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City 24 V3 - Updates

Honestly, I just want to see the "new layout" which is probably the only (and fatal) issue with the map, the screens look good and I always loved 24's style, but for this map to be usable by any server, it needs to be way more compact.
 
For a city map for hl2rp you'll want to always have the main plaza area which City 24 never really had except for the one next to the nexus, stores are on the other side of the map which makes them very easy to rob. Only a few days after launch one shop had a brick thrown at it and another had caught fire. Stores should be imo in the most secure part of the city whilst pubs and housing is back away from the central city area.
 
It's definitely a lot less clean looking without losing the style, got a plaza area now... This is very nice
 
Delightful that I can finally travel to a store in C-24 without having to commit into a ten kilometre marathon. ;D
 
I feel like a citizen-frequented area such as the RDC would be better lit up, but other than that, great progress!

I'll kinda miss the large roads and the whole style that the streets had, but I'm sure they all add up to make something better in the end. :approve:
 
I feel like a citizen-frequented area such as the RDC would be better lit up
I do agree, but I also like to believe that city 24 has a relatively limited power supply, hence the candles everywhere. It's made to look nice on the outside, not on the inside. So, all that power is routed to the nice lights and cleaner streets, not to the inside of buildings
 
IT COMPILES!!! ITS ALIIIIVEEEEEEEEEEE!
(with the underground and everything)

14434686408523.jpg


streetupdate.jpg
 
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IT COMPILES!!! ITS ALIIIIVEEEEEEEEEEE!
(with the underground and everything)

14434686408523.jpg

Here are my general critiques,
1. The statue's texture looks way too noisy which that's mostly because it was a model retextured with a stone texture.
2. My other complaint would be this weird lighting bug which I'm assuming is due to the pavement being a prop
It's a bit nit-picky but I wanted to point it out because I had seen the second thing in V2 streetupdate.jpg
 
Map looks great so far!
Agreed. @Atle your mapmaking still amazes me. I remember long ago I requested the files for it for SCG to make edits and use it (we were unable) but I was always enamored by its grandiosity, even if its size made it unplayable. I hope V3 fixes the issue of player spacing and is vastly more compact. On a side note, I love the use of classical architecture for the train station.
 
You should add some kind of ambient animated characters in the background, like in this image: 1619961587682.png
But like maybe make it so every so often hunter choppers fly over the city or dropships and gunships, and maybe have animated combine on walls and structures, like the CP or OTA in the image. I would imagine an animated model that is maybe walking back and forth on the bridge, and maybe have a looped APC show up on the bridge so every so often an APC will travel across the bridge. Maybe you could make it where like if it's a JW instead there would be 2 APC's traveling across the bridge faster and maybe instead of a guy on the bridge walking back and fourth, there would be a line of 3 CP's or OTA that run across the bridge to the other side. Like they are being deployed and need to cross the bridge to get to another part of the city to assist in the JW, I think this would greatly improve emersion, I could totally see this being a thing!
 
You should add some kind of ambient animated characters in the background, like in this image: View attachment 2801
But like maybe make it so every so often hunter choppers fly over the city or dropships and gunships, and maybe have animated combine on walls and structures, like the CP or OTA in the image. I would imagine an animated model that is maybe walking back and forth on the bridge, and maybe have a looped APC show up on the bridge so every so often an APC will travel across the bridge. Maybe you could make it where like if it's a JW instead there would be 2 APC's traveling across the bridge faster and maybe instead of a guy on the bridge walking back and fourth, there would be a line of 3 CP's or OTA that run across the bridge to the other side. Like they are being deployed and need to cross the bridge to get to another part of the city to assist in the JW, I think this would greatly improve emersion, I could totally see this being a thing!
Atle's definitely thought about doing this before and you're not the only person to come up with the idea in regards to v3's ambience feel, too! It's just a matter of making it work correctly plus dealing with skybox. It's been a common idea till it went silent at least a month ago. However, this version doesn't have the bridge in it and the best type of ambience you'll get on v3 will be from all the players taking part in the server. :)
 
Atle's definitely thought about doing this before and you're not the only person to come up with the idea in regards to v3's ambience feel, too! It's just a matter of making it work correctly plus dealing with skybox. It's been a common idea till it went silent at least a month ago. However, this version doesn't have the bridge in it and the best type of ambience you'll get on v3 will be from all the players taking part in the server. :)
I guess so, but still I could totally see this being a thing for the map, and maybe some day if atle makes a V4 which is actually very likely as it would seem this server may get very popular and will likely need a new map eventually, and an idea I had for a server I wanted to make at one point was making a standalone source 2 game for the server if it had gotten that popular and I could totally see atle maybe make a standalone source 2 game for the server and would include a new map with newer lighting and models and textures
 
I've actually added a few helis that occasionally appear in the skybox now :approve:
 
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