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City 24 V3 - Updates

Atle

WN Owner
ENG
WN Management
Developer
Joined
Oct 24, 2018
Messages
1,399
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City 24 V3
Map overhaul for Willard Networks!

Hey everyone! I'm working on a major overhaul for City 24 and would like to share it with you!

Feel free to come up with suggestions or stuff you'd like changed, but I can't promise anything!



Changes

1. Consider improving a couple of street textures
2. Expand slums with two shady bars from c24 v1
3. Make the middle intersection into a CP checkpoint
4. New spawn area in a train station (remove old spawn)
5. Community inputs, bug fixes & misc improvements
6. Add a fence/wall on the road ramp leading up to the nexus
7. Add a one-way path/teleport to the underground pit from the slums
8. Replace func_brush window entities with a texture (reduce entity count)
9. Generally redo the layout outside of the nexus area to be better
10. Maps needs a really slow elevator with 'appropriate' music
11. Redo loyalist housing & rename it as "The Cream & Caviar"
12. Implement 2 civil protection checkpoints with pathway shortcuts
13. Completely redo the underground
14. Completely redo the Nexus
15. Redo the main plaza layout
16. New underground
17. New shops


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Plaza is completely redone with a new layout, the road is no longer there and a large CP outpost is added

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I'll update this whenever there's something new to show :coffee:
 

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Unfortunately, the river basically died with the train station. There is no more water in City 24 unless you like going into sewers.

Also, the idea of a bridge makes me foam at the mouth for some reason. I'm never sure why.
 
Would it be possible to add a few more alleyways, especially with dead ends.

And a few more Radios :)
 
Would it be possible to add a few more alleyways, especially with dead ends.

And a few more Radios :)

I'l see what I can do :approved:

Edit: I've added a new picture of the slums, it shows the one-way entry to the underground pit, you can use it as a escape route if you're desperate
 
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I do like the fact, that you're adding a big Trainstation- but I believe, it may become too big and then just becomes unused space.. unless you're planning something special.
 
I do like the fact, that you're adding a big Trainstation- but I believe, it may become too big and then just becomes unused space.. unless you're planning something special.
This is also a big concern of mine, not just with the station, but with the map in general. Ya big cities are great and all, but too big is also a thing. Whenever I load up City 24 it feels absolutely massive to the point where I wonder how the city feels populated at all.

I know asking to "shrink everything down" is unrealistic, but perhaps the new slums could be a lot more compact and traditional, kinda like the rebel town down below but on the surface. Make it feel like an oppressive slums, with twists and turns, and maybe a couple open areas. Perhaps some underhangs beneath massive highways, which would be incredibly aesthetic.
 
i would recommend against creating any kind of area that allows rebels to openly flaunt gear and weapons
 
The train station isn't really that big, its layout is very straight forward with a few corridors and a clean path leading to the exit. The building looks big but nearly all of it is just details :approved:
 
i would recommend against creating any kind of area that allows rebels to openly flaunt gear and weapons

The new slums area is still connected directly to the main apartment area (by a rather short walk) and can be easily "inspected" by CP. At most you will see rebels or freed vortigaunts up there from time to time to do business deals and the such since they have the security of jumping down the one-way grate to the body pit if units do decide to come.

This is also a big concern of mine, not just with the station, but with the map in general. Ya big cities are great and all, but too big is also a thing. Whenever I load up City 24 it feels absolutely massive to the point where I wonder how the city feels populated at all.

I know asking to "shrink everything down" is unrealistic, but perhaps the new slums could be a lot more compact and traditional, kinda like the rebel town down below but on the surface. Make it feel like an oppressive slums, with twists and turns, and maybe a couple open areas. Perhaps some underhangs beneath massive highways, which would be incredibly aesthetic.

You can't really shrink City 24 v2 down further at this point. The whole map is already the most compact map in the history of compact maps with a massive amount of content near the main citizen apartments area (including the new slums area and train station as well to put that cherry on top of the cake).

I do like the fact, that you're adding a big Trainstation- but I believe, it may become too big and then just becomes unused space.. unless you're planning something special.

Its basically a single "pretty looking" walkway with a few really shitty side rooms. The train station is basically designed to be a fascade and have very little use beyond wowing citizens as they arrive at the GLORIOUS CITY 24 expect for occasional use by units who need to interrogate someone in one of the really shitty side rooms and don't want to bring them back to the nexus which is a rather long walk from the main apartments area.
 
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remember epic underground labs/clinic for EPIC theta (theta) moments! !
 
remember epic underground labs/clinic for EPIC theta (theta) moments! !

I'm sure that's possible if there is space (if there is not already a place where you could have a underground labs/clinic on the map).
 
The train station isn't really that big, its layout is very straight forward with a few corridors and a clean path leading to the exit. The building looks big but nearly all of it is just details :approved:

Well, in that case- I got no problem with it, im still really suprised that this is all done within the Source Engine, it looks so... up to date.

Oh and well, I personally always felt like the Main Streets are always so long and you can see where you are running to, there isn't really much going on on the big empty street, would it be possible to add some things to the Main Street to make it look less empty, like for example broken Cars.
 
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Well, in that case- I got no problem with it, im still really suprised that this is all done within the Source Engine, it looks so... up to date.

Oh and well, I personally always felt like the Main Streets are always so long and you can see where you are running to, there isn't really much going on on the big empty street, would it be possible to add some things to the Main Street to make it look less empty, like for example broken Cars.

I shall try to address this issue :)
 
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