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Title: S.T.A.L.K.E.R. RELOADED
Post by: Silver Knight on 06-09-2011
I have been thinking about making a new srp map, ive got a fair amount of time right now and i am just in the mood for making something new. Not related to my previous maps.

I am trying to avoid the flaws of my previous maps (Not being too big - Sector 42, not too gridlocked - Redemption and hostel's  Not too empty - Chernobyl and any of the rather ugly third party maps floating around.

The plan so far is 3 sections.

Farmland - Cordon like.
Swampland\industrial.
Cityscape - Pripyat like.

As well as 3 instances:

x? - Lab
Train Tunnels (Which appeared in sector42)
Sewers (Of sorts)

Each sector is connected to each other via various ways, sewers, tunnels, road, paths. Much more different and creating more choke points. Each sector being different compared to each other.

Freedom\Duty\Military will have their own main bases and i would like you to talk and debate here about what those places are, they should mimic a post-chernobyl building like a waste sewage facility, warehouse complex etc which has been converted to meet he factions needs.

(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fimg821.imageshack.us%2Fimg821%2F1102%2Fstalkermapbriefreloaded.jpg&hash=11df053bad9dd116048fb0f801174fd4dab210e5)
To Note, what keeps me motivated is a steady flow of comments on feedback\idea's to map.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: El Presidente on 06-09-2011
Sounds good, can't wait to see it.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Yorty on 06-09-2011
"Cityscape - Pripyat like."

This caught my eye. Good luck with this, I'll provide some feedback once I have something to go on.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Silver Knight on 06-09-2011
Quote from: Yorty on 06-09-2011
"Cityscape - Pripyat like."

This caught my eye. Good luck with this, I'll provide some feedback once I have something to go on.

Well a direct question, how would you like freedom base to look like what? What was it's previous use? What do you feel freedom need? How can the  building meet your needs? Answer those questions.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Yorty on 06-09-2011
Freedom base? Well what sector would it reside in (along with the other faction's bases)?
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Dvs!lverwing on 06-09-2011
Any plans for a Garbage or Garbage-like area?
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Silver Knight on 06-09-2011
Quote from: Yorty on 06-09-2011
Freedom base? Well what sector would it reside in (along with the other faction's bases)?

Debating does not mean rely on me for all answers, it means talk about the subject in hand. I don't know what section it will be in.

Quote from: Dvs!lverwing on 06-09-2011
Any plans for a Garbage or Garbage-like area?

Maybe but mapping is a bitch for stalker, i need to play the games more to input the design features into my head. I might start on the cityscape area first, i am not sure yet.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Steven :D on 06-09-2011
http://www.youtube.com/v/vWizDna1XO4&autoplay=0

Add more ideal places for stalker camps, bring back the awesome construction site from Redemption, use the eco-base from gm_nuclearwinter_v2 (Or whatever, since its large and awesome) and so far thats using stuff you already have access too (or so I think) I would love to see all the faction bases in one major sector so it would be constant tension against others, encouraging faction raids and such which almost never happens nowadays. Having an underground system to be able to get through sectors without being aboveground would be cool, but mutants should spawn in them for easy access to whichever place they need to get, include a swamp as well please.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Yorty on 06-09-2011
QuoteI would love to see all the faction bases in one major sector
No. This hurts more than it helps.

To start, the map needs some damn new lighting. If the same tone that we saw in Chernobyl, Redemption, and S42 is used again... Ow.
One thing that I think should be avoided with all faction bases is fort-like structures. We've had goddamn radiated moats, elevators, and chokepoints. Faction bases should resemble pre-existing structures modified to suit a factions needs, as you stated. Freedom in particular? I don't know to be honest. The village on Redemption is rather nice, but it has so much unused potential. Useless buildings, inoperable doors, etc. I don't know your plan for the cityscape, but a hub building could very well act as a major faction base, possibly a hospital.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: lolKieck on 06-09-2011
If you'd make Pripyat as canon in SRP, Rov could always place Monolith there. I guess there'd be LOTS of artifacts but the Monolith would always guard Pripyat. That'd give the more experienced and the better equipped stalkers something to do, for a risk of losing weapons. And a way for admins to "recycle" gear.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Duranblackraven on 07-09-2011
No, no 'hub' shit for the Pripyat place. It's not an amusement park and Monolith forces would destroy the place an anyone in or near it before it fully established itself. I know you people want to have an uber awesome base in 'Pripyat' sooooo badly, but no. You're destroying a major thing of mystique and legend with some of that shit.

