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On: Map Size

Deagantio

Active member
Joined
Aug 2, 2021
Messages
145
What are your thoughts on smaller more compact RP maps vs large sprawled out maps?

Does one size work better for the gamemode? If so, what are some of its flaws? How can they both be improved?

I don't know why I do these discussion threads - I just want to whore posts to farm "Active Member" status.
 
What are your thoughts on smaller more compact RP maps vs large sprawled out maps?

Does one size work better for the gamemode? If so, what are some of its flaws? How can they both be improved?

I don't know why I do these discussion threads - I just want to whore posts to farm "Active Member" status.
Small maps always work better.

Very large maps sound great and "realistic". You get lots of space, lots of cool additions and the feeling of a large city. That's where the benefits end. With large maps comes lots of space, and lots of space means players are not as close to each other. If you observe how roleplay starts, it's almost always from players being in smaller spaces and being forced to interact with each other in some way. Prime example is City 24 V1. Massive wide streets that filled a massive portion of the surface that then transitioned into a city that stretched on for a looong ways. Sure, a vehicle could be driven down it, and it felt like a massive city, but surface RP was practically dead. Players don't like to walk vast distances to get anywhere (especially when running may be looked down upon) so they are more likely to just stay where they are. Players also don't want to walk across a massive street just to push their way into a convo, and rightfully so. It feels akward both IC and OOC.

Meanwhile, on compact maps, players are always put near each other. They already see and hear what the other is doing, so they can just naturally butt in by reacting to something they do, instead of that awkward painful walk from across the way to insert yourself into a convo. This seems small, but makes a world of difference in passive RP. Furthermore, compact maps emphasize a stronger Combine presence, which is important. Any sort of rebellion works best when rebels need to be incognito, secretive, and stealthy. On massive maps, rebels don't need to do this because they are already very disconnected from the Combine and if they are found they have plenty of space to run away from. In smaller maps, Rebels fucking up means they reap realistic consequences of fucking up in a totalitarian surveillance state.
 
Small maps always work better.
Ngl I have to agree with you there - hl2RP has more content in its CityRP. Though that's HL2RP. Our map selection itself seems to be focused on "quantity or quality" but never both.

If we're going on setting, the isolation (to an extent) is a feature (to an extent) so long as the space isn't just added only to have space. Massive open outlands are toxic to have because they isolate RebelRP and take more people away from CityRP.
But having a place to fall back on, making a gamble due to the dangers lurking within - because you have no other option left - opens up an entire theatre of character options and leads to more competent groups to form since there's less of a tightrope to walk in that regard, and more ways to experiment with. (this is not defending outlands, btw. just advocating for more reb areas that aren't cut off by gas)

Take for example the current map. If you're a BOL target, you're "sort of" fucked. Your only form of safety (without a god-tier hard-to-get gasmask/suit) is a back alley roughly twenty feet from the Combine Checkpoint, which receives the most civilian (snitch) traffic on the server. This is 'addressed' by regulating the Combine's response - but doing this makes the Combine's 'presence' diminish greatly. They are no longer an antagonizing force. They're plastic police. There is the illusion of presence, but few of the gameplay ramifications without the Combine getting an immediate victory.

The issue with a lot of our map selection is that it seems we only have one or the other to work with. Small compact maps forcing a lot of interaction but they slip away from the setting and character opportunities as a result. Or large maps with more character opportunities but less roleplay.

I would love to see maps that focus on necessities while offering players some breathing room to coordinate. Giving the feel of a living environment, while having many of the same interactions.
 
Small maps and compact spaces means you can hear /me's and talking through walls

source: I sit under the RDT for a living
 
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