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City 1 map discussion

ZeroPants

Radio Bob Approved
Events Lead
Joined
Dec 25, 2020
Messages
727
What is this? This is a thread dedicated to brainstorming ideas for a *possible* city RP map set in New York, Nobody is currently working on the idea, I am only making this so we can figure out how to make the map as good as possible. Who knows, I may end up commissioning it.

What I want from you is ideas for this theoretical map, what should the layout be? What aspects from other maps should be incorporated into this map? What aspects shouldn't be incorporated? How big should it be? What should the aesthetic be? What unique features could this map have? I want to hear your thoughts.

Ideas:

-Make the aesthetic accurate to the real-life city. The RDC is placed in a food court, the Nexus offices is an actual office building (it would be funny if the offices were depressing grey cubicles). It should be possible for players to see the world that once was.

-Keep map compact but also fun to explore, this has hopefully been done through the design I posted below.

-Make stores easy to see, I placed them next to the RDC, and then placed the RDC in the middle of the map, players can go through the RDC to reach the other side of the map quickly, while doing this, they will be able to see if stores are open.

-Incentivize vehicle travel, I think I managed to do this while also keeping the map small and compact. CPs can only reach the city by train or by driving an APC through a tunnel (they could also use a dropship in an emergency).

-Make fun places to explore, There are some neat places that could be made, like the freighter and warehouses players can work at or break into, the Sewers with trains that can run over players, the infested district filled with the undead, and the roofs of the buildings (players can only get to the roofs by breaking windows or by getting a buddy to boost them up a fire escape).

-Make the map fun for rebels, The map is covered with alleyways rebels can use to their advantage. These alleyways can be used as shortcuts from one side of the city to the other, but doing this is dangerous, rebels can easily hide and ambush any cop or loyalist that goes through these alleyways. Rebels have a great number of ways of getting around the city and running from cops, I did what I could to ensure the map did not have any choke points.

Current map layout draft:

Streets:
Citystreetsnew.PNG
This is a map of the city's surface, I will now list the main features of the map and why they are here.

Public locations:

The Dock:
A dock connected to a large freighter, it could be a possible spawn point for new characters (perhaps citizens arrived via boat?). You have a view of the Hudson River and the ruined Statue of Liberty from the docks, and if this is a spawn point, you will instantly know you are in New York just from the view from the dock.

Alleyways: There are multiple shady alleyways behind buildings that have hatches to get to the sewers, players can go through the alleyways in the center of the city to get to the other side of the map, but doing so is risky if you are a loyalist, you could easily get mugged or dragged into the sewers. The safer method of getting to the other side of the map would be to go through the food court, and by going through the food court you will pass by and view multiple stores, this makes seeing if a store is open easier.

Having these alleyways and sewer entrances around the entire city makes surviving and doing things as a rebel much easier. Because a rebel could theoretically be in any shady alleyway in the city, going through the alleyways as a loyalist is a risk, loyalists would need to take the safe routes that pass by stores, this should help stores get more customers.

The Foodcourt: The foodcourt is where the RDC is located, it is also the location of several stores and the entrance to the subway system. The food court itself is located around the middle of the main city, this is so players can go through it to quickly get to the other side of the city without having to pass through shady alleyways. Because so much foot traffic is directed through the food court, the stores here would see a large number of potential customers.

Residential locations:

Motel:
The housing for the underclass, a crappy motel built right between a bunch of warehouses. It has a bar in front of it at least.

Apartments: There are two standard apartment complexes for normal citizens to live in, you can break the windows in the apartment buildings to get to the roof, and you could also break into people through the window if you shimmy across the side of the building.

Loyalist Hotel: A fancy hotel with red carpets, only loyalists and important figures get to own a room here, the rooms are much larger and the building itself is much taller, looking over the entire district. The windows here are also destructible, but the rooms are so high up it wouldn't be possible to climb into broken windows, though you could probably push someone out of a window into the streets below if you wanted.

Rebel base: A shady door in an alleyway in the worst part of town, this hideout was used by one of New York's many criminal gangs in the years before the invasion, because of this, it is very secure.

Worker only Locations:

The Freighter:
A freighter connected to the docks, the freighter itself is off-limits to the public, but it could serve multiple purposes, the CWU could use the freighter to deliver or ship off equipment, the Freighter could be a place for players to sneak into to rob, the freighter could be a target for rebels to sabotage, or it could be a place to do events.

Warehouse 1: A normal CWU warehouse near the docks, this place will be the most likely location for work shifts, it will most likely have a backyard like the one found on C24_V3 and V4.

Warehouse 2: A HL2 beta-inspired massive industrial complex suspended over a deep chasm. It can be used for certain work shifts (like trying to repair equipment while suspended over an abyss). There is an exposed sewer pipe that leads into this warehouse, players can risk jumping out of the pipe to try to get into the warehouse, but there is a risk they could fall to their death (this pipe could be blocked off if needed).

I'm thinking that a few interesting machines could be put in this warehouse, players could get to a control room to turn pistons on, and these pistons could push people from the platforms into the abyss.

Honestly, I'm just taking all of this from the warehouse on this map: https://steamcommunity.com/sharedfiles/filedetails/?id=2687061109

Disposal warehouse: Located within the slums of the city, this warehouse is similar to the Disposal warehouse found on I17, workshifts can be held to dispose of waste in this warehouse, and a fire pit can be turned on to incinerate trash that falls into it, but if turned off, someone can jump into it to fall into the sewers. I think it could be interesting to have a hole on the surface players could put trash (or other players) into, this hole would lead onto a conveyor belt in the warehouse, the conveyor belt would lead to the incinerator pit. This is so players could throw away trash or dispose of corpses, giving them something fun to do.

CMRU: A tall hospital building with multiple floors, the first floor is a lobby, the second is a general treatment ward, and the third floor has a lab and surgical ward. There could also be roof access so players that somehow get to the roof of the building can break in from the roof. A heli-pad is on the roof, it can be used by civil protection and VIPs to get to the nexus quickly via dropship.

