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

This might just be nit-picking but I would prefer the ambience sounds at the sewers to not consist loud blaring manhack sirens and Dispatch announcing malignant judgment randomly and preferably use the original background sounds that the map originally uses when downloading it from the workshop. The reason to this that its just very distracting noises and doesn't really make sense for the sounds to happen when people in the sewers are literally underneath the City's streets.
 
This might just be nit-picking but I would prefer the ambience sounds at the sewers to not consist loud blaring manhack sirens and Dispatch announcing malignant judgment randomly and preferably use the original background sounds that the map originally uses when downloading it from the workshop. The reason to this that its just very distracting noises and doesn't really make sense for the sounds to happen when people in the sewers are literally underneath the City's streets.
I don't have this issue, for me the undergroud has ambient sounds from Ravenholm
 
This might just be nit-picking but I would prefer the ambience sounds at the sewers to not consist loud blaring manhack sirens and Dispatch announcing malignant judgment randomly and preferably use the original background sounds that the map originally uses when downloading it from the workshop. The reason to this that its just very distracting noises and doesn't really make sense for the sounds to happen when people in the sewers are literally underneath the City's streets.
i think this is a clientside issue on your end
 
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.

The new mini slums will have some verticality :approve:
 
A proper rebel area with rooms for groups to settle in and common spaces for passiveRP that aren't infested with xeno yuck
 
I feel like C24 is often too bright and doesn’t fit the atmosphere of what you’d see in a dystopian universe. A big part of what makes a server and game good is how well the atmosphere matches and compares to the setting and general idea of what the universe is set it. A darker tone in C24 would definitely help install a sense of fear and sorrow within it’s player base.
 
I feel like C24 is often too bright and doesn’t fit the atmosphere of what you’d see in a dystopian universe. A big part of what makes a server and game good is how well the atmosphere matches and compares to the setting and general idea of what the universe is set it. A darker tone in C24 would definitely help install a sense of fear and sorrow within it’s player base.

@Atle has already explained that the way that C24 is designed is that most of the map has this "fake feeling" as this is the center of loyalism on the planet. Thus it's designed to feel "bright" in the loyalist districts as that is its very design. A facade on-top of a infested sewers and decaying slums which are designed to meet your "dark" expectation.

Also, what are you talking about? It matches the setting entirely. Half-Life 2/EP1/EP2/HL:A is not "1984" dark and is notorious for very much being a mismatch of both Ravenholm-esque darkness and beautiful vistas. Famous for being grungy and yet very colorful at the same time with a lot of Dark Humor.
 
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This might just be nit-picking but I would prefer the ambience sounds at the sewers to not consist loud blaring manhack sirens and Dispatch announcing malignant judgment randomly and preferably use the original background sounds that the map originally uses when downloading it from the workshop. The reason to this that its just very distracting noises and doesn't really make sense for the sounds to happen when people in the sewers are literally underneath the City's streets.

Hey @Atle

This is actually a good suggestion. I advise looking at the soundscapes and having them not intersect the Sewers.
 
Maybe a canal with water underneath and a combined architecture bridge connecting two districts? Or catwalks from above for roof access.
I know City 24 is a mostly intact city but it'd be nice to see more districts with more damaged roads, streets, and buildings.
An old Arcade/Bar in the slums as a nice hang-out spot could also be nice.

It comes down to a balance so not all the civvies hang out in slums over the plaza, etc.
 
Hey @Atle

This is actually a good suggestion. I advise looking at the soundscapes and having them not intersect the Sewers.

That doesn't happen in the soundscapes, seems to me a clientside issue
 
  1. A loyalist housing block in victory and either the return of the gated lush forest or the park re-done would be amazing for passive/Event's/Factions/Ceremonies Ect maybe even trainings by Arteria/Transhuman arm.
  2. Current area of loyalist block is great for an armory/barracks btw. The lower half imo should stay for that reason to be used as one when needed-
  3. I think loyalist housing should be moved to the main strip on victory, You can knock out that boarded up little cop hide out on victory and move it to the barren wasteland that is the Hardpoint between Triumph and Victory this will make things a tad more spread out and give use to a somewhat unused area more so then it currently is IMO.
  4. Alternatively, The upstairs of most of the shops would make for interesting housing were they to be utilized as such.
  5. More hiding spots for resistance please, Preferably ones where you can breathe without a gasmask, Think air pocket type areas where you could hide during a sweep and not die of spores these could be used as resting areas or even bases by groups.
  6. Maybe add a sewer grate entrance that you climb down a ladder in Slums in-order to get down there or perhaps somewhere on triumph as an alternative.
 
