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Let's talk I24

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nora

meatloaf
Gamemaster
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Mar 28, 2023
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333
I don't write nothing down. So, I'll keep this short and sweet. I24's weak, it's outta control and it's become an embarrassment to itself and everybody else.

Jokes aside, I want to talk about I17 a little. It's one of the maps that have defined HL2RP for the couple decade. Hell, one can make the case that it's the HL2RP map. Anyway, on a related note, it's common knowledge that HL2RP players have the worst taste ever. This is reflected in the wide use of I17.

I'm going to use this thread to hopefully kickstart a discussion about the map, as well as count the many flaws the current edition we're on has, as well as the very few things it does well. Allons-y!

THE NEGATIVES

The very I17 framework is practically ancient and everyone and their mother is familiar with it, one way or another. It proudly shows its age to the point where it becomes stale. Sure, there's always been some variations here and there, some new areas added, but the backbone remains the same. It was feasible for quite some time, but everything has its expiration date. I17's is long due. Don't forget that we've been here for almost a year at this point.

Its attempt to be a city is incredibly shadow and falls flat on its face. It has a ton of space, valuable one at that, but does nothing with it. All show, no real substance. The streets are incredibly drawn out with nothing of worth peppered in it, resulting in the existing playerbase being spread out across an unnecessarily large map. The plaza is basically handicapped since the center isn't usable. The addition of a garage for some reason doesn't help. Furthermore, the amount of shops is laughable, the spaces that do exist are antithetical to anything wanting to harbor actual roleplay. The only real usable interiors are the Baltic and the Grotto, the former of which seems to carry some sort of curse of inactivity. It's whatever, though. Doesn't really matter. That's a player problem.

The slums and the main city are very clearly divided. It harms roleplay way more than it provides benefit. There's three ways that to enter them, all of which are the same playbook -- go to 60th avenue, turn left/right, walk on in. No cover whatsoever, no shady alleyway. All open for you to enter and for the cops to see. This isn't how slums work. More importantly, it doesn't benefit roleplay. You should be able to slip in and out of the slums without being noticed.

There's a significant lack of odd spots and isolated alleyways for the more suspicious type of characters, especially in the city. One could make the case for going to the slums, but yet again, why would a corrupt cop / loyalist go into the slums to scheme when they can be blatantly seen and punished for it? As of right now, there's a total of two alleyways within the main city, one being behind the CWU warehouse - and we all know that they're literally the most loyalist faction there is.

Have I mentioned the outlands? Oh yeah. It's a giant space that is apparently an event area, yet it seemingly has a consistent player base and dedicated events literally every day. I want to make it clear that I would like them if the city wasn't so lacking and stale. It's also consistently broken, seeing as shots are heard in the main city as if they're happening next door -- when all that's happening is just liddle Conscripts shooting up antlion npcs.

Anyway. Mad rant over. Let's move onto the positives.


THE POSITIVES

Have I mentioned the outlands? Oh yeah. Its inclusion is one of the few things that does this map right. The engagements are pretty cool and the scenery is what one would expect from Half Life 2. It gives webuls breathing space and the more discarded factions such as the Conscripts an opportunity to show their worth. It's a good break from city RP at times, even if it lasts only a few minutes to a couple of hours at most.

Astro's done some great work with the new slums, an area that I'd say outshines the city. The abandoned motel is great, the shops are cool and the ways to get in and out are

The verticality of the catwalks is cool. I like it. Keeps cops on their toes and forces the rebels to play smart.


THE SOLUTION

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Map switch. Pretty much the only real thing that can fix I24. That's the only solution.
 
Watching someone insult the holy industrial17


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All seriousness though, I kindof agree; I don't care about the outlands portions because I never get to see them outside of a few characters and the only really cool portions of the city are the slums. I wish there was just a whole city that felt and looked like the I17 slums.
 
Tbh I have generally enjoyed my time on I24 and dont really see any problems with the server that would be altered by running off to another map. Which is typically why people seek out new maps in my experience. I'm not totally against a map change of course, but only if there's a genuinely good plan for another genuinely good map. I'll even refute some points here.

Furthermore, the amount of shops is laughable, the spaces that do exist are antithetical to anything wanting to harbor actual roleplay. The only real usable interiors are the Baltic and the Grotto, the former of which seems to carry some sort of curse of inactivity. It's whatever, though. Doesn't really matter. That's a player problem.