I won't go into faction bases, because I don't know how to meet their needs. However, we DO need some underground to be all spooky in and to host events every so often.

What I will say about the 'Pripyat' is it may need to stay event only, have a tunnel that leads up into it and have it lockable by admins to keep the kids at bay, and it'd be a Monolith playground. Maybe add a few other pipes to crawl through to get in, but Monolith could guard, making it an EXTREME danger to try and sneak into the area.

All I can think of for now, I'm going to bed...
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Yorty on 07-09-2011
I heard 'cityscape', not Pripyat. Cutting out a third of the map for something no one has access to is a bit extreme, where was it stated it was Monolith territory? While it would add that sense of 'mystique and legend', would it really be Pripyat? It'd certainly be nice, but it shouldn't be a Monolith playground either.
Once it becomes "STK territory" the whole joy of it is removed. Exploration and adventure, not gear and bases. In other words the cityscape should be designed as a wild territory rather than an inhabitable array of buildings for every Stalker and Faction to claim.

If that's the case, a compound of sorts would suit a major faction in the industrial sector, while the cordon could be left to the loners. Think abandoned factory.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: HitMan5523 on 07-09-2011
I wouldn't mind having that trader bunker again from Occult.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Iam333 on 07-09-2011
I was thinking about what place could be faction base and came up with some ideas.
I dont suppose that urban area will be "safe" so Im not gonna suggest some kindergarden, hospital or apartmen. Neither Im gonna copy games so no Laundromat, boat or things like that.

Also to every place I also have written reason why it could be base.

Sawmill - Lot of buildings for use, old sawmills have often generator so no worries about energy. Also theres plenty of material and they can make much more if they would use saws to make some barricades.
Workshop / Old manufacture - Big building with enough free space for small army and possible usefull material.
Village - Problem is its hard to defend without fence or good watch. Otherwise it have lot of free space and probably enough material. I can bet you can find some bottled pickles there too in some basement, yummy!
Farm - (I know it was used as base in game, but still.) Its awesome place as you could see in Clear Sky, shame its really, really small for faction.
Abandoned mine - This place could be good base if could get some generator in there. Its easy to defend and may have lot of free space. Problem is it could be already full of mutants or irradiated.
Church - This place can be small, but whats better than having well covered watchtower already builded?
Bomb shelter - This might sound silly but during cold war everyone was scared of bombs so they builded shelters all around the place. In my city theres plenty of bomb shelters everywhere. This place is very, very well protected (You can say good-bye to blowouts.) They have some supplies already inside. Medical equipment, gas masks, fillters, food, etc. (But no guns, they were strictly forbidden in shelters.). And you could probably seal the entrance if you dont feel safe. They have all sort of rooms. Living room, meeting room, communication / control room with radios, kitchen and everything you can expect from place which was builded to hold some months in case of war.
Only problem is: You must know the area or be really lucky to find one of those. You can see cover of canal and dont even know its actually emergency exit of bomb shelter.
But if some stalker would go into town hall and find communal map in archive he could find them pretty fast.
If I would be stalker, bomb shelter would be first place where I would want to build base, even with risk of cleaning it of mutants.

Also suggestion for future map:
Blowouts, dynamic weather and day / night cycle. (I know they might be hard to make or time consuming, but its only suggestion.)
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: irondeity on 07-09-2011
Quote from: Yorty on 07-09-2011
I heard 'cityscape', not Pripyat.

Pripyat is the ONLY city in the exclusion zone you twit. So saying 'cityscape' MEANS Pripyat, or in this instance. a very small edge of it. Maybe Exile didnt mean an actual "city scene", but still I had to get that point flattened out. (And Ace mentioned Limansk, which is a -town-, not a city.) I agree with avoiding the cityscape idea, and maybe going for a Wild Territory approach for that section.

I like the mine suggestion, perhaps it could be linked somehow into a small underground lab, as in having been dug into a wall or ceiling. As for the faction bases? Ill get back to that.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Yorty on 07-09-2011
Quote from: irondeity on 07-09-2011
Quote from: Yorty on 07-09-2011
I heard 'cityscape', not Pripyat.

