Several warehouses
Several stores / stalls
A clinic
A pharmacy
An entire underground mega-bunker
A scattered handful of buildings in the "outlands" area

Y'all are just complaining for the sake of it, there's no interiors missing that are actually important, or could serve any other purpose than just being pointless interior space.
 
Also, the map hasn't been propped up yet, we're in a run-down terminal, so it'll be quite easy to negate these interior-less buildings with rubble or quarantine signs, something like that to give them a reason not to be entered, stop doomposting, there's more work to do, and once it's done, everything will be pukka.
 
For those that keep saying "lacking interiors" WHAT interiors exactly are we missing that are important?
We have:
Appartments (a lot of them)
A city hall
A nexus
Several warehouses
Several stores / stalls
A clinic
A pharmacy
An entire underground mega-bunker
A scattered handful of buildings in the "outlands" area

Y'all are just complaining for the sake of it, there's no interiors missing that are actually important, or could serve any other purpose than just being pointless interior space.
To elaborate, there are 8 spots for stores / stalls. Nine if you include the stall spot in the warehouse area, and 10 if you entertain the possibility for 1 independent mechanic store, if not they might be able to be reused for something else

19 apartments + 2 whole houses. (Apartments can probably fit 2-3 each room with the houses likely being loyalist housing for 2 each

Plenty of room in the slums area for propping slummer housing (not to mention the underground)
 
To elaborate, there are 8 spots for stores / stalls. Nine if you include the stall spot in the warehouse area, and 10 if you entertain the possibility for 1 independent mechanic store, if not they might be able to be reused for something else

19 apartments + 2 whole houses. (Apartments can probably fit 2-3 each room with the houses likely being loyalist housing for 2 each

Plenty of room in the slums area for propping slummer housing (not to mention the underground)
who buys apartments anyways
and there will be only like 2 store owners online as it's always been like
 
they should've sent us to slough (1000x worse than any Xenian Infestation)
 
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