Stores / Misc:

(note that some of these buildings could be changed into something else, there are a lot of stores as it is, we could use this space for a different thing)

Foodcourt stores: Cramped kiosks that can sell goods to players passing through the foodcourt, it is easy to see if a store is open just by looking and seeing if anyone is standing at the desk, here's what the stores would look like as a reference:

Bars: Shady bars like the grizzly grotto from I17, no city is complete without a criminal-infested bar, we might only need one of these though, I might change one of the bars to a different building.

Stores: Two standard store buildings next to the CMRU, might change these to something else, I don't think they'd get many customers. One of these stores, the one in the bottom left corner, hides a rebel base directly below it. This store was once used as a front for a gang of some sort in the time before the Combine arrived on earth, the security features installed by the gang are still functional.

Restaurant: A loyalist restaurant next to the docks, you get to dine on fancy food while being able to get a beautiful view of the toxic leech-infested Hudson River.

Restricted areas:

CP 1:
A repurposed building that serves as an outpost for civil protection, it contains a ration machine and a ladder to the subway below.

CCA Nexus: Getting to the nexus requires you to travel via subway/razor train, once you reach the nexus, you must walk through the civil protection wing to reach an elevator that takes you to the CCA section of the nexus. The CCA wing is normal as far as CCA wings go, the city administrator has a window that overlooks the entire city.

Infested areas:

Sewer pipes:
There are two exposed sewer pipes that lead into the Hudson river, you can climb into them to go into the sewer system, keep in mind that the sewer system is flooded with spores, long term habitation isn't possible

Infested district: A zombie and xenian-infested district sealed off from the rest of the city, this is the main loot zone for the map. Keep in mind that this place is utterly infested by zombies, basing here is not possible. You can only get here by traveling through the underground. I may add a combined method of getting to this district, like a path from the nexus.


Underground:
Undergroundnew.PNG
Public locations:

Subway:
A highly secure subway system connected to CP 1, the left subway track is restricted to the combine and leads to the Nexus, the right subway track is the civilian track. This place could be used as a possible spawn for new characters. The Food court is directly above the subway system.

Residential:

Rebel bases:
Two rebel bases can be accessed in the sewer and on the surface, their entrances are well hidden. These bases are quite well equipped, seeing as they were used by some of New York's biggest gangs back before the war.

Restricted area:

Lobby:
A standard office building lobby with a reception desk that will more than often go unmanned. There is a door to the Civil Protection wing, and two other doors that lead to elevators, these elevators lead to the CCA wing and the helipad on the roof.

Nexus subway track: To the left is a subway track with a boardable razor train, the train can be called from a terminal at the station or the nexus and can be controlled from the inside. You must ride the subway to reach the nexus, force fields in the tunnel prevent getting to the nexus on foot. Access to the razor train is blocked for most, you must have a combine biosignal to open the gate to get to the train.

Citizen subway track: To the right is a subway track that players can jump down onto to wander through the subway tunnel, though care should be taken not to be run over by the citizen subway that frequently moves through this tunnel. You can walk down this tunnel to enter the sewers or the infested district. If you see a train coming, there are a few side passages you can hide in so you don't get hit.

CP 1: A CP checkpoint built within the ticket-taking booth of the subway, CPs can go into this checkpoint to take a break, grab a ration, or they can take citizens into this checkpoint to be searched and interrogated.

Nexus RDC: The Civil Protection cafeteria, a place for the cops to take a break after a long day of beating civvies.

OTA: The OTA deployment room, not much else of importance.

Medbay: The Medical bay where wounded CPs can be treated.

Prison: A hall of prison cells located next to an interrogation room.

Stalkerization room: Instead of a pit citizens are shot and thrown into, amputation is done differently, players that are going to be amputated are placed in a pod, this pod is then lifted away out of view into a kill zone and the character is stalkerized off screen. This is more interesting and horrific than normal amputations.

Garage: An APC garage, the APCs can be driven out of the garage and through a tunnel, the tunnel leads to the infested district and the city. This route can be used by CPs in the event the subway is out of order. Considering this is one of the two main routes to get to the city, this incentivizes CPs to drive APCs more often.

Infested area:

Sewers:
A sewer system filled with spores and toxic waste, this system connects to various places across the city, like the alleyways, the large warehouse, the disposal warehouse, the river, and the citizen subway track.

Generator room: A room filled with generators and some decent loot spawns, getting here is dangerous and requires a long walk down an active metro line. The generators could be a target for rebels.


Roofs:
cityroofs.PNG
The upper levels of the city aren't as detailed as the rest of the city seeing as they won't be as frequently traveled as other parts of the city, but it still has some features that are of note, such as:

-Bridges, pipes, beams, and catwalks leading from building to building. Wooden planks could be used to connect one building to the other, and they could be destroyed to prevent anyone from getting to a certain roof until the prop respawns on the next restart.

-A heli-pad on the roof of the Hospital, this can be used by civil protection to get a drop ship to and from the nexus. It could also be used to evac VIPs in an emergency.

-A fancy glass roof is above the food court, if more than two or three people walk on it, it will shatter and anyone on it will fall to the food court below.

-An active metro track has been built right outside two apartments, the noise of the metro would likely keep those living in the shoddy apartments awake at night. Players can break the windows of these apartments to climb onto the metro track, they can cross the track to get to other buildings. Players should be careful not to be hit by the train while on the track.

-On the sides of some buildings, such as apartments, are fire escapes, the ladders are quite high off the ground and cannot be reached without a boost. Players can either get someone to boost them up to the ladder or use a prop to reach the ladder. The ladders can be climbed to reach the roofs of buildings.


I would love feedback on this map layout, and I'm looking for suggestions and criticism on the idea so I can make the layout as good as possible.
 
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Well I’ll say
Environmental Story Telling

I’ve seen so many maps that have basically no underlining story. Like they all are copies and pastes of the standard bleak Eastern European aesthetic. Only maps that I know of that actually make the environment unique is City 8 and its varieties. And of course City 24.
Since it’s New York, I’d add in the skybox the landmarks were familiar with. Like the destroyed twin towers with a Citiadel using its framework or replacing them entirely. Or the Empire State building being transferred to an Overwatch Nexus.

