- Joined
- Sep 25, 2020
- Messages
- 852
- Thread Author
- #1
First off, map does look good and 24 is still the prime series of maps when it comes to Half Life aesthetic. The new map itself is actually really nice and I like its more oldschool elements. Yet, I do have worries regarding gameplay and server functions despite its allure.
So, something that has caught my attention and maybe has caught some others who have looked into V4. This is that the portions of the map that would typically be considered 'rebel' vastly outnumber the space given to Loyalists/conformists. This isn't technically an absolute problem by itself. However, in the old version of the map, the Combine and CCA were very keen to basically lock loyalists (CMU/CWU are generally forbidden too I believe) out of any 'rebel' areas of the map fairly forcefully. In this new version though, so much of the map is overtaken by what could be considered the slums that I genuinely think a whole new line of thought will need to be drawn up to compensate for this.
See totally not shit drawings below...
Red marks the border between where the 'slums' technically begin.
Blue is combine stuff that no average citizen will see often.
Green is faction locked areas. (Didn't bother with CMU since bunch of stuff was on top of it)
It's also worth noting lots of rebel space runs below the plaza itself, and thus is not really seen.
Now, do bear in mind, its ultimately up to the CCA to determine ICly where the slums begins and ends. (Mostly. I mean, there is a pretty definitive line, but that's beside the point.) This choice is going to have a huge impact on how the server functions this time around. Where before the slums and rebel areas made up only a portion of the map, this time around its probably safe to say they take up roughly 50% of the entire space. (counting sewers, slums and new tunnels.) Adding this with Combine exclusive areas, and to a lesser extent, faction controlled areas, the general population has little space to maneuver about the city itself.
I suppose this worry extends to gameplay balance as a whole, so rather than ramble on I'll just bullet my main, personal concerns.
1. Where will loyalists be allowed to go, or not allowed to go in the new map? Where is the line drawn by the Combine in this new version? Especially given many paths intersect. Will the old style of slums vs city just be forgone and they both considered one in the same?
2. Given that our new rebel scene is mostly independent from the "City proper" and requires very little interaction with conformist elements, what will be done to make sure the slums does not just overtake the city as it has done on V3? Being a non-conformist, though not strictly a rebel, is easier than its loyalist counterpart. With a larger space, there is now going to be even more incentive to the general player base to become this.
Note: This all may be totally unfounded as plans may already be drawn up, or even presented that I just don't know about. I'm only asking this from my own perspective. Regardless, keep discussion civil and productive.
So, something that has caught my attention and maybe has caught some others who have looked into V4. This is that the portions of the map that would typically be considered 'rebel' vastly outnumber the space given to Loyalists/conformists. This isn't technically an absolute problem by itself. However, in the old version of the map, the Combine and CCA were very keen to basically lock loyalists (CMU/CWU are generally forbidden too I believe) out of any 'rebel' areas of the map fairly forcefully. In this new version though, so much of the map is overtaken by what could be considered the slums that I genuinely think a whole new line of thought will need to be drawn up to compensate for this.
See totally not shit drawings below...
Red marks the border between where the 'slums' technically begin.
Blue is combine stuff that no average citizen will see often.
Green is faction locked areas. (Didn't bother with CMU since bunch of stuff was on top of it)
It's also worth noting lots of rebel space runs below the plaza itself, and thus is not really seen.
Now, do bear in mind, its ultimately up to the CCA to determine ICly where the slums begins and ends. (Mostly. I mean, there is a pretty definitive line, but that's beside the point.) This choice is going to have a huge impact on how the server functions this time around. Where before the slums and rebel areas made up only a portion of the map, this time around its probably safe to say they take up roughly 50% of the entire space. (counting sewers, slums and new tunnels.) Adding this with Combine exclusive areas, and to a lesser extent, faction controlled areas, the general population has little space to maneuver about the city itself.
I suppose this worry extends to gameplay balance as a whole, so rather than ramble on I'll just bullet my main, personal concerns.
1. Where will loyalists be allowed to go, or not allowed to go in the new map? Where is the line drawn by the Combine in this new version? Especially given many paths intersect. Will the old style of slums vs city just be forgone and they both considered one in the same?
2. Given that our new rebel scene is mostly independent from the "City proper" and requires very little interaction with conformist elements, what will be done to make sure the slums does not just overtake the city as it has done on V3? Being a non-conformist, though not strictly a rebel, is easier than its loyalist counterpart. With a larger space, there is now going to be even more incentive to the general player base to become this.
Note: This all may be totally unfounded as plans may already be drawn up, or even presented that I just don't know about. I'm only asking this from my own perspective. Regardless, keep discussion civil and productive.
