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What would you like to see in a C24 v3 update?

Expanded treatment room for the CMU area, an actual CMU sign and not a small first aid sign, and a door that allows quicker access from the CMU desk to the lobby.
 
I'd love to see an automated/randomized sim room akin to the one on D47_V2.

On D47_V2, there's 5 little pods you can step in that teleport you to a skybox room with automated, breakable friendly and hostile targets that we used for qualification training on TerraNova. It's really awesome. We (Combine) don't really have a training spot on C24, and the killhouse is a little lackluster.

https://steamcommunity.com/sharedfiles/filedetails/?id=1532126505

^ Check it out for yourself.

That sounds like a enormous waste of resources. The current problem with this map is that any changes made to this map have to be limited to any resources gained from guttering some underused areas. That's how close this map is to the resource cap. The fact that areas have to be guttered to even gain enough resources to do things like "more connections and allyways" which are currently far more critical since the map has serious linearity problems.

Everything else should be somewhat small- like a larger room for the CMU to treat people in.
 
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An ideal location for the Unionist apartments? Or perhaps another storefront with a tunnel leading to an undisclosed location in the Slums?
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But yes. I wholeheartedly agree with the Slums needing more entrances; however, I think it would look much better with the original alleyway being opened up with each collum wide open leading into a small bazaar like-market to pass on through.
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Personally, I feel these shipping containers are worthless; they may add to the background, but surely there is a better alternative? If you were to remove them entirely, it would give the CWU more space to work with during shifts. Lots of creativity!

I would really like to see something denoting that this was once Geneva too. Maybe a Swiss flag somewhere? But it isn't necessary.
 
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Expanded treatment room for the CMU area, an actual CMU sign and not a small first aid sign, and a door that allows quicker access from the CMU desk to the lobby.
Adminboxes.

Water Adminbox. (Maybe a river, or ocean adminbox)
Dark Adminbox (Completely dark adminbox, no lights)
Open Adminbox, with just the Skybox (without gray walls)

And make them big. <3
I'd love to see an automated/randomized sim room akin to the one on D47_V2.

On D47_V2, there's 5 little pods you can step in that teleport you to a skybox room with automated, breakable friendly and hostile targets that we used for qualification training on TerraNova. It's really awesome. We (Combine) don't really have a training spot on C24, and the killhouse is a little lackluster.

https://steamcommunity.com/sharedfiles/filedetails/?id=1532126505

^ Check it out for yourself.
Honestly, I have to disagree with all of these. Though I don't know much about the source or hammer engine, judging by how Atle states that to add something, another thing will have to be removed-- chances are there aren't a lot of brushes to actually support the inclusion of these which wouldn't even be used by the regular player base IMO. I really think none of these are needed. They'll just be a waste of resources.

If we're trading out loyalist apartments for expansion and/or overall polishing of the map, then I'd like to see those extra brushes be used to polish and add further geometry and layout to the remainder of the map. I think if there's going to be any actual change for the map, it should be determined for a variety of factors such as the region's activity: its necessity: its practicality, utility, and function: and lastly, the size. Whether or not it is a quality of life change or a large expansion/changing of the map's layout, those really should be taken into consideration.

A large focus should be put on improving/expanding areas that the main playerbase will have free access to, not the nexus or some backrooms in a faction-controlled headquarters.
 
Honestly, I have to disagree with all of these. Though I don't know much about the source or hammer engine, judging by how Atle states that to add something, another thing will have to be removed-- chances are there aren't a lot of brushes to actually support the inclusion of these which wouldn't even be used by the regular player base IMO. I really think none of these are needed. They'll just be a waste of resources.

If we're trading out loyalist apartments for expansion and/or overall polishing of the map, then I'd like to see those extra brushes be used to polish and add further geometry and layout to the remainder of the map. I think if there's going to be any actual change for the map, it should be determined for a variety of factors such as the region's activity: its necessity: its practicality, utility, and function: and lastly, the size. Whether or not it is a quality of life change or a large expansion/changing of the map's layout, those really should be taken into consideration.

A large focus should be put on improving/expanding areas that the main playerbase will have free access to, not the nexus or some backrooms in a faction-controlled headquarters.
In my opinion, a lot of the rooms in the upper floor of the RDT serves no purpose and will barely be used, if ever. I would trade those out for sure if we literally have to trade one room for another. Same could be said for housing. The reality is day-to-day citizens don't use housing, or very few do. Loyalist housing for sure, so maybe convert that for loyalist housing.

Just keep in mind that housing is not a very thoroughly used thing for people who are not donating, which is the majority of the regular citizens or low-level citizens. The sewers and slums in my opinion could probably get a bit of attention, maybe some expansion, considering that's the place a lot of citizens gravitate towards because it's a sanctum from CPs.