Map environments? Old signs of the old world. Written over signs, abandoned pizza joints. Maybe in the loyalist sector we can have a melding of the various Cultural Enclaves. Like Italians and the Chinese, or make different sides of the map relate to these cultural subgroups.

Writings in Italian or Sicilian, or Chinese Characters and architecture in various sectors.

I also say do not add Outlands maps for the love of god. They will split the player base in half, and give rebels a circlejerk spot. Make the Slummy areas accessible with many entry and access points. Make it run down and dilapidated. Give little hides holes and hiding spots viable.


The Streets bar parts of the slums should be accessible by APCs on the Combine side. Some streets should be wide main roads while others are closed off alleys with hidden dive bars and speakeasies.

The Nexus should be compact. With at least a four man series of prison cells, two interrogation chambers, and an amputation room. A small barracks, armory, and supply room. A train or monorail can be used to allow CPs to move throughout the city efficiently.

That’s jus a few ideas I had in mind at least.
 
Well I’ll say
Environmental Story Telling

I’ve seen so many maps that have basically no underlining story. Like they all are copies and pastes of the standard bleak Eastern European aesthetic. Only maps that I know of that actually make the environment unique is City 8 and its varieties. And of course City 24.
Since it’s New York, I’d add in the skybox the landmarks were familiar with. Like the destroyed twin towers with a Citiadel using its framework or replacing them entirely. Or the Empire State building being transferred to an Overwatch Nexus.

Map environments? Old signs of the old world. Written over signs, abandoned pizza joints. Maybe in the loyalist sector we can have a melding of the various Cultural Enclaves. Like Italians and the Chinese, or make different sides of the map relate to these cultural subgroups.

Writings in Italian or Sicilian, or Chinese Characters and architecture in various sectors.

I also say do not add Outlands maps for the love of god. They will split the player base in half, and give rebels a circlejerk spot. Make the Slummy areas accessible with many entry and access points. Make it run down and dilapidated. Give little hides holes and hiding spots viable.


The Streets bar parts of the slums should be accessible by APCs on the Combine side. Some streets should be wide main roads while others are closed off alleys with hidden dive bars and speakeasies.

The Nexus should be compact. With at least a four man series of prison cells, two interrogation chambers, and an amputation room. A small barracks, armory, and supply room. A train or monorail can be used to allow CPs to move throughout the city efficiently.

That’s jus a few ideas I had in mind at least.
I Agree, Considering the Combine likes to move citizens from city to city, a bunch of different cultures would have ended up in city 1, it would be neat to see the results.

The only thing I'm worried about is designing the map with vehicles and APCs in mind, if we make big long roads for the APCs, it would make travel for normal citizens a pain.



Here are my ideas:

Basic graphics -
High-quality graphics are nice but can make the game laggy or difficult to run on lower-end machines, City 24 is a great-looking map, but the large amounts of detail can cause problems, especially when the Edict count starts getting high and a bunch of people are one the server.

Compact map - This one will probably be hard to pull off Considering it is New York, but the main section of the city players will be inhabiting should be compact in a way similar to City 8, that map was great at keeping the players within the city together. If you want to find a player in city 8, you don't need to walk very far to find someone, but on maps like I17, you need to walk down long roads in order to find anyone.

I'm trying to figure out the best layout for the city so that it is compact while also still being able to give off the impression its set in New York.

No outlands - Considering this map is set in the middle of New York, players will be far from any sort of outlands. Instead of an outlands, I propose something else- A sealed off district filled with zombies, Smugglers can be set in this part of the map and players won't be able to remain in this part of the map for very long due to the Zombies and spore exposure. We *could* have a few safehouses around this infested district, but we could also just put them in the slums of the city instead.

Easy to spot stores - Stores and shops should be in public spaces where players will frequently travel so players can see if a store is open or not. I'm thinking we could have the RDC set in a sort of Mall foodcourt, the stores could be in this foodcourt area. Considering the RDC is something all players end up going to, putting the stores right next to it will help players see if a store is open. The stores should be designed so players can see if someone is currently at the counter of the store from a distance.

Unique buildings - I think it would be cool for buildings like the CWU warehouse, RDC, CMU, and Nexus to have something unique about them instead of just being basic buildings like on other maps. The CWU warehouse could have something similar to the stenographer's chasm, a massive pit with metal walkways suspended over, something that would make an OSHA inspector have multiple strokes. The RDC could be set in a mall food court or something similar. The CMU could be set in an actual hospital building instead of a small clinic, like the Mercy Hospital from Left 4 Dead. The buildings should serve their purpose while also being unique.


Ideas that sound cool and I'm unsure of:

Making the map with vehicles in mind -
Designing the map with APCs in mind could end up making the roads too long, which ends up making travel for citizens long and boring, like C24_v1. If we don't make long roads and keep the map compact, there isn't a reason for vehicles in the first place, like City 8. I'm looking for anyone else's opinion on this.

Adding a functional subway to allow travel from one part of the map to the other - This sounds cool, but it may be more trouble than it's worth. If we wanted to add a subway players could ride on, we would need to purposefully make to map huge to give players a reason to ride it, and while riding the subway might sound cool at first, it would likely get boring the 10th time you have to ride it. Instead of adding a functional subway, we could instead have a subway tunnel that has subway trains that frequently run through it, players can't board these trains, but they can go onto the tracks to explore the subway tunnels. at the risk of getting run over by the subway.

One other thing, its a personal preference more than anything:

I think it would be cool to integrate some aspects of the HL2 Beta into this map, I've seen some maps pull off the beta aesthetic really well, like this map https://steamcommunity.com/sharedfiles/filedetails/?id=2687061109
 
I Agree, Considering the Combine likes to move citizens from city to city, a bunch of different cultures would have ended up in city 1, it would be neat to see the results.

The only thing I'm worried about is designing the map with vehicles and APCs in mind, if we make big long roads for the APCs, it would make travel for normal citizens a pain.



Here are my ideas:

Basic graphics -
High-quality graphics are nice but can make the game laggy or difficult to run on lower-end machines, City 24 is a great-looking map, but the large amounts of detail can cause problems, especially when the Edict count starts getting high and a bunch of people are one the server.