I do agree this is a player problem, and that's why I am going to argue this whole passage is basically null. Inactive shops has been a willard problem for a long time. Partly because of the economic system at play, but largely because shops are kinda carbon copies of eachother, with no a whole lot of reason to ever 'hang out' within one. I'm not sure why, I don't own one and for this character never will, odds are. Regardless, this is not a I24 specific problem and will absolutely follow us to any other map.

The slums and the main city are very clearly divided. It harms roleplay way more than it provides benefit. There's three ways that to enter them, all of which are the same playbook -- go to 60th avenue, turn left/right, walk on in. No cover whatsoever, no shady alleyway.

More or less on this one. Frankly, hanging a sheet across RB-2 would be enough to solve this problem. But, with a little timing, you can fairly easily enter and exit the slums without anyone noticing you, if you really need that to be the case. Hell, you can hop the rail to RB-2 and then exit through the front door there, not even requiring you to exit the alley directly at all. The theater isn't often being spotted either, so thats a fairly safe route as well. I don't RP super often in the slums, but it definitely felt rundown and isolated when you are in there. There are plenty of areas in that hotel that probably aren't being watched, as well as the back-end of the slums which I stood in for a long period at one point without anyone ever really coming along.

There's a significant lack of odd spots and isolated alleyways for the more suspicious type of characters, especially in the city.
Okay, talking about *just* the city

There is the small alley behind the cafe
There is the long, segmented alley even further beyond it, which is very isolated.
There is the alley behind the CWU warehouse.
There is the roof of RB-2 and the nearby factory.
The theater is almost never occupied outside of events.

In my opinion - thats alot. Compare that to City 24 V3, our previous long-running map, which had a grand total of the loyalist housing and one single alley for you to do anything remotely out of sight, without being in the slums. This is just the city too, so it seems there are plenty of locations to me. Trust me, there has been shady RP done in almost all of the areas I mentioned.

Have I mentioned the outlands? Oh yeah. It's a giant space that is apparently an event area, yet it seemingly has a consistent player base and dedicated events literally every day.

I have noticed this as well, and I believe this mostly lands at the feet of the CCR, who are way more active than they should be. Don't know if it has improved, but it was common to see around five members on daily, sometimes as high as eight or eleven multiple times a week. The outlands is a very cool tool to have, but it absolutely should not be the focus of GM's or factions consistently. There is that plugin we have which could allow a map without an outland to essentially gain one, but if we were to swap maps I have no idea if we would actually be making use of that.


Map may not be perfect, but frankly, I think it provides way more player freedom than maps like City 24 V3 ever did. The streets are wide, sure, but that does allow for more NPC variety and event space should such room ever be needed. Not to mention things like trucks and APC's actually being able to function. I do think that the docks should be getting some kind of use though. Seems like loads of wasted potential, as I believe its nothing more than a crosswalk for rebels heading to the outlands or some cave. Even if its just for events/workshifts.

Overall though, I very much enjoy this map and can safely say I've been having loads of RP, much of it even shady, without ever feeling this map was holding it back.
 
i17 is the best map for HL2RP by far. It has proper space for all the factions to thrive and for them to interact with one another. Theres multiple routes to and from any point you would want to go, wheras most other HL2RP maps the city is just a road, a single path forward. The sewer is useful for travel because of how many entrances there are to it, same for the catwalks.

I don't see a reason to switch other than being bored of the aesthetic of i17, it accomplishes everything it needs to for the gamemode. There's a reason its been the most popular map for HL2RP, because everything else falls short somewhere.
 
i17 was always the Dust 2 of HL2RP. It's good, it has its merits, but I think it's heavily overrated and overused. For the record: the layout and map has its own merits. I find the other maps more fun to play on, due to the different layout and different aesthetic that they bring, instead of this whole HL2 beta theme. I can only remain hopeful that we'll get a map switch at some point.
 
Unpopular Opinion:

I want an edit of C2v4 that has outlands.
That would be the best HL2RP map.
 
Don't worry we'll come back to i17 after 5 months when everyone realizes new map offers less than the one that has been tried and tested for over a decade. (always happens)
 
Frequent map changes would be cool but base containers are gonna be a hassle to deal with in between transferring from the old to the new map.
 
i know, the vmf is lost basically

and commander doesnt give af anymore
still if it ever surfaces, or someone does get some edit perms (somehow)
would love to see it done.
rp_city2_v4_final used to have outlands, but they were removed
 
I love big square plaza shape. My smoof brain had problumz wif c24 grass, alleyways, ambient lighting, shadows, slums depth, layered mapping, proper combine aesthetic, intricate nexus, etc.

Dis map iz simpul and i lyke it!!!!
 
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