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Creating a new rp map, thoughts?

Roby

New member
Joined
Jan 24, 2019
Messages
11
So, I'm currently making a map because I like working around the hammer tool, and this is what I've been up to (everything WIP):

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Now, let me give you some further information. This map will be probably called rp_decocity_v1 if I finish it, and I will publish it with non-specific textures first, and after I will publish it for HL2RP (combine textures and props etc). The general layout of the map, however, fits HL2RP, it will have everything this gamemode might need, below I will list a few things that I plan to put in the map:

- Sea coast themed industrial slums
- Luxury apartment complex "Terminal Hotel" with public baths included, as you can see in the screenshots
- So far, I've put 2 almost finished smaller housing blocks and I've finished the layout for a big one, designed to cramp the citizens right next to eachother in poor conditions, it's also right in the middle of the map so it makes connections around pretty well
- A bank, with underground money deposits
- Sewer
- Hair dresser shop
- Scattered fast food stands around the map
- Spawning point will be the trainstation
- Cafe Baltic, which will be in the style of american dinners (more or less)
- Construction site
- Nexus/Police HQ, it has around 6 levels, out of which 1 is only used for convenience in order to access the rooftop of the big housing complex. 2 other floors will be used as offices, as inspired by the american noir police stations, with lots of personal desks and offices with wooden entrances and windows. 1 level is used for the main entrance from the plaza and the other 2 levels will be used for the underground complex where the training grounds (shooting range and area for breach operation simulations (I've basically stolen the old C18 training area :D), interrogation and torture rooms, some rooms and a prison-style area to facilitate prison RP (you might've seen it in the screenshots) complete with area for eating, public showers and a basketball stand. Prison cells will have a two level bunker bed, a toilet and a sink.
- Expect at least one underground bar with hidden rooms for boxing matches and gambling
- A CWU building
- A factory that will connect with the slums and the Nexus (via rooftop access)
- A laundromat
- Shops
- A scientific corporation with labs
- A small park
- More once I figure out what I should add

The map itself has it's fair share of verticality, and the street layout is designed to make the CCA/Police patrols in a loophole, rather than stop in dead ends. Same will go for the slums, I am focusing on making tangled roads, but not too much. Also, I'm cramping up the space of the map to avoid too much useless open space, to force players to interact with eachother.

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I'm going for a noir dieselpunk art-deco look for it, in the finished state expect lots of art deco skyscrapers in the skybox, a lot of bright billboards and commercials around the map and a comfy noir night aesthetic to the city, with industrial influences.

Questions and suggestions?
 
Suggestion: Diversify your apartments. Instead of making multiple apartments that are almost the same, save for the number of rooms, actually make your apartments meant for different classes of people. A very good, recommended set up is:
- A housing block for the highest level of loyalist, usually 3-4 suite size units that have ~5 rooms each (kitchen, living area, bedroom, bathroom, dining room, foyer). 1 person per unit.
- A housing block for regular level loyalists, usually 10-15 okay sized units that have 2-3 rooms each (the size of your average apartment. bedroom, living area, and kitchen.) Can hold 1 to 2 citizens per unit.
- A housing block for your average citizens. Mediocre to poor quality. Units which are really just a living area and a bedroom, a bathroom in each unit, and one kitchen in the entire apartment block. The idea is that you have 2+ citizens in each room, and their living conditions are rather mediocre, but not absolute squalor.
- Finally, an absolutely garbage housing block. Less of an official housing area and more of a dilapidated building that has been deemed just stable enough to be used. Has flickering lights or perhaps even portions with very little power. Peeling, rotting walls. Exposed wooden floors with no carpet. Broken windows. This can be used by a server as a vortigaunt housing, or perhaps just a second citizen housing unit.

I might post other suggestions later, but I highly recommend trying what I wrote. Even if a server doesn't exactly use what I mentioned, they still have a lot of options for many different things.
 
