Official Devblog #28 - City 24 V4





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Plaza remains largely the same with a few shop additions, access points and quality of life improvements.

🟩Added open/closed signs to all shops
🟩Grate opening up below to the underground
🟩Mini CP checkpoint now has a tunnel leading up to the Nexus
🟩A CWU "front desk" shutter allowing a street view inside the warehouse
🟩Improved visuals of RDT exterior building
🟩Redid layout of Victory-4 shop
🟩Added new doorway to enter RDT besides the main entrance

🟦Removed containers and flattened surface in CWU courtyard
🟦Added fences leading up to CP checkpoint tower
🟦Removed the street fog to improve performance
🟦Shop doors no longer auto close
🟦Reduced render distance on shop windows for performance



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The RDT received a major overhaul with a new clinic, research lab, new citizen apartments, loyalist apartments, new CWU offices and a CWU factory floor. All these things connected together to form a interconnected design. With the move of apartments to the RDT it is hoped they'll be seen as more a tad more viable than before. The new apartment designs are cramped and dingy more suitable for the HL2 atmosphere.

🟩New shared lobby for CMU + BRI
🟩New clinic for CMU with 1 surgery, recovery, storage (shared), lab, personnel rooms and executive rooms
🟩A small research lab for BRI with 1 private lab, 1 shared lab and 2 executive rooms
🟩Remade all citizen apartments and moved them inside RDT with see-through windows with view out to the plaza
🟩Remade all loyalist apartments and moved them inside RDT with a view facing Nexus
🟩New pathways connecting up to loyalist apartments and plaza
🟩2 misc offices
🟩Extra connection to CWU warehouse from RDT
🟩Redid CWU offices
🟩Added a lower CWU factory floor
🟩Redid mid-CWU-RDT corridor, it is now part of the CWU offices



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Triumph Street received major overhaul in its design. The large open street is cut down by half with its apartment buildings removed their interior apartments redone and moved to the RDT. The train station is also moved to be closer to the plaza and less out in nowhere. Triumph now stands as the midpoint between the city and slums, complete with shops, access points and a dilapidated visual design.

🟩Overhauled layout
🟩Moved train station
🟩New central pub with views to Triumph and slums
🟩Made one of the shops to a underground access point
🟩Added a 1-way entry from train station to slums
🟩Added path for scanners from Victory to Triumph
🟩Underground grate access
🟩Added 3 new entries to slums
🟩New entry to underground in the Victory-Triumph tunnel

🟥Removed park
🟥Removed old apartment buildings
🟥Removed restaurant shop
🟥Removed shop basements

Extended Slums

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The midpoint slums is accessed from Triumph and acts as the main gateway to the central slums. It has multiple layers of verticality and lots of interconnected entrances to various pathways and escape routes. It connects to the mini underground, central slums, train station and a mini courtyard with even more paths inside it. The focus here is on flexibility and the ability to move around.

🟩[Midpoint] New midpoint section connecting the old slums from v3 to Triumph
🟩[Midpoint] Enterable abandoned building above the Triumph pub
🟩[Midpoint] Multiple access doors to the pub
🟩[Midpoint] Multiple access points spread around to access other parts of the extended slums
🟩[Midpoint] 3 levels of verticality with connecting buildings and escape paths
🟩[Midpoint] Added a mini courtyard with a wooden stage for dramatic speeches
🟩[Midpoint] Mini courtyard access points to the train station, upper floors and to the underground

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The central slums is very reminiscent of the v3 slums but now with more access points and expanded areas, especially lots of escape routes and interconnected pathways to the midpoint slums.

🟩[Central Slums] Expanded abandoned apartment building with more escape routes/connections
🟩[Central Slums] Added a complex of new interiors in the abandoned apartment connecting to the midpoint
🟩[Central Slums] Expanded the pub upstairs floor with more rooms and access points
🟩[Central Slums] Added more escape routes in the slums backyard

🟦[Central Slums] Improved pub lighting
🟦[Central Slums] Added more movement flexibility through windows etc
🟦[Central Slums] Generally improved visuals in the area

🟥[Central Slums] Removed v3 elevator
🟥[Central Slums] Removed the bunker base

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An alternative route from Triumph if you'd rather wish to avoid the midpoint is added. You can enter an abandoned building complex that leads you to a mini courtyard with multiple access points and levels of verticality connecting up to the central slums. The mini courtyard has access to the deep underground.

🟩[Alternative Route] Added an alternative route to the slums via an abandoned building complex
🟩[Alternative Route] Mini courtyard with access to the underground
🟩[Alternative Route] Elements of verticality
🟩[Alternative Route] Multiple access points to central slums

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In addition to the rest a mini underground is added to complete movement flow between the different parts of the slums and city. The mini underground isn't made for base locations but rather consist of corridors and pathways to maximize movement and escape routes. The old 2 slums elevators have been replaced with new pathways to the deep underground.



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You know, I was always very critical of this map's first version as something I felt was far too distinguished and off from the aesthetics of something I could attribute to being part of the Half-Life setting. Certainly a very subjective opinion, but it was one I held regardless.

In contrast, I feel this version of the map has found its footing. The screenshots provided feel as though I'm looking at Half-Life Alyx itself, even. Hats off to you for all the hard work.
 
Can't wait to put sanctions on the new slums again.

Will be enjoying the same office as always. Overall quite excited for the new map. Good work.
 
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