However, I highly doubt my suggestions such as adding an extra doorway or a sign are exactly taxing. And just because something is not accessible, used is different, to the majority of the population does not mean it should be to set to the side. The majority of the population that is not in a faction wants to be in a faction, so faction specific regions like the CMU, CP areas, or slums/rebel centered areas are the ones that in reality should take up a majority of the detail.

As for a clarification on my end; I just want a doorway put here that directly goes to the front desk instead of having to go around that long hallway you see on the left.20210912193723_1.jpg
 
I'd love to see an automated/randomized sim room akin to the one on D47_V2.

On D47_V2, there's 5 little pods you can step in that teleport you to a skybox room with automated, breakable friendly and hostile targets that we used for qualification training on TerraNova. It's really awesome. We (Combine) don't really have a training spot on C24, and the killhouse is a little lackluster.

https://steamcommunity.com/sharedfiles/filedetails/?id=1532126505

^ Check it out for yourself.
d47 razor train and Nova Prospekt area
 
Expanded slums area :)

Edit: Also less room attributed to some larger secret rooms for shops, some secret rooms have no reason being that big for a relatively small amount of players that will ever use it at one single time. Large secret rooms should be given to the sewers, shops should get a small hideout/cubby hole at most to allow for rebel RP if they wish to partake in it.
 
Loyalist-Apartment-Idea.png
Essentially this, but instead of just terminating the entire area, turn that corner into a small town hall/community center. Maybe even an outdoor pavillion of sorts. Essentially where official government events take place. It's in a loyalist district, easily accessible by Civil Protection, and is the center piece of what people see when they turn onto the road, followed by the luxurious living of loyalist and then the contrast of the actual powers that be to their right.
 
In general, no matter what is done, I'd hope that Citizen/Enslaved Vort accessible locations are what is expanded, with areas being cut that are not used by Citizens at all. If the idea is that an area that only Overwatch or the City Administration uses is being expanded, then I'd see that as a wasted opportunity.

Some locations that come to mind to add:
- Town Hall/Community Center/Pavillion
- A very small location for enslaved vort housing. The shitpartments in the slums are the perfect vibe for their shitty conditions, it's just in the wrong area, so a small place like that somewhere in the city. Maybe at the end of the residential area that normally leads to the Civil Protection only checkpoint?
- Expanded slums, but only by a little. More alleys and shadier spots would be nice.
- A more intrusive Civil Protection checkpoint in the city. Would have two large detainment cells and an interrogation room. Aids Civil Protection in actually antagonizing Citizens in a way that makes them feel threatening and not interrupting of roleplay, such as random interrogations or searches.

Some locations to cut (IF NEEDED) that come to mind:
- The Overwatch Nexus. Civil Protection only ever really need the very basic while OTA really don't need any room for them. Shit like training areas, mess halls, and "workshops" aren't needed for Civil Protection to work functionally, and actively discourage good Civil Protection roleplay.
- Any extra rooms in the plaza building that aren't used often. I'd say cutting an entire floor would be fine if it isn't used.
- Shrinking the hidden code locked rebel base if not outright removing it. Admin ran rebel support groups really don't need hidden bases and having anyone else use that is just begging for circlejerks and drama to form.
- MAYBE the slums housing? I don't know how often it's used and if it really isn't used often, then just take it out, shrink it just a little bit, and place it elsewhere as official Vortigaunt housing.
 
Shit like training areas, mess halls, and "workshops" aren't needed

I wouldn’t be asking for a training area if the skybox sim room didn’t require ONE specific admin to be online and also willing to run it.
 
Some additional buildings and stalls on Triumph street. I feel like the traffic through the area is usually just to get to Victory street or the slums. I rarely see much going on around there. Perhaps shrink the park down for the necessary space?
 
get rid of the park on triumph street, maybe put a new storefront with some alleyways behind it.
 
I'd love to see the CWU be given a few more offices, perhaps an upstairs/downstairs section.

But a big QOL update is: I'd also like for the warehouse to have a kind of 'reception' built into it so we can answer questions and the likes for citizens without stepping outside or needing to expose ourselves. Perhaps a window type thing along the exterior wall people can approach. Or something similar. Ideally we'd have a button we can press to close a shutter and block views inside. Bonus points if there's a connected room inside the warehouse.

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On another note I'd like to see another access to the slums introduced, for birds/scanners.

kAOQzV4.jpeg


UxcLGhC.png


In essence I'm thinking a narrow corridor that birds and scanners can fly through. Would put that above ground section of the alleyway to partial use. Could also include some claimable rooms inside, I guess.
 
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In general, no matter what is done, I'd hope that Citizen/Enslaved Vort accessible locations are what is expanded, with areas being cut that are not used by Citizens at all. If the idea is that an area that only Overwatch or the City Administration uses is being expanded, then I'd see that as a wasted opportunity.

