Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

What would you like to see in a C24 v3 update?

I wonder if you could make it so that the skybox has more space and having more possibility of dropship, helicopter, and gunships to fly past the buildings
(above btw) without spazzing the shit out of the place.

Oh and give the slum a more slumish feeling by having some kind of plants that hasn't been cared at all
 
I wonder if you could make it so that the skybox has more space and having more possibility of dropship, helicopter, and gunships to fly past the buildings
(above btw) without spazzing the shit out of the place.

Oh and give the slum a more slumish feeling by having some kind of plants that hasn't been cared at all
The reason why the roofs touch the skybox is for optimization reasons. Having the skybox opened up so you could seamlessly fly over rooftops would absolutely tank peoples performance. Having them separated allows hammer to render out areas the player isn’t in range of.
 
I wonder if you could make it so that the skybox has more space and having more possibility of dropship, helicopter, and gunships to fly past the buildings
(above btw) without spazzing the shit out of the place.
It would be safer if there is unique passages that connects each open space above the sky for Dispatch scanners and birds to use to go through so they don't need to always go through the Slums allyway to only get into the space. An example to the one way passage is that rebels would turn tails and run once they hear a scanner approaching a tight and one way passage from the restrictor entry and most likely evade being caught unless the scanners were to go "over" the rooftops to catch them above like how they are meant to do if they are preforming an AirWatch sweep.
 
For those interested I try to keep updates going in the discord dev channel with map stuff
 
Going to be simple, *more alleyways and corners, city and slums*, and maybe another bit of slum housing extension, though dont overwork yourself/selves.
 
More "In-Betweener" Or delinquent areas as I spoke to you in VC. Right now the map is super heavily divided between Rebel, Civvie, Loyalist. There should be some areas that merge the two, or provide some alternative paths in and out of select areas with risk.
 
I'd love to see an automated/randomized sim room akin to the one on D47_V2.

On D47_V2, there's 5 little pods you can step in that teleport you to a skybox room with automated, breakable friendly and hostile targets that we used for qualification training on TerraNova. It's really awesome. We (Combine) don't really have a training spot on C24, and the killhouse is a little lackluster.

https://steamcommunity.com/sharedfiles/filedetails/?id=1532126505

^ Check it out for yourself.
You mean the simulation room where the Combine can train there skills right?
 
Rework the secret bases.

For the love of god, please do that. The bunker we have right now is absolute ass and reeks of metabait in all directions. It's neither hidden, nor something people wouldn't be aware of if it wasn't for us blocking it out with props and all sorts of OOC textadds to give them a hard time knowing of its existance.

It's right up in-your-face and should be designed the same way we had secret hideouts on industrial_17 in the Theatre, Grizzly Grotto toilette stall and so on.
 
Rework the secret bases.

For the love of god, please do that. The bunker we have right now is absolute ass and reeks of metabait in all directions. It's neither hidden, nor something people wouldn't be aware of if it wasn't for us blocking it out with props and all sorts of OOC textadds to give them a hard time knowing of its existance.

It's right up in-your-face and should be designed the same way we had secret hideouts on industrial_17 in the Theatre, Grizzly Grotto toilette stall and so on.

how about remove all secret bases and replace them with well-hidden stash spots.

i can think of like 6 locations you could hide a locked filing cabinet and keep your soviet era kevlar and mp7 in

if you want a bigger base to circlejerk in you are part of the rebel problem
 
how about remove all secret bases and replace them with well-hidden stash spots.

i can think of like 6 locations you could hide a locked filing cabinet and keep your soviet era kevlar and mp7 in

if you want a bigger base to circlejerk in you are part of the rebel problem
the base themselves are not the issue. it's the interplay between all the factions involved. frequent cop sweeps over silly assumptions and hearsay including OTA deployments make it difficult for surface RP to prosper. bases are the only safespaces for most geared rebels to really hide in.

it's a continued paradox that people have been trying to fix since the dawn of day. even right now during the meeting. sure you can hide your secret lockers in the gravel, under the water in the slums covered in mud or behind trash bag piles. that doesn't resolve the core issue of rebels having blatant areas that people can easily metagame and get them raided, further obstructing rebel RP to develope in a meaningful way.

we've had copious complications in the past week resulting simply out of the base being visible just from the outside, and everybody knows what lies behind the huge blast door covering it. it's not a matter of "do they know?" but more a matter of "how can i find a way to loophole my info all the way to have it raided?"

this is an issue that comes up over and over again during sweeps, when people snitch with flawed intel that they shouldn't have to begin with and so on. it's hard to crack down on and investigate because these things are difficult to keep record of. you can't keep watch on every player interaction, even less when its done outside the server.

i agree that we wouldn't need rebel bases, but as long as these glaring issues aren't addressed and somewhat taken care of, rebels will always require some safe zone to retreat, rest and reside in, just like cops do.
 