Pripyat is the ONLY city in the exclusion zone--
Since when did SRP maps ever replicate actual locations in the zone (for the most part), a cityscape doesn't have to be Pripyat. You and your technicalities.
I like the idea of a church as well. Don't know why, it's appealing to have an abandoned church in the zone. Dusty and filled with cobwebs, somewhere in the cordon.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Duranblackraven on 07-09-2011
Another thing, give Monolith an actual place to base. The tunnels are not a fucking place and they're shitty base wise. What ALWAYS happens on Redemption will just repeat itself: A faction camps the tunnel entrance, trapping Monolith inside. In CoP the Monolith held a few buildings in the city, the Theater being their main place. IF, and I mean if, they get an underground it needs to be an X- lab like the Radar Installation that they protected in SHoC. With again, a door admins can lock to keep the kids out when no Monolith are on.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Khorn on 07-09-2011
We need a brain scorcher for the admins.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Duranblackraven on 07-09-2011
Quote from: Khorn on 07-09-2011
We need a brain scorcher for the admins.

This could work. A point_hurt perimeter that could be toggle-able in an admin room. Easily done, and no way around it unless an admin turns it off for some reason.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: meetdadoom on 07-09-2011
I think it would be cool if the transition between the farm/swamp to the city scape be something like in CoP where there was like an underground roadway loaded with anomolies and cars and would require a guide to lead you through it. An alternative to getting into the city could be a sewer system. Also you should make like a mini sector for events, kind of like sector 2 in Sector42.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Silver Knight on 10-09-2011
Quote from: Duranblackraven on 07-09-2011
Quote from: Khorn on 07-09-2011
We need a brain scorcher for the admins.

This could work. A point_hurt perimeter that could be toggle-able in an admin room. Easily done, and no way around it unless an admin turns it off for some reason.

The brain scorcher only gets turned off once in stalker lore and does not come on again. It would be uncanon to have such a thing if you think about it.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Duranblackraven on 10-09-2011
Quote from: Last.Exile on 10-09-2011
Quote from: Duranblackraven on 07-09-2011
Quote from: Khorn on 07-09-2011
We need a brain scorcher for the admins.

This could work. A point_hurt perimeter that could be toggle-able in an admin room. Easily done, and no way around it unless an admin turns it off for some reason.

The brain scorcher only gets turned off once in stalker lore and does not come on again. It would be uncanon to have such a thing if you think about it.

The BrainScorcher was a highly modified antenna array that was part of the mind control experiment. There are multiple facilities that house such antenna arrays (Not to the extream that the BrainScorcher was) so no, it wouldn't be uncanon to put our own facility in protected by such a thing.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Tom on 18-09-2011
Make anomaly field like areas, sorta like the ones in CoP

Also unrelated to the map. . . Make it so admins can delete ents (Items) and make it so that anoms don't kill artifacts.

Make a monolith base that isn't smack dab in the middle of everyone else, also make it so that its defendable.

Anouther thing to consider is, make it so that even if a faction Cordons off a choke point, make it so that there is a way around it, or just avoid choke points. I find that when we make it so that the only way into an area is through a Choke Point, a faction cordons it off to the extent that the other factions, cannot attack that faction without risking a substantial loss, so the factions do not interact.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Gonztah on 18-09-2011
Quote from: Tom on 18-09-2011

Make a monolith base that isn't smack dab in the middle of everyone else.

This. It's incredibly annoying in Redemption to have Duty vs Freedom fights if monolith (or mutants) are on, cuz the attacking faction is going to get his ass raped by mono and/or mutants.
Also when monolith is on Loners get scared to go through the tunnel, thus taking away customers from traders.

Other improvements could be a better eco bunker, underground sewers and tunnels, maybe some areas that are hard to get to because of anomalies (Like there's a path through them but only some experienced guides could show you the way through them.) And really some places where loners can make their camps, like the manor in occult. And yeah no chokepoints. Monolith base should be in its own sector with no major faction bases.

Thats all I could come up with for now.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: darkzerxx on 18-09-2011
Why Not have all faction leaders Make a list of What they NEED for there factions rp. Such as armory, Medbay, Ect.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Frostee on 18-09-2011
Quote from: darkzerxx on 18-09-2011
Why Not have all faction leaders Make a list of What they NEED for there factions rp. Such as armory, Medbay, Ect.