Suggestion: Diversify your apartments. Instead of making multiple apartments that are almost the same, save for the number of rooms, actually make your apartments meant for different classes of people. A very good, recommended set up is:
- A housing block for the highest level of loyalist, usually 3-4 suite size units that have ~5 rooms each (kitchen, living area, bedroom, bathroom, dining room, foyer). 1 person per unit.
- A housing block for regular level loyalists, usually 10-15 okay sized units that have 2-3 rooms each (the size of your average apartment. bedroom, living area, and kitchen.) Can hold 1 to 2 citizens per unit.
- A housing block for your average citizens. Mediocre to poor quality. Units which are really just a living area and a bedroom, a bathroom in each unit, and one kitchen in the entire apartment block. The idea is that you have 2+ citizens in each room, and their living conditions are rather mediocre, but not absolute squalor.
- Finally, an absolutely garbage housing block. Less of an official housing area and more of a dilapidated building that has been deemed just stable enough to be used. Has flickering lights or perhaps even portions with very little power. Peeling, rotting walls. Exposed wooden floors with no carpet. Broken windows. This can be used by a server as a vortigaunt housing, or perhaps just a second citizen housing unit.

I might post other suggestions later, but I highly recommend trying what I wrote. Even if a server doesn't exactly use what I mentioned, they still have a lot of options for many different things.

While some idea of standardization is expected (convenience for me to work smoothly in hammer), I already planned to diversify the apps. The luxury apps, for example, have both smaller apps and bigger suites with more rooms and a fireplace.
 
Just wondering what's the map going for, what particular theme are you going for?
 
Just wondering what's the map going for, what particular theme are you going for?
If you're asking about the gamemode orientation, then darkrp and HL2RP.

If you're asking about the theme and aesthetics, I mentioned earlier about dieselpunk art deco, with industrial elements.
 
Here's some updates, finally started to test the map in game to fix and build the lighthing around, check it out:

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Keep in mind this is all heavily WIP and subject to change
 
If it was tipping it down with rain, you'd have a shadowrun server with that neon
 
If it was tipping it down with rain, you'd have a shadowrun server with that neon
Just experimenting with it for now, probably will remove from there and add there depending on the necessity of the map
 
Here's some updates, finally started to test the map in game to fix and build the lighthing around, check it out:

xt8aJYF.png
QYZZAwK.png
gCaYSKI.png
r8Plvv8.png
PoDHKeW.png
avQ5p0w.png
xS2zanv.png
bbMJR5R.png
gZ7y17Q.png
qWu2NCC.png
9oDcKXQ.png
e36GlPT.png
cnLlHRp.png



Keep in mind this is all heavily WIP and subject to change
i commend your lighting choices. however, in certain areas like the prison it seems a bit too bright in contrast to theme.
 
i commend your lighting choices. however, in certain areas like the prison it seems a bit too bright in contrast to theme.
I realised, it's too bright because of the light texture used, which I will remove.
 
I realised, it's too bright because of the light texture used, which I will remove.
Glad to see you easily recognized it. I’m excited to see what else you can do brother. :)
 
Glad to see you easily recognized it. I’m excited to see what else you can do brother. :)
Thanks, also as a side note: should I bother to furnish the hospital or should I just keep it bare enough so the players are free to furnish it in-game?
 
Thanks, also as a side note: should I bother to furnish the hospital or should I just keep it bare enough so the players are free to furnish it in-game?
Depends. Take into consideration that I have very limited experience with Garry’s Mod map creation and don’t really know the brush limitations, but my personal idea would be to use minimum furnishing if it doesn’t impact the general theme of the setting so players can decorate how they please.
 
Depends. Take into consideration that I have very limited experience with Garry’s Mod map creation and don’t really know the brush limitations, but my personal idea would be to use minimum furnishing if it doesn’t impact the general theme of the setting so players can decorate how they please.
Welp, if I was to go full art deco, then I'd hit the brush limit quickly. I'm trying to keep a balance. So far I have above half of the maximum brushes allowed.
 
Alright so, I'm releasing the vmf file for anybody who might want to continue this project, I no longer have the time. Whoever is interested, you have to fix the t-junction error as of now, probably too many func_details.

Cheers.

https://gofile.io/d/2NQjAV
 
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