bases are the only safespaces for most geared rebels to really hide in.

you shouldn't have to hide. the ideal thing you should be doing is going back into the main city before/during sweeps after storing your stuff in a hidden cache. if you're BOL or AC you probably deserve it and while i understand wanting to hide if you're BOL, if you're NOT... then you're wasting a server slot

metagame will always be an issue and small source maps like this one can't really do much in the way of providing a cycle of bases.
 
you shouldn't have to hide. the ideal thing you should be doing is going back into the main city before/during sweeps after storing your stuff in a hidden cache. if you're BOL or AC you probably deserve it and while i understand wanting to hide if you're BOL, if you're NOT... then you're wasting a server slot
no, i don't agree with this at all.

you can't influence all circumstances and sometimes you're just out of luck. sometimes people are tagged BOL/AC due to misinformation, metagame or someone having understood something wrong. sometimes you're at fault and did something out in the open which obviously got you tagged.

you can't simply rule out every possibility that gets you tagged AC. you simply can't always be up and ready to run for the city when a sweep occurs. that's both impossible to pull off from a gameplay perspective and from a realistic standpoint.

sweeps don't happen by following a system. they're organic and sporadic, and it's impossible to have 100% fall-backs to rely on when they happen. at the moment, we have a huge problem with frequent killer OTA deployments that leave rebels no other choice than to hide away or risk being captured when going out in the city.

perfect surface rebels don't and won't ever work fully seemless, because it can't be properly realized. this isn't a utopia. in theory, it could work, but it won't ever in practice because there's too many factors that fall into the calculation for these things to never be 100%.
 
you can't influence all circumstances and sometimes you're just out of luck. sometimes people are tagged BOL/AC due to misinformation, metagame or someone having understood something wrong. sometimes you're at fault and did something out in the open which obviously got you tagged.

sometimes in RP you just lose. as a rebel you lose often. if you don't want to lose then find another universe because pre-freeman hl2rp isn't for you. that's the core problem. rebel players on hl2rp servers don't see the development and value in a loss, even if it seems unfair.
 
sometimes in RP you just lose. as a rebel you lose often. if you don't want to lose then find another universe because pre-freeman hl2rp isn't for you. that's the core problem. rebel players on hl2rp servers don't see the development and value in a loss, even if it seems unfair.
I do not like this argument friend. The problem here is you're assuming we're complaining because OTA will likely kill us. That is absolutely false. We understand this and haven't been complaining about it. What we are complaining about is the misuse of the OTA and why they shouldn't be used for such small reasons. Believe it or not. We want the OTA to mean something and not overused for small things CPs can easily do. OTA are meant to be for dangerous and terrible situations. 6-10 cps are plenty to deal with a lot of shit that OTA has been sent with(Minus a few that make sense like vorts and such). Please stop strawmanning our arguments. We just want a roleplaying environment that makes sense. We aren't complaining about the main core, we're saying that currently it's doing something it shouldn't.
 
I do not like this argument friend. The problem here is you're assuming we're complaining because OTA will likely kill us. That is absolutely false. We understand this and haven't been complaining about it. What we are complaining about is the misuse of the OTA and why they shouldn't be used for such small reasons. Believe it or not. We want the OTA to mean something and not overused for small things CPs can easily do. OTA are meant to be for dangerous and terrible situations. 6-10 cps are plenty to deal with a lot of shit that OTA has been sent with(Minus a few that make sense like vorts and such). Please stop strawmanning our arguments. We just want a roleplaying environment that makes sense. We aren't complaining about the main core, we're saying that currently it's doing something it shouldn't.

i never brought up the OTA killsquads. i agree with you that they are overused. that was not the point of my argument. the point of my argument is that sometimes you will get killed for an unfair reason, but as long as that unfair reason happened as a result of something IC then it's just part of the game. same thing as being tagged AC/BOL.
 
i never brought up the OTA killsquads. i agree with you that they are overused. that was not the point of my argument. the point of my argument is that sometimes you will get killed for an unfair reason, but as long as that unfair reason happened as a result of something IC then it's just part of the game. same thing as being tagged AC/BOL.
Alright if you insist. But I promise you none of us have complained about that. That's why I called it a strawman. If shit happens it happens.
 
This thread is getting off topic and turning into yet another debate thread about Rebel RP.

On topic, as far as I know there will be improvements to the slums area (including a new mini-slum) in V3 but it will be mostly focused on addressing the problem of linearity (more connections) and visibility (hiding a few obvious things) rather then adding new (completely) secret rebel bases and the like.
 
I don't think it has been mentioned here, but I would absolutely love some verticality. I'm unsure if the map can handle it, but I've noticed there is some room on top of the buildings in the slums, and those areas could be a great place to put them. In my experience, cool RP hubs like this breed a very interesting dynamic into any area and contribute heavily to RP.
 
Back
Top