The furry made some sense guys, listen well. (love you darkzerxx <3)
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: darkzerxx on 18-09-2011
Quote from: FrostyFrosty on 18-09-2011
Quote from: darkzerxx on 18-09-2011
Why Not have all faction leaders Make a list of What they NEED for there factions rp. Such as armory, Medbay, Ect.

The furry made some sense guys, listen well. (love you darkzerxx <3)
ON a normal day I'm high, BUT I have too much work too relax. Thus I don't sound like a retard . Mostly.

Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: lolKieck on 19-09-2011
Quote from: Duranblackraven on 10-09-2011
Quote from: Last.Exile on 10-09-2011
Quote from: Duranblackraven on 07-09-2011
Quote from: Khorn on 07-09-2011
We need a brain scorcher for the admins.

This could work. A point_hurt perimeter that could be toggle-able in an admin room. Easily done, and no way around it unless an admin turns it off for some reason.

The brain scorcher only gets turned off once in stalker lore and does not come on again. It would be uncanon to have such a thing if you think about it.

The BrainScorcher was a highly modified antenna array that was part of the mind control experiment. There are multiple facilities that house such antenna arrays (Not to the extream that the BrainScorcher was) so no, it wouldn't be uncanon to put our own facility in protected by such a thing.
Not a bad idea, throw in the controller eyehurting screen and voila!
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Paintcheck on 19-09-2011
Quote from: Tom on 18-09-2011

Anouther thing to consider is, make it so that even if a faction Cordons off a choke point, make it so that there is a way around it, or just avoid choke points. I find that when we make it so that the only way into an area is through a Choke Point, a faction cordons it off to the extent that the other factions, cannot attack that faction without risking a substantial loss, so the factions do not interact.

500 million times that. As much as my current Call of Pripyat game seems to be imitating HGN's SRP (Freedom and Duty are few and far between and never interact; there are more bandits and mercs than any other faction...weird) the factions should in theory being interacting and fighting and stuff. Redemption makes that impossible since the choke points are absolutely impossible to assault without losing your entire attacking group to nade spam from Grozas/BD 6s or Freedom's stupidly overpowered G36s. Sector 42 was way too large but it has the right idea of making things open, allowing for attacks on multiple sides instead of just "Run towards chokepoint and pray you live".

I would also furnish the rooms in the faction bases a bit more in the map since without adv. dupe things look sort of sparse when no one spawns stuff. All factions have a med bay and a barracks area so some beds and some operating tables would be nice. That's not the big of a deal but it would make the buildings look more lived in even when people aren't online.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Joemoma on 20-09-2011
As a military, I honestly liked our base in Sector 42. Very military-like, however it looks as though it could've been made from some old building that Militants saw as a defensible structure. Our adv. dupes of course made it into a military building, adding dirt-bags (for lack of sand) and other defenses rigged from thick metal, debris, etc.. With the addition of the obvious handiwork of Militants who know how to construct a safe base. What I'd like to change is how open the fencing was on Sector 42. Add some metal debris to it, make it look as though the Military at least tried to defend that fencing, while leaving spots open to incoming/outgoing fire could still be effective, but can't just be all willy-nilly shoot whatever the fuck you feel like. Make them work for their kills, both sides.

On the subject of making attacks 'more open' I completely agree, I notice that bottlenecks, as previously stated, fuck up fights. Bases should not be located anywhere near a choke point they could take, and there definitely should be several ways between areas to keep things interesting.

Abandoned buildings near faction bases would also improve the ability to attack a base, and defend it simultaneously. If the leader has the ability to command his troops accordingly and keep said buildings safe, they have a strong defense, however, should a building's safety fail, the entire building becomes a base of fire for the enemy. I have noticed a lacking of places to attack from around Faction Bases, however realistically, most buildings have several others near them, allowing for a realistic attack, except, maybe, in a forested area where you may have trees for cover, however the same principles apply.