Compact map - This one will probably be hard to pull off Considering it is New York, but the main section of the city players will be inhabiting should be compact in a way similar to City 8, that map was great at keeping the players within the city together. If you want to find a player in city 8, you don't need to walk very far to find someone, but on maps like I17, you need to walk down long roads in order to find anyone.

I'm trying to figure out the best layout for the city so that it is compact while also still being able to give off the impression its set in New York.

No outlands - Considering this map is set in the middle of New York, players will be far from any sort of outlands. Instead of an outlands, I propose something else- A sealed off district filled with zombies, Smugglers can be set in this part of the map and players won't be able to remain in this part of the map for very long due to the Zombies and spore exposure. We *could* have a few safehouses around this infested district, but we could also just put them in the slums of the city instead.

Easy to spot stores - Stores and shops should be in public spaces where players will frequently travel so players can see if a store is open or not. I'm thinking we could have the RDC set in a sort of Mall foodcourt, the stores could be in this foodcourt area. Considering the RDC is something all players end up going to, putting the stores right next to it will help players see if a store is open. The stores should be designed so players can see if someone is currently at the counter of the store from a distance.

Unique buildings - I think it would be cool for buildings like the CWU warehouse, RDC, CMU, and Nexus to have something unique about them instead of just being basic buildings like on other maps. The CWU warehouse could have something similar to the stenographer's chasm, a massive pit with metal walkways suspended over, something that would make an OSHA inspector have multiple strokes. The RDC could be set in a mall food court or something similar. The CMU could be set in an actual hospital building instead of a small clinic, like the Mercy Hospital from Left 4 Dead. The buildings should serve their purpose while also being unique.


Ideas that sound cool and I'm unsure of:

Making the map with vehicles in mind -
Designing the map with APCs in mind could end up making the roads too long, which ends up making travel for citizens long and boring, like C24_v1. If we don't make long roads and keep the map compact, there isn't a reason for vehicles in the first place, like City 8. I'm looking for anyone else's opinion on this.

Adding a functional subway to allow travel from one part of the map to the other - This sounds cool, but it may be more trouble than it's worth. If we wanted to add a subway players could ride on, we would need to purposefully make to map huge to give players a reason to ride it, and while riding the subway might sound cool at first, it would likely get boring the 10th time you have to ride it. Instead of adding a functional subway, we could instead have a subway tunnel that has subway trains that frequently run through it, players can't board these trains, but they can go onto the tracks to explore the subway tunnels. at the risk of getting run over by the subway.

One other thing, its a personal preference more than anything:

I think it would be cool to integrate some aspects of the HL2 Beta into this map, I've seen some maps pull off the beta aesthetic really well, like this map https://steamcommunity.com/sharedfiles/filedetails/?id=2687061109
The Subway could serve as some sort of dynamic "Outlands" where its just a maze of twists and turns and there are refugee stations down there similar to something out of HL2 retail's underground railroad or like metro 2033s station towns.

I'd like to imagine rebels making use of their ingenuity to craft armoured train cars and other interesting things to take on attacking combine forces who threaten the stations.

1702971879854.png
Imagine some cobbled together machine like this using salvaged pre-war and combine military gear (AR emplacements/Anti-tank guns or something) coming at your Overwatch squad and you've got a bunch of angry patriots attacking you red-dawn style.
 
1. There should be no proper Outlands* but rather a QZ, that should be the ruins of the Old New York.
(*If you truly wanted an Outlands, make them the Jersey coastline.)

2. The city should be tight, and compact; but, vertical, with a lot of tall buildings. No room to breathe, I want a very compact and tall city.

3. There should be signs in every different language. NYC is a melting pot. I wanna see Arabic, Hebrew, English, French, Swahili, Gaelic, Afrikaans. I wanna see a bunch of languages in all the signs of the city.

4. Definitely beta themed. NYC, City-1, would be one of the first cities. It would likely, also, be one of the most devastated. Industrialized, smoggy, dark and gritty.

5. Large Combine presence. A lot more Combine posters/propaganda than in any other city. Cameras everywhere. This city should felt watched at every corner.

6. Lot of ruined buildings. The skybox/inaccessible areas of the map should be littered with buildings left to rot. They Combine doesn't need them all, the buildings can fall if they so choose.

just my ideas.
 
My advice would be to look at the GM_Brooklyn map and the mod called "Dark Interval". Both are highly attuned but, to me at least, canonically attributing sources for how New York would look like.

You must also decide WHERE exactly the area of New York is being mapped.

Is it Manhattan? Is it Brooklyn? Harlem? Jersey?

Many possibilities.
 
A slum set in the delapidated remnants of a skyscraper would be fantastic imo.

I reckon that a map based around a specific building, like the Empire State, could be really atmospheric and could accurately depict that you're only in a tiny proportion of the maps. Though what I'm thinking is mainly verticality instead of horizontal travel.
The combine have augmented destroyed sections of the building completely, they're nothing like they were before. Many communal and slum areas are untouched by combine technology because it'd be a waste, who cares about em?
The lower floors being communal areas, a grand lobby, perhaps a forcefully implanted razortrain depot in one corner with a small CP checkpoint or base. Some floors are skipped by the combine maybe, where an elevator or a set of stairs completely ignores them, theres a limited Xenian presence there, its a slum in a skyscraper, Civil Protection think of these areas as completely useless, after all, its just a few floors of a building.
The way upper floors are designated for Administration and the local Nexus, with direct access to transportation to the lower floors in case of an emergency and for ease of access.
The CWU is located in the communal floors, with clear signage.

Worst part of this idea is that Xenian events are almost physically impossible or implausable, but that tends to happen in inner city maps, especially something like C1, a loyalist city.
Best thing I can think of for the story use of this map would be the housing of many refugees, perhaps in a close aftermath to the Seven Hour War, before they're shipped off somewhere else. This would solve the above problem and let you get a bit more creative.
Worst part mapping wise is that its vertical, I'm not a mapper so I don't know just how bad it would be but it is certainly unorthodox with respect to GMod maps.


FYI I have no idea how big the Empire State is, this is just something that popped into my head reading this.
 
These are all excellent ideas. I agree with the sentiment that it should feel crowded and the brunt of expansion should be vertical/into the bowels of The City.

