- Joined
- Mar 28, 2023
- Messages
- 333
- Thread Author
- #1
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

Map switch. Pretty much the only real thing that can fix I24. That's the only solution.
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

Map switch. Pretty much the only real thing that can fix I24. That's the only solution.
