Welcome!

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

SignUp Now!

City 24 V3 - Updates

Hard to take your BOL concerns seriously when Andre is BOL'd due to joining then defecting AA almost in the same day, if not week. Your fault you got BOL'd and we shouldn't build the map around a small handful of people who are too dumb to keep their cover as a rebel under wraps; and quite a lot of BOL's are just to catch you for questioning, not because you did a serious crime; and if you did do a serious crime, they are merely trying to question you and cross examine evidence. If you plan your moves accordingly you can get out of such charges easily and lose BOL.

As for BMD concerns, even if thats not a map concern, ill answer it anyway; rebel events have been quite generous, maybe even too generous, and some of the events we've done we haven't given them their rewards simply because they failed to do the mission correctly. We aren't loot pinatas; we do not give gear out for free, you have to work for it, but if you roleplay and have a decent plan in the missions we've given, you succeed and get rewarded very well depending on the risk involved (such as the T5 assassination mission).

TL;DR skill issue, cope, map shouldn't be built around your lack of skill.

finally a good take from swagile
 
Talking about Issues, when exiting the Trainstation and turning to the left- for some Reason all of this gets rendered, even though the Tree infront of the Entrance to the "Second Part" of the City blocks the view off. These kind of Problems are dotted all around the Map.

View attachment 412

I ain't no mapper- but I doubt this is good for performance.

I have been making garrys mod maps for nearly 30 years and let me tell you, that is good for performance.
 
Some notable expansions to highly used areas that would increase the potential for more roleplay avenues:
  1. The smoky orange, dimly lit warehouse from V1-2, would be great in diversifying CWU work shift environments.
  2. A very small Black Mesa-esque lab room/area located somewhere within the CMU building for some dank COVID-virus vaccine creating RP.
  3. A fancy recreational room/parlour on the ground floor of the newly relocated priority housing for loyalist banquets and shit. (the current one has rather impoverished looking walls and floor tiles with no windows)
  4. A small little theatre (smaller than V1-2) relocated close to Priority Housing for in-person speeches and dramatic performances.
 
Also we got a science faction now so please give us a room :^)
 
Last edited:
Make more tunnels and shit that go from the surface to the underground. These can be man-made, Xen-made, etc., etc. 1641994393836.png
 
Add verticality to the map, namely in the slums. There's very little avenues to muster an escape or movement in the slums due to how few routes there are in comparison to the older C24's. Give us accessible rooftops, catwalks and variation.
 
Some notable expansions to highly used areas that would increase the potential for more roleplay avenues:
  1. The smoky orange, dimly lit warehouse from V1-2, would be great in diversifying CWU work shift environments.
  2. A very small Black Mesa-esque lab room/area located somewhere within the CMU building for some dank COVID-virus vaccine creating RP.
  3. A fancy recreational room/parlour on the ground floor of the newly relocated priority housing for loyalist banquets and shit. (the current one has rather impoverished looking walls and floor tiles with no windows)
  4. A small little theatre (smaller than V1-2) relocated close to Priority Housing for in-person speeches and dramatic performances.
Bureau of Enlightenment moment
 
Back
Top