Another addition I'd love to see is a revamped housing sector, seeing as how New York is home to a variable cornucopia of tenamant blocks. You could ACTUALLY BUILD A **REAL** APARTMENT BUILDING!! Something akin to late 19th century tenements such as theese.Tenements-Fire-Escapes-Harlem-NYC080704.jpg
I think if enough focus is put into a sprawling, interconnected row of slum apartments, it could make for some really interesting RP.
ALSO! You could do something like having the decaying remnants of Central Park be the QZ, Or the location of the Nexus.
 
1703119968024.png

Look at The Division's Dark Zone in the first game for some amazing design inspiration in regards to the vibe it should give off.
 
I have drafted up a possible layout, I have no mapping experience and my design is most likely very flawed, I ask for suggestions on how it could be improved.

When making the map, I wanted to keep things compact to keep players together, I will walk you through my reasoning for certain aspects of this design.


Street Level:
Street2.png
This is a map of the city's surface, I will now list the main features of the map and why they are here.

Public locations:

The Dock:
A dock connected to a large freighter, it could be a possible spawn point for new characters (perhaps citizens arrived via boat?). You have a view of the Hudson River and the ruined Statue of liberty from the docks, and if this is a spawn point, you will instantly know you are in New York just from the view from the dock.

Alleyways: There are multiple shady alleyways behind buildings that have hatches to get to the sewers, players can go through the alleyways in the center of the city to get to the other side of the map, but doing so is risky if you are a loyalist, you could easily get mugged or dragged into the sewers. The safer method of getting to the other side of the map would be to go through the food court, and by going through the food court you will pass by and view multiple stores, this makes seeing if a store is open easier.

Having these alleyways and sewer entrances around the entire city makes surviving and doing things as a rebel much easier. Because a rebel could theoretically be in any shady alleyway in the city, going through the alleyways as a loyalist is a risk, loyalists would need to take the safe routes that pass by stores, this should help stores get more customers.

The Foodcourt: The foodcourt is where the RDC is located, it is also the location of several stores and the entrance to the subway system. The food court itself is located around the middle of the main city, this is so players can go through it to quickly get to the other side of the city without having to pass through shady alleyways. Because so much foot traffic is directed through the food court, the stores here would see a large number of potential customers.

Residential locations:

Motel:
The housing for the underclass, a crappy motel built right between a bunch of warehouses. It has a bar in front of it at least.

Apartments: There are two standard apartment complexes for normal citizens to live in, you can break the windows in the apartment buildings to get to the roof, and you could also break into people through the window if you shimmy across the side of the building.

Loyalist Hotel: A fancy hotel with red carpets, only loyalists and important figures get to own a room here, the rooms are much larger and the building itself is much taller, looking over the entire district. The windows here are also destructible, but the rooms are so high up it wouldn't be possible to climb into broken windows, though you could probably push someone out of a window into the streets below if you wanted.

Worker only Locations:

The Freighter:
A freighter connected to the docks, the freighter itself is off-limits to the public, but it could serve multiple purposes, the CWU could use the freighter to deliver or ship off equipment, the Freighter could be a place for players to sneak into to rob, the freighter could be a target for rebels to sabotage, or it could be a place to do events.

Warehouse: A normal CWU warehouse near the docks, this place will be the most likely location for work shifts, it will most likely have a back yard like the one found on C24_V3 and V4.

Large Warehouse: A HL2 beta-inspired massive industrial complex suspended over a deep chasm. It can be used for certain work shifts (like trying to repair equipment while suspended over an abyss). There is an exposed sewer pipe that leads into this warehouse, players can risk jumping out of the pipe to try to get into the warehouse, but there is a risk they could fall to their death (this pipe could be blocked off if needed).

I'm thinking that a few interesting machines could be put in this warehouse, players could get to a control room to turn pistons on, and these pistons could push people from the platforms into the abyss.

Honestly, I'm just taking all of this from the warehouse on this map: https://steamcommunity.com/sharedfiles/filedetails/?id=2687061109

Disposal warehouse: Located within the slums of the city, this warehouse is similar to the Disposal warehouse found on I17, workshifts can be held to dispose of waste in this warehouse, and a fire pit can be turned on to incinerate trash that falls into it, but if turned off, someone can jump into it to fall into the sewers. I think it could be interesting to have a hole on the surface players could put trash (or other players) into, this hole would lead onto a conveyor belt in the warehouse, the conveyor belt would lead to the incinerator pit. This is so players could throw away trash or dispose of corpses, giving them something fun to do.

CMRU: A tall hospital building with multiple floors, the first floor is a lobby, the second is a general treatment ward, and the third floor has a lab and surgical ward. There could also be roof access so players that somehow get to the roof of the building can break in from the roof.

Stores / Misc:

(note that some of these buildings could be changed into something else, there are a lot of stores as it is, we could use this space for a different thing)

Foodcourt stores: Cramped kiosks that can sell goods to players passing through the foodcourt, it is easy to see if a store is open just by looking and seeing if anyone is standing at the desk, here's what the stores would look like as a reference:
rdc.PNG

Bars: Shady bars like the grizzly grotto from I17, no city is complete without a criminal-infested bar, we might only need one of these though, I might change one of the bars to a different building.

Stores: Two standard store buildings next to the CMRU, might change these to something else, I don't think they'd get many customers.

Restaurant: A loyalist restaurant next to the docks, you get to dine on fancy food while being able to get a beautiful view of the toxic leech-infested Hudson River.

Restricted areas:

CP 1:
A repurposed building that serves as an outpost for civil protection, it contains a ration machine and a ladder to the subway below.

CCA Nexus: Getting to the nexus requires you to travel via subway/razor train, once you reach the nexus, you must walk through the civil protection wing to reach an elevator that takes you to the CCA section of the nexus. The CCA wing is normal as far as CCA wings go, the city administrator has a window that overlooks the entire city.

Infested areas:

Sewer pipes:
There are two exposed sewer pipes that lead into the Hudson river, you can climb into them to go into the sewer system, keep in mind that the sewer system is flooded with spores, long term habitation isn't possible

Infested district: A zombie and xenian-infested district sealed off from the rest of the city, this is the main loot zone for the map. Keep in mind that this place is utterly infested by zombies, basing here is not possible. You can only get here by traveling through the underground. I may add a combined method of getting to this district, like a path from the nexus.