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  1. A loyalist housing block in victory and either the return of the gated lush forest or the park re-done would be amazing for passive/Event's/Factions/Ceremonies Ect maybe even trainings by Arteria/Transhuman arm.
  2. Current area of loyalist block is great for an armory/barracks btw. The lower half imo should stay for that reason to be used as one when needed-
  3. I think loyalist housing should be moved to the main strip on victory, You can knock out that boarded up little cop hide out on victory and move it to the barren wasteland that is the Hardpoint between Triumph and Victory this will make things a tad more spread out and give use to a somewhat unused area more so then it currently is IMO.
  4. Alternatively, The upstairs of most of the shops would make for interesting housing were they to be utilized as such.
  5. More hiding spots for resistance please, Preferably ones where you can breathe without a gasmask, Think air pocket type areas where you could hide during a sweep and not die of spores these could be used as resting areas or even bases by groups.
  6. Maybe add a sewer grate entrance that you climb down a ladder in Slums in-order to get down there or perhaps somewhere on triumph as an alternative.
Loyalist housing was moved to be infront of the nexus in the v3 update. It'll be accessible through the ration building afaik, and possibly through the plaza.
Barracks and an armory will just take up space and use resources. It'd only be useful for events, and since atle's already pushed the source engine so its limits, he can't really afford to be putting anything like that in.
I sort of agree with point 5, although these spots would need to be really limited IMO. Space for a couple people and a locker, that's it.
More sewer entrances would be nice, but CPs'd just block them off as soon as they can.
 
Barracks and an armory will just take up space and use resources. It'd only be useful for events,
We can always use the lower level as a community center that can be used for w/e. I'd really love if we could rip the one from T-6 and bring that university or w/e it was into C24
 
It would be nice if we had some balconies or some sort of patio above the RDT maybe? I know there are 3 or 4 floors with stairs in the RDT going up.
Would be a nice place to have a view of the plaza if you'd want to open it up to the citizens, or a vantage point of sorts for units. I just feel like there isn't enough Verticality in the plaza. Maybe the shops could have second-floor balconies instead?

Sanctum of Breen could use a pretty balcony for VIPS and loyalists maybe.
balcony c24.jpg20211007113106_1.jpg
 
Well, since I have a vested interest in the map again. From a design standpoint it is great that we can stack buildings on top of each other. From a mechanical standpoint, there's no noise insulation. I think an area of concern remains Victory/Triumph's /me's and says leaking into the above/below building.

I only mention it because triumph is mostly going to be group buildings, so their RP's will likely bleed into victory businesses, and visa versa. I'm not sure if this can be fixed, but it has been an area of mild concern.
 
Hi Atle! I'm late for the reply party, but I'll still give you my input. Make a proper seperation between loyalist locations and normal populace locations. What I mean by this is making like the grass well trimmed while the other is grown up, trash litters the streets for the regular people and while for the loyalists have the streets even sparkle and be well taken care of, with big parks, comfortable and new benches for people to sit in and well furnished apartments.

As for the normal people, have it go with overgrown grass, dying trees, crappy apartments and have mostly stalls/those kinda food vans instead of stores, which in turn for stores, there'll be like just 1 crappy bar or something like that.

For Overwatch, it would be cool to have this mixture of Combine aesthetic and a Geneva touch to it. They could have an outside yard for them to train, eat and play basketball, and for the interior just a super simple general area for them, armory and the sorts. That or maybe multiple small outposts that each serve their purpose. Like an armory, medbay, jail, so on.

CWU could just have either a factory or a huge warehouse and the CMU some sorta epic Mercy Hospital.

The rebel area I think its cool as it is.
 
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