TL;DR Version: Military building - Sector-42-like, more defenses added due to lack of Adv. Dupe (In my opinion.. i think other military would agree, I will ask Doom next chance I get)
Choke Points: Sure, as long as there's several ways around them that aren't too hazardous.
More abandoned buildings near faction bases to make the fight more strategic, less CSS.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: INA7HAN on 08-10-2011
If you remember Clear sky the cordan in that. i liked how other factions like bandits or stalkers could take and hold buildings around. Or attack them to take from bandits. If this was included in the map like Freedoms base has a couple of buildings it can take and defend, or Duty can take over to pin down freedom in it's base. I always liked on clear sky having to help stalkers take over an area from bandits in cordan.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Dark Scar on 08-10-2011
What about basing the city are off the Dead city from the Pre-alpha of STALKER? That would be nice to see as it does not tamper with the cannon as the dead city was never officially 'introduced' into STALKERs story.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: lolKieck on 08-10-2011
You do realise there is Chernobyl AND Pripyat ? Chernobyl is a city too.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Dark Scar on 09-10-2011
I thought Chernobyl was a small village?
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: INA7HAN on 09-10-2011
Chernobyl town/city is north north west of the NPP but it wasn't used to house people for the plant as it was to far away. So they used Pripyat for housing.I think if i remember it's something like 9 miles away from it. So this could be used as the city maybe.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Reorp on 09-10-2011
I really still do Look forward to a new map, It should have some huge factory like In sector 42.. But with the ability to go inside the factory instead of the underground.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: grishka on 13-10-2011
A new enviorment is always welcome if you'd ask me, refreshes the roleplay on some terms and bases.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: ThY on 22-10-2011
Quote from: grishka on 13-10-2011
A new enviorment is always welcome if you'd ask me, refreshes the roleplay on some terms and bases.
I'd actually like a winter/snow map, or something! I wouldn't know the Canon behind it though, don't ask me
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Frostee on 22-10-2011
If there is snow, then I am cool with it.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: lolKieck on 22-10-2011
Quote from: ThY on 22-10-2011
Quote from: grishka on 13-10-2011
A new enviorment is always welcome if you'd ask me, refreshes the roleplay on some terms and bases.
I'd actually like a winter/snow map, or something! I wouldn't know the Canon behind it though, don't ask me
Lol, snow is okay, it's not like radiation is making it melt.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: ThY on 22-10-2011
Quote from: lolKieck on 22-10-2011
Quote from: ThY on 22-10-2011
Quote from: grishka on 13-10-2011
A new enviorment is always welcome if you'd ask me, refreshes the roleplay on some terms and bases.
I'd actually like a winter/snow map, or something! I wouldn't know the Canon behind it though, don't ask me
Lol, snow is okay, it's not like radiation is making it melt.
You'd be supprised from what I hear from some people when I offer that idea :x
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: meetdadoom on 22-10-2011
Quote from: ThY on 22-10-2011
Quote from: lolKieck on 22-10-2011
Quote from: ThY on 22-10-2011
Quote from: grishka on 13-10-2011
A new enviorment is always welcome if you'd ask me, refreshes the roleplay on some terms and bases.
I'd actually like a winter/snow map, or something! I wouldn't know the Canon behind it though, don't ask me
Lol, snow is okay, it's not like radiation is making it melt.
You'd be supprised from what I hear from some people when I offer that idea :x

I remember I asked that question in the ideas and feedback thread. They all yelled at me :C
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: darkzerxx on 22-10-2011
I think snow would be awesome
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Frostee on 22-10-2011
If there is snow, there must be falling snow.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Silver Knight on 23-10-2011
Quote from: FrostyFrosty on 22-10-2011
If there is snow, there must be falling snow.

I can easily do that =)
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Gonztah on 23-10-2011
Yayy snow incoming :D
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: darkzerxx on 23-10-2011
Quote from: Gonztah on 23-10-2011
Yayy snow incoming :D
Yes Young one soon it will be a white christmas, if silver does it that is.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Yorty on 23-10-2011
Quote from: Last.Exile on 23-10-2011
Quote from: FrostyFrosty on 22-10-2011
If there is snow, there must be falling snow.

I can easily do that =)
As long as it's toggle able.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Midgetonic on 23-10-2011
It would be so compelling to name the map srp_nuclearwinter if there was snow, but jokes aside toggle able snow or a snow and non-snow map would be amazing.
Title: Re: S.T.A.L.K.E.R. RELOADED
Post by: Silver Knight on 24-10-2011
Quote from: Yorty on 23-10-2011
Quote from: Last.Exile on 23-10-2011
Quote from: FrostyFrosty on 22-10-2011
If there is snow, there must be falling snow.

I can easily do that =)
As long as it's toggle able.

Can't be done in source. There's either snow, or there isn't. Just to note, im not doing\developing anything right now. I am very much commited to my work and social life right now, hell i cannot even login to steam right now or teamspeak without tethering.