Underground:
Underground 2.png
Public locations:

Subway:
A highly secure subway system connected to CP 1, the left subway track is restricted to the combine and leads to the Nexus, the right subway track is the civilian track. This place could be used as a possible spawn for new characters. The Food court is directly above the subway system.

Restricted area:

Nexus subway track:
To the left is a subway track with a boardable razor train, the train can be called from a terminal at the station or the nexus and can be controlled from the inside. You must ride the subway to reach the nexus, force fields in the tunnel prevent getting to the nexus on foot. Access to the razor train is blocked for most, you must have a combine biosignal to open the gate to get to the train.

Citizen subway track: To the right is a subway track that players can jump down onto to wander through the subway tunnel, though care should be taken not to be run over by the citizen subway that frequently moves through this tunnel. You can walk down this tunnel to enter the sewers or the infested district. If you see a train coming, there are a few side passages you can hide in so you don't get hit.

CP 1: A CP checkpoint built within the ticket-taking booth of the subway, CPs can go into this checkpoint to take a break, grab a ration, or they can take citizens into this checkpoint to be searched and interrogated.

Nexus RDC: The Civil protection cafeteria, a place for the cops to take a break after a long day of beating civvies.

OTA: The OTA deployment room, not much else of importance.

Medbay: The Medical bay where wounded CPs can be treated.

Prison: A hall of prison cells located next to an interrogation room.

Stalkerization room: Instead of a pit citizens are shot and thrown into, amputation is done differently, players that are going to be amputated are placed in a pod, this pod is then lifted away out of view into a kill zone and the character is stalkerized off screen. This is more interesting and horrific than normal amputations.

Infested area:

Sewers:
A sewer system filled with spores and toxic waste, this system connects to various places across the city, like the alleyways, the large warehouse, the disposal warehouse, the river, and the citizen subway track.

__________________________________________________________________________________________________________________________________________________________

There are some things I realized I needed to fix while making this, I'll get around to doing that once I get everyone thoughts, what do you all think of this layout, what should be changed? Do I need to elaborate on anything about the current design?

Here are the current problems I have noticed with this design, I'd like to know if any of you agree:

-The map is rebel-biased: Rebels have multiple ways of moving around to map and getting to places, the combine have a single way to reach the city from the nexus.

-Some stores won't see many customers: Compared to the stores in the food court, a majority of the stores are out of the way and won't see many customers, might change these buildings to something different

-The map was made on a grid, I'm not sure how well it would translate into hammer.

-The underground is filled with long boring tunnels, I need to find out how to make the tunnels more interesting.

-There is only one CP checkpoint

There is probably more I haven't noticed, I would love feedback on this map layout, and I'm looking for suggestions and criticism on the idea so I can make the layout as good as possible.
 
I have drafted up a possible layout, I have no mapping experience and my design is most likely very flawed, I ask for suggestions on how it could be improved.

When making the map, I wanted to keep things compact to keep players together, I will walk you through my reasoning for certain aspects of this design.


Street Level:
View attachment 28595
This is a map of the city's surface, I will now list the main features of the map and why they are here.

Public locations:

The Dock:
A dock connected to a large freighter, it could be a possible spawn point for new characters (perhaps citizens arrived via boat?). You have a view of the Hudson River and the ruined Statue of liberty from the docks, and if this is a spawn point, you will instantly know you are in New York just from the view from the dock.

Alleyways: There are multiple shady alleyways behind buildings that have hatches to get to the sewers, players can go through the alleyways in the center of the city to get to the other side of the map, but doing so is risky if you are a loyalist, you could easily get mugged or dragged into the sewers. The safer method of getting to the other side of the map would be to go through the food court, and by going through the food court you will pass by and view multiple stores, this makes seeing if a store is open easier.

Having these alleyways and sewer entrances around the entire city makes surviving and doing things as a rebel much easier. Because a rebel could theoretically be in any shady alleyway in the city, going through the alleyways as a loyalist is a risk, loyalists would need to take the safe routes that pass by stores, this should help stores get more customers.

The Foodcourt: The foodcourt is where the RDC is located, it is also the location of several stores and the entrance to the subway system. The food court itself is located around the middle of the main city, this is so players can go through it to quickly get to the other side of the city without having to pass through shady alleyways. Because so much foot traffic is directed through the food court, the stores here would see a large number of potential customers.

Residential locations:

Motel:
The housing for the underclass, a crappy motel built right between a bunch of warehouses. It has a bar in front of it at least.

Apartments: There are two standard apartment complexes for normal citizens to live in, you can break the windows in the apartment buildings to get to the roof, and you could also break into people through the window if you shimmy across the side of the building.

Loyalist Hotel: A fancy hotel with red carpets, only loyalists and important figures get to own a room here, the rooms are much larger and the building itself is much taller, looking over the entire district. The windows here are also destructible, but the rooms are so high up it wouldn't be possible to climb into broken windows, though you could probably push someone out of a window into the streets below if you wanted.

Worker only Locations:

The Freighter:
A freighter connected to the docks, the freighter itself is off-limits to the public, but it could serve multiple purposes, the CWU could use the freighter to deliver or ship off equipment, the Freighter could be a place for players to sneak into to rob, the freighter could be a target for rebels to sabotage, or it could be a place to do events.

Warehouse: A normal CWU warehouse near the docks, this place will be the most likely location for work shifts, it will most likely have a back yard like the one found on C24_V3 and V4.

Large Warehouse: A HL2 beta-inspired massive industrial complex suspended over a deep chasm. It can be used for certain work shifts (like trying to repair equipment while suspended over an abyss). There is an exposed sewer pipe that leads into this warehouse, players can risk jumping out of the pipe to try to get into the warehouse, but there is a risk they could fall to their death (this pipe could be blocked off if needed).

I'm thinking that a few interesting machines could be put in this warehouse, players could get to a control room to turn pistons on, and these pistons could push people from the platforms into the abyss.

