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Where would you have an HL2RP take place?

Khrushchev

Active member
Joined
Oct 3, 2023
Messages
69
Consider the following question:

You can have a HL2RP server take place anywhere in the world. It can be a city, outpost, shithole, or grand city. You have a map for this.
Where would you set it?
 
City One, New York.

It's a gold mine that nobody touched upon, yet. It might surpass City Twenty Four as the most popular map other than Industrial 17 if it were made correctly.
 
Set it in a snowy-ass freezing hell of a city that only gets by due to its industrial output. Yes, I am saying just do Frostpunk but in HL2.
 
Probably somewhere in Russia, but not in moscow. I would probably choose Wladiwostok, a urban area but still near or rather close to the Siberia wilderness
 
City One, New York.

It's a gold mine that nobody touched upon, yet. It might surpass City Twenty Four as the most popular map other than Industrial 17 if it were made correctly.
I think there's been a few events set in New York but not a concrete server with its own map. It'd be cool to see but I think it'd eventually get tiring. Alot of the stuff that I think would fit for that map has been touched on alot.

Set it in a snowy-ass freezing hell of a city that only gets by due to its industrial output. Yes, I am saying just do Frostpunk but in HL2.
Probably somewhere in Russia, but not in moscow. I would probably choose Wladiwostok, a urban area but still near or rather close to the Siberia wilderness
This would be cool. Imagine some shitty industrial city in Siberia. Forests, logging, oil, and coal. One of my main concerns would be how 'important' it is to lore. How would you guys make it important?
 
I'm not of the opinion that everything needs to be important to the lore, more so it needs to be engaging to the player.
Sure. Player engagement, gameplay, and making sure its fun should always be the forefront of anything RP related. While "local lore" is super easy to impact, I think global lore needs to be impacted at any given time too. What's the purpose of having in-depth world lore if it's never interacted with? I think the main thing with a location having "importance/lore impact" is writing, you can write importance into anywhere if you're creative enough.

Brings me back to my original question, what would you do?
 
Cologne, my birth city. The Cologne Cathedral as Nexus would be insane to see in GMOD
Consider the following question:

You can have a HL2RP server take place anywhere in the world. It can be a city, outpost, shithole, or grand city. You have a map for this.
Where would you set it?
 
South America. There is not much lore surrounding it and I think the Amazon Rainforest would offer a cool setting.
 
City One, New York.

It's a gold mine that nobody touched upon, yet. It might surpass City Twenty Four as the most popular map other than Industrial 17 if it were made correctly.
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Yeah I'm sorry this is about 500x cooler then your Frostpunk fanfic.
A well thought out map featuring this kind of Architecture/design has limitless possiblities, Especially with hidey-holes for Resistance/etc. in the way of abandoned Subway Tunnels and warehouses/high rises.
 
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Yeah I'm sorry this is about 500x cooler then your Frostpunk fanfic.
A well thought out map featuring this kind of Architecture/design has limitless possiblities, Especially with hidey-holes for Resistance/etc. in the way of abandoned Subway Tunnels and warehouses/high rises.
YESSSSSS

New york would mesh really well with parts of the HL2 beta.

If a city 1 map is ever made, there are a bunch of things that would need to be done to make it work with the server.

-Map must work well with low population like city 8 while not feeling cramped. I understand that New York is huge, but that doesn't mean the map should be huge, it must only look huge. Big maps (like city_24_V1) keep players far apart and makes RP between players hard, a good for the city must be established before any work is done.

An example of a good layout is city 8, the layout of the city is essentially a big U shape with the slums located in the middle and sewer tunnels directly below the surface. (the city has other routes to get places, but those are restricted to civil protection only.) This layout makes the map feel inhabited even with only a few players on, people can find other players simply by walking the U. The only times the map ever feels empty is if people are in the outlands.

An example of a bad layout is city 24_V1, I think this map was designed with APCs in mind, so the roads are incredibly long and everything is spread out very far. The layout of the city is pretty much one big line with Combine territory on one end and rebel territory on the other, there is a hard light bridge in the middle that can be turned off to make getting to the other side of the map hard. The map itself looks amazing and has some incredible features, but even with a high player count, it's difficult to make it feel alive.

If a city 1 map is to be made, the mapper would somehow need to show off the scale of the city while also having a simple and quick-to-traverse layout like city 24. I think the map shouldn't have an outlands, instead, have a zombie-infested section of the city that players can travel to (something like Necro_junction).
 
Unpopular opinion: rp_city2_v4_final.
my favorite map by far, but no communities large enough to endure on it ever use it. It’s always small communities that die because the map is too big to support them.
 
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