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Showing results for tags 'map'.
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What would you like to see: A larger Tatooine/ Tat town including more buildings with interiors and maybe a rebellion of Imperial garrison area esk thing (and maybe even a pyke compound too idk) How would it help the server and/or the player base: Recently there’s been an increase in imperial raids and with tat town being small enough to cover the distance across it in about half a minute I feel like it could improve the server if Tatooine and Tat town itself was larger with more buildings areas (from a rp market area to a compound to even a imperial outpost ) more buildings with interiors too so pyke have more that the same building nearly every time to do stuff in, similar to lothal where there was sectors and even underground tunnels connecting though the city. It would help in rp, it would keep Tatooine from being a gameplay loop in battles and patrols, as well as giving pyke and criminal jobs more space and areas on Tatooine and if there was an imperial garrison then Highcom could send a battalion a week down and do patrols through the city ect. Do you think this suggestion will help the server as a whole: I do believe while it would probably be a pain for people who make the map (much love but sorry for pain) it would benefit rp and combat on the server In Tatooine for pyke and imperial both!
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what should we add to the map? guns health etc
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Hi! I'm a Garry's Mod mapper and I love it! I have been doing cartography for years and it has always been a passion of mine. I love creating interesting new maps that people can enjoy. I strive to make my maps the best they can be and hope that everyone who plays them enjoys them as much as I enjoy creating them. I therefore offer you my services in the field of gmod mapping and web and lua developer. To convince you of my seriousness and my involvement, you can find attached in my youtube videos, github examples of projects that I have carried out (school, villa...). I also make scripts (cocaine, radio police, Gamemode Paintball, roleplay animations in Glua) and sites for Development Source, Development Source Multigaming, Maxime, Katabami or even Mayeden. - My Website: https://maxime-guinard.com/ - My Github: https://github.com/MaximeGuinard - My Youtube channel: https://www.youtube.com/channel/UCqi-qDVHx2yp3-rdOM1NXaA/featured - My Discord Server (Help, sharing & web hosting): https://discord.gg/K2uUHdf - My Server (Multigaming): https://discord.gg/KyzhMZUzUX - Discord username: Maxouuuuu.#7316
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I'm going to be honest and say I hate this map. It feels less fun to play on and harder to drive on. Also there are only 3 places where people base while on the old map you would almost see every area have bases. Also outskirt chases are now not fun cause of how small it is. Does anyone else feel this way?
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What are you suggesting? - That in the next map update an env_fog_controller is added to the map How would this change better the server? - This will help with optimising the server, with this you can shrink the render area in game meaning that players won't render everything going on in the map at once. Are there any disadvantages of making this change to the server? If so, explain. - There really isn't any cons to this, just another method of optimising the map Who would this change mostly benefit? - Anybody currently playing on the server. Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - Source - Valve Developer Community page Here is an example configuration, although the fog start and end distances should be raised since there is larger open areas like the surface.
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What you want to see? - I would like to see that the secondary purple barricade is removed in Upper-D-Block. Why should we add it? - The only purpose the barricade serves is to allow Class-D to use their overpowered guns to rain hell upon the OFCs and other personnel within Upper-D-Block. Such incidents include Lovebabes sniping/peaking non-stop, Reznov's with their op aim, and Class-D that have access to the Falconer. It should be removed so that newly trained and older Security don't get discouraged because they continue to die from a threat that never ends even if we neutralise the threat or retake the barricade. After 30 minutes of non-stop fighting from across Upper-D-Block Security has been forced to pull out and use Riot Protocol for the longest I've seen, 30 minutes minimum. (10 seconds minimum if the god squad Coldsilvers flagup) Also many Security just don't get on because they know how bad D-Block gets when certain jobs are active. What are the advantages of having this? - Increase of activity and moral of General Security and a more balanced stance with the constant firefights we now have with Class-D and the Custom Jobs. Who is it mainly for? - General Security but the whole Site will benefit since Security will be able to handle D-Block effectively again. Links to any content - N/A Comment: I spoke to an NCO and we both thought that the reintegration of the D-Block cafeteria would a good filler for the area so it isn't just blank and empty, or maybe an area to lounge for the Class-D.
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So basically, this isn't in suggestions for a reason, the actual map is not done with development, but Rockford V3 has been announced and is currently being worked on as we speak, the Rockford we currently have is unique to Gaminglight, but im sure you are all familiar with V2 as it was the previous Rockford city we had aka the one with Ghetto and Fire dept station. I wanted to know how many people would actually be interesting in a updated/upgraded version of Rockford with hopefully alot more places to enhance Roleplay.