Honestly, I'm just taking all of this from the warehouse on this map: https://steamcommunity.com/sharedfiles/filedetails/?id=2687061109

Disposal warehouse: Located within the slums of the city, this warehouse is similar to the Disposal warehouse found on I17, workshifts can be held to dispose of waste in this warehouse, and a fire pit can be turned on to incinerate trash that falls into it, but if turned off, someone can jump into it to fall into the sewers. I think it could be interesting to have a hole on the surface players could put trash (or other players) into, this hole would lead onto a conveyor belt in the warehouse, the conveyor belt would lead to the incinerator pit. This is so players could throw away trash or dispose of corpses, giving them something fun to do.

CMRU: A tall hospital building with multiple floors, the first floor is a lobby, the second is a general treatment ward, and the third floor has a lab and surgical ward. There could also be roof access so players that somehow get to the roof of the building can break in from the roof.

Stores / Misc:

(note that some of these buildings could be changed into something else, there are a lot of stores as it is, we could use this space for a different thing)

Foodcourt stores: Cramped kiosks that can sell goods to players passing through the foodcourt, it is easy to see if a store is open just by looking and seeing if anyone is standing at the desk, here's what the stores would look like as a reference:

Bars: Shady bars like the grizzly grotto from I17, no city is complete without a criminal-infested bar, we might only need one of these though, I might change one of the bars to a different building.

Stores: Two standard store buildings next to the CMRU, might change these to something else, I don't think they'd get many customers.

Restaurant: A loyalist restaurant next to the docks, you get to dine on fancy food while being able to get a beautiful view of the toxic leech-infested Hudson River.

Restricted areas:

CP 1:
A repurposed building that serves as an outpost for civil protection, it contains a ration machine and a ladder to the subway below.

CCA Nexus: Getting to the nexus requires you to travel via subway/razor train, once you reach the nexus, you must walk through the civil protection wing to reach an elevator that takes you to the CCA section of the nexus. The CCA wing is normal as far as CCA wings go, the city administrator has a window that overlooks the entire city.

Infested areas:

Sewer pipes:
There are two exposed sewer pipes that lead into the Hudson river, you can climb into them to go into the sewer system, keep in mind that the sewer system is flooded with spores, long term habitation isn't possible

Infested district: A zombie and xenian-infested district sealed off from the rest of the city, this is the main loot zone for the map. Keep in mind that this place is utterly infested by zombies, basing here is not possible. You can only get here by traveling through the underground. I may add a combined method of getting to this district, like a path from the nexus.


Underground:
View attachment 28596
Public locations:

Subway:
A highly secure subway system connected to CP 1, the left subway track is restricted to the combine and leads to the Nexus, the right subway track is the civilian track. This place could be used as a possible spawn for new characters. The Food court is directly above the subway system.

Restricted area:

Nexus subway track:
To the left is a subway track with a boardable razor train, the train can be called from a terminal at the station or the nexus and can be controlled from the inside. You must ride the subway to reach the nexus, force fields in the tunnel prevent getting to the nexus on foot. Access to the razor train is blocked for most, you must have a combine biosignal to open the gate to get to the train.

Citizen subway track: To the right is a subway track that players can jump down onto to wander through the subway tunnel, though care should be taken not to be run over by the citizen subway that frequently moves through this tunnel. You can walk down this tunnel to enter the sewers or the infested district. If you see a train coming, there are a few side passages you can hide in so you don't get hit.

CP 1: A CP checkpoint built within the ticket-taking booth of the subway, CPs can go into this checkpoint to take a break, grab a ration, or they can take citizens into this checkpoint to be searched and interrogated.

Nexus RDC: The Civil protection cafeteria, a place for the cops to take a break after a long day of beating civvies.

OTA: The OTA deployment room, not much else of importance.

Medbay: The Medical bay where wounded CPs can be treated.

Prison: A hall of prison cells located next to an interrogation room.

Stalkerization room: Instead of a pit citizens are shot and thrown into, amputation is done differently, players that are going to be amputated are placed in a pod, this pod is then lifted away out of view into a kill zone and the character is stalkerized off screen. This is more interesting and horrific than normal amputations.

Infested area:

Sewers:
A sewer system filled with spores and toxic waste, this system connects to various places across the city, like the alleyways, the large warehouse, the disposal warehouse, the river, and the citizen subway track.

__________________________________________________________________________________________________________________________________________________________

There are some things I realized I needed to fix while making this, I'll get around to doing that once I get everyone thoughts, what do you all think of this layout, what should be changed? Do I need to elaborate on anything about the current design?

Here are the current problems I have noticed with this design, I'd like to know if any of you agree:

-The map is rebel-biased: Rebels have multiple ways of moving around to map and getting to places, the combine have a single way to reach the city from the nexus.

-Some stores won't see many customers: Compared to the stores in the food court, a majority of the stores are out of the way and won't see many customers, might change these buildings to something different

-The map was made on a grid, I'm not sure how well it would translate into hammer.

-The underground is filled with long boring tunnels, I need to find out how to make the tunnels more interesting.

-There is only one CP checkpoint

There is probably more I haven't noticed, I would love feedback on this map layout, and I'm looking for suggestions and criticism on the idea so I can make the layout as good as possible.
This is great, love the look of the layout/etc...
To make the underground more interesting, some of the tunnels could be older then others ( I.E. out of service tunnels, 19th century sewage tunnels, etc. )
 
Personally I'd stray away from a "beta" aesthetic. It's overdone and I think having the ability to do an actual unique map would then be overshadowed by a shitty beta aesthetic.

Personally I'd put it in Union City across from Manhattan. You'd see the Manhattan skyline that's mostly unaltered. Combine infrastructure is cool to add but I personally think being like "the Eifel tower is now the citadel" is cringe. I'd have the map be compact with alot of alleyways, a dockyard, and have the slums be a "china town" type beat or similar. No outlands, the "rebel area" should be a ruined subway. Map has to consider gameplay aspects as well and you shouldn't just have random shit thrown around. Food court idea is cool.

Generally I'd make the map feel and play like "New York." I think the mistake Willard (and other servers) make it saying "We're in X location" and then doing nothing to make it FEEL like that setting, it's just standard HL2RP. Take City 8 for example, that shit has gotta FEEL like Tokyo but no one ever does it right.
 