Some locations that come to mind to add:
- Town Hall/Community Center/Pavillion
- A very small location for enslaved vort housing. The shitpartments in the slums are the perfect vibe for their shitty conditions, it's just in the wrong area, so a small place like that somewhere in the city. Maybe at the end of the residential area that normally leads to the Civil Protection only checkpoint?
- Expanded slums, but only by a little. More alleys and shadier spots would be nice.
- A more intrusive Civil Protection checkpoint in the city. Would have two large detainment cells and an interrogation room. Aids Civil Protection in actually antagonizing Citizens in a way that makes them feel threatening and not interrupting of roleplay, such as random interrogations or searches.

Some locations to cut (IF NEEDED) that come to mind:
- The Overwatch Nexus. Civil Protection only ever really need the very basic while OTA really don't need any room for them. Shit like training areas, mess halls, and "workshops" aren't needed for Civil Protection to work functionally, and actively discourage good Civil Protection roleplay.
- Any extra rooms in the plaza building that aren't used often. I'd say cutting an entire floor would be fine if it isn't used.
- Shrinking the hidden code locked rebel base if not outright removing it. Admin ran rebel support groups really don't need hidden bases and having anyone else use that is just begging for circlejerks and drama to form.
- MAYBE the slums housing? I don't know how often it's used and if it really isn't used often, then just take it out, shrink it just a little bit, and place it elsewhere as official Vortigaunt housing.

1. That already exists inside the Nexus (its the room in the center of the main hall that's usually empty).
2. If Apartment 3 gets reworked (which by the sounds of it there is a chance it will) then I expect there to be a opptinuty to add a sort of a "ground level slummy area" for Biotics. We will see.
3. It actually needs quite a lot. It turns out that due to the linearity of the points its nearly impossible for a Freed Vortigaunt to do that whole "fake shackles" thing when there is literally only one viable entry point to the surface.
4. Nobody uses the checkpoint on the other side with the elevator to the underground but that small little "booth" in the main plaza is used quite a lot. I'm sure it could potentially be expanded.

1. The CP Leads dislike you for even mentioning that.
2. I'd prefer to cut a floor of the loyalist building (or as Atle said moving the apartments to the top of the RDT), but also cutting a floor of the RDT/Admin Building could work. We need to check usage first.
3. Opposition Roleplay dislikes you for even mentioning that.
4. Its HEAVILY used on the server. So no.
 
If the map is hitting the resource limit, I'm sure nobody would care at all if you just got rid of the fake housing block in the nexus, nobody ever uses the damn thing anyways
 
Some sort of lower nexus offices if possible.

Admin boxes like @Uranio mentioned

Some sort of helipad for CCA

More sneaky pathways around the city for OTA
 
Friendlier access points for Scanner units to enter into the slums area.
 
As a new player, I'd want some more open air loitering spaces, similar to the park, or a homeless-style encampment in the slums that isn't even inside of any building where players who are outcasts/can't get housing could go to sleep. It'd add a lot to the aesthetic of the slums, I think.

Perhaps more buildings to replace spaces that aren't being actively used, or some very high-end commercial areas for loyalists and CP's near the Nexus (assuming there isn't one.)

That being said, I've barely explored the map in full, and honestly, it's really incredible. As a whole package, it's literally perfect.
 
Personally, if you need more brush space. I can outright tell you what is not used:

  1. Nexus fake apartments
    1. These can go... they are pointless and unused. Thought they would be good at first but just a waste of space.
  2. Nexus Tactical Room
    1. Also can go. No one uses it and it is just sorta a side room that just exists but is never used. Whenever cps meet, they do so in the large lobby given to them.
  3. Nexus Cafeteria
    1. You can shrink this if you wanted to, when CPs use it... we are only using like 10% of the space leaving the rest to rot.
  4. Loyalists street
    1. That street along with the whole apartment block can go.
    2. With this the wall at the end of the street can be moved to where @hawke pointed to in a previous post
    3. You can then remove the top floor of the RDT and move the offices up there down a floor to where the alleyway to Loyalists street once was.
  5. The apartment block near the trainstation.
    1. As you exit the trainstation and look left to the apartment block there, you might as well change that to a loyalty one or turn it into a market with some alleys ways which still keeps its one-way access into the sewers. If you do that, you save a lot of brushes and can move loyalty apartments to where @hawke pointed earlier.
    2. In short, what I am saying is... NO ONE uses the apartment blocks. So if they are not used, might as well only have 1 standard block and 1 loyalist block rather than 3 apartment blocks that no one uses.
  6. Secret vent rooms in stores feel unused... might be able to just do without them
These changes alone will suddenly boost your brushes back up by a large amount, allowing you to make bigger changes to the map
 
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