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

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

I personally think the secret vent rooms are a great part of the map. Allows for shady business deals in otherwise legitimate establishments.
 
I can't stress this enough: dark alleyways need to be IN the city (victory,triumph). Not only in the slums.

I'd gladly sacrifice half the nexus for a lot more narrow and dark backstreets and other shady places in the main city.
 
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More opportunities for shady activites, notably more ways to evade Civil Protection.

Right now, hiding from CP's within the confines of the city is next to impossible, there's barely anywhere to hide. Alleyways and hidden crawl spaces are a great way to circumvent this, if placed within reasonable areas.

There is a large amount of missed potential and unused space. The loyalist apartments are useless, the trainstation is barely ever used, the RDT top floors are unitilized, and the Nexus is filled with large, open spaces taking up a large amount of space only to be used in very specific situations.

The Civil Protection area within the Nexus has rooms which are barely ever used, or only a part of them are used. The cafetaria could be cut in half, the planning room was used once.

The park in Triumph Street is redundant and barely used, if only to spin the merry-go-round. This area in particular would be perfectly fine with a size reduction or just replaced entirely.

The two identical breen statues in the Main Plaza take up a large amount of unnecessary space. One of them could be removed, but I would not know what to replace them with at this time.

Last thing, the map is very unfriendly to birds and scanners. So unfriendly, in fact, that in order to properly play as a scanner you have to request staff to no-collide you almost immediately or you're going to have a great time getting stuck on things. I don't know how I would go about adapting the map for scanner compatibility, but the idea to create holes in buildings for scanners to fly through is a great compromise, provided it does not look out of place.
 
Loyalist-Apartment-Idea.png


Easiest way to approach this is moving the frontal loyalist apartments to the side section of the RTD building where there is empty space on multiple floors, then gutting that entire empty loyalist street and moving the Combine wall barrier close to where the Nexus gate is. The front entrance to the loyalist block could still be in the closed off street adjacent to the Nexus gate to signify its exclusivity rather than being just another room entrance from the RTD side.

yes except instead of removing that make it a dark alleyway for criminal activity.
 
Just don't add anything that would make the map more laggy such as NPCs (No fucking NPCs)

Add stuff to make people rebel. (Alleyways and all that stuff to promote crime)


My mind is going crazy due to how boring patrolling the streets gets
 
Make the 'slums square' area (by Indigent-1) more of a transition-y place (not fully slums, but still more dangerous than the city), and try to expand the CZ-2 area (slums park) a decent bit.
Moving the loyalist housing to be outside CP-1 would also be a decent idea, and a small balcony off the side of CP-1 for CPs and shit would also be nice if you've got the spare brushy stuffs.

If you do move the loyalist housing, it might be good to remove Willard Street entirely (at least, the non-CP part of it), have the little entryway from the RDT extend to the nexus gate, and change the new and improved 'Slums Square' into 'Willard Square'
 
In the next map I would LIKE to see some pre-war inspired building architecture - perhaps in the slumps. See photo for an example (Humble but simplistic early 1990's postmodernic buildings) They could serve the citizens as a reminder of their untroubled past lives
 

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In the next map I would LIKE to see some pre-war inspired building architecture - perhaps in the slumps. See photo for an example (Humble but simplistic early 1990's postmodernic buildings) They could serve the citizens as a reminder of their untroubled past lives
LOL RP DOWNTOWN
 
Just to specify on how I think the CMU should be reorganized; observe the highly detailed professional MS paint floorplan attached. This is what I think it should be changed to. Right now with the way the door is all the way on the other side and the stairs to the second floor, there's a lot of just wasted space and it's annoying to always have to walk around to enter the reception desk.

So, why not move the door, and use the space between the back of the desk and the stairs to be a general exam area as well as a training area instead of having to use the OR for all of that.
 

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In the next map I would LIKE to see some pre-war inspired building architecture - perhaps in the slumps. See photo for an example (Humble but simplistic early 1990's postmodernic buildings) They could serve the citizens as a reminder of their untroubled past lives
I’m sorry but your post is hilarious
 
Replace the park with a concrete square with a fountain in the middle and have small shops line the first floor of the apartments surrounding the park.
 
REMOVE the redundant garbage props around the main streets, like piles of plastic bottles. It doesn’t make sense for a street with two Breen statues to have a pile of bottles lying under the bench.

alleyways.
better CMU
 
REMOVE the redundant garbage props around the main streets, like piles of plastic bottles. It doesn’t make sense for a street with two Breen statues to have a pile of bottles lying under the bench.

alleyways.
better CMU
this or allow them to be toggled or removed
 
I'd have to give a plus one to admin boxes for map flexibility. Plus if my memory of using hammer is right, four brushes plus a displacement doesn't eat up much resources at all. (Though the water one would add some additional resources to the limit but I digress)
 
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 incredibly support it as I'm the one who uses the adminbox a lot.
Things can get a little messy when I have to try to cover things up for people's immersion.
 
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