Personally I'd stray away from a "beta" aesthetic. It's overdone and I think having the ability to do an actual unique map would then be overshadowed by a shitty beta aesthetic.

Personally I'd put it in Union City across from Manhattan. You'd see the Manhattan skyline that's mostly unaltered. Combine infrastructure is cool to add but I personally think being like "the Eifel tower is now the citadel" is cringe. I'd have the map be compact with alot of alleyways, a dockyard, and have the slums be a "china town" type beat or similar. No outlands, the "rebel area" should be a ruined subway. Map has to consider gameplay aspects as well and you shouldn't just have random shit thrown around. Food court idea is cool.

Generally I'd make the map feel and play like "New York." I think the mistake Willard (and other servers) make it saying "We're in X location" and then doing nothing to make it FEEL like that setting, it's just standard HL2RP. Take City 8 for example, that shit has gotta FEEL like Tokyo but no one ever does it right.
RP_UnionCity and RP_SouthSide are great examples of how the map should look (though considering the map is set in a time after the Combine have taken over Earth, there would definitely be some things that looked different.
 
RP_UnionCity and RP_SouthSide are great examples of how the map should look (though considering the map is set in a time after the Combine have taken over Earth, there would definitely be some things that looked different.
Personally I think both are great aesthetically but they both need work. My main thing is also keeping RP condensed and visible. City 8 as a map works well because you can see RP wherever you go, especially when its on the streets.
 
Personally I think both are great aesthetically but they both need work. My main thing is also keeping RP condensed and visible. City 8 as a map works well because you can see RP wherever you go, especially when its on the streets.
Need to figure out how to merge southside with city 8, I wonder if the mapper for southside would take a commission
 
There is probably more I haven't noticed, I would love feedback on this map layout, and I'm looking for suggestions and criticism on the idea so I can make the layout as good as possible.
First of all, it is imperative to ensure that the map is smaller than southside, unless you are virtually keeping track of vehicle usage, but that means you'd run bang-right-infront of the same problems that City24_v1 and City24_v2 has: Massive size, little ability for condensing RP environment.

So, in turn, your first layout is groundbreakingly simple and straightforward. That's very good for a first time. But forgive me if it looks a bit too simple, maybe that's just me - but I think if the map devolves around "left, right, left, right, left, right" - people will begin to first complain about how there's no element of exploration on the upper levels of the city.

I'm not sure if you're adding verticality (you should be), since skyscrapers and all - but the sewers ideally could use some more leeway.

I think the mistake Willard (and other servers) make it saying "We're in X location" and then doing nothing to make it FEEL like that setting, it's just standard HL2RP.
Khrushchev is correct. New York is going to be echoing old ailments of a time long past and an era long gone. Billboards still advertising for a dead corporate consumer?

A police car still sitting where it lays and nobody's ever dared to do anything about it?

A McDonalds turned into a ration distribution terminal?

You know, the Combine twists and vacates everything that is cultural, but not everything is gone. It should be solemn, as if you'd be shocked to see it if you happen to realise what and how it used to be. Maybe you open up a dumpster and see insignia of what the building once had? Stuff like that, little hints and rewards and questions for your deets in exploration.

Time to show you a map of how important that must feel:

 
First of all, it is imperative to ensure that the map is smaller than southside, unless you are virtually keeping track of vehicle usage, but that means you'd run bang-right-infront of the same problems that City24_v1 and City24_v2 has: Massive size, little ability for condensing RP environment.

So, in turn, your first layout is groundbreakingly simple and straightforward. That's very good for a first time. But forgive me if it looks a bit too simple, maybe that's just me - but I think if the map devolves around "left, right, left, right, left, right" - people will begin to first complain about how there's no element of exploration on the upper levels of the city.

I'm not sure if you're adding verticality (you should be), since skyscrapers and all - but the sewers ideally could use some more leeway.


Khrushchev is correct. New York is going to be echoing old ailments of a time long past and an era long gone. Billboards still advertising for a dead corporate consumer?

A police car still sitting where it lays and nobody's ever dared to do anything about it?

A McDonalds turned into a ration distribution terminal?

You know, the Combine twists and vacates everything that is cultural, but not everything is gone. It should be solemn, as if you'd be shocked to see it if you happen to realise what and how it used to be. Maybe you open up a dumpster and see insignia of what the building once had? Stuff like that, little hints and rewards and questions for your deets in exploration.

Time to show you a map of how important that must feel:

I'm going to modify the layout to make exploring the streets more interesting. In the finished product, I'd like to see a map that allows players to break apartment windows to get to the roofs of other buildings, pipes that allow players to get from roof to roof, stuff like that.
 
First of all, it is imperative to ensure that the map is smaller than southside, unless you are virtually keeping track of vehicle usage, but that means you'd run bang-right-infront of the same problems that City24_v1 and City24_v2 has: Massive size, little ability for condensing RP environment.

So, in turn, your first layout is groundbreakingly simple and straightforward. That's very good for a first time. But forgive me if it looks a bit too simple, maybe that's just me - but I think if the map devolves around "left, right, left, right, left, right" - people will begin to first complain about how there's no element of exploration on the upper levels of the city.

I'm not sure if you're adding verticality (you should be), since skyscrapers and all - but the sewers ideally could use some more leeway.


Khrushchev is correct. New York is going to be echoing old ailments of a time long past and an era long gone. Billboards still advertising for a dead corporate consumer?

A police car still sitting where it lays and nobody's ever dared to do anything about it?

A McDonalds turned into a ration distribution terminal?

You know, the Combine twists and vacates everything that is cultural, but not everything is gone. It should be solemn, as if you'd be shocked to see it if you happen to realise what and how it used to be. Maybe you open up a dumpster and see insignia of what the building once had? Stuff like that, little hints and rewards and questions for your deets in exploration.

Time to show you a map of how important that must feel:

I updated the main post with a new map design, I'd like to see everyones thoughts on it, I tried making the underground a bit more interesting, but I worry it could still be a bit barren. CPs have more ways to reach the city now as well, I covered everything in the main post
 
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