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Jul 22nd, 2018
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  1. Unit Barracks
  2. Nexus Medical Ward
  3. Nexus Control Center w/ custom sounds
  4. Hangar, vehicle deployment area - both of which are functional.
  5. Subterranean tunnels as part of multi-level nexus
  6. Sky ceiling height allows functional airwatch.
  7. Numerous large open spaces within nexus for atmospheric appeal and versatile usage
  8. Train depot to cross between districts; through both rail and road bridge below. Train is fast and functional.
  9. Overwatch deployment zone in upper nexus
  10. Simple and compact main district layout which allows people to spread out without becoming so diffuse as to decentralize RP* (might need further action, there is some risk)
  11. The simple fact that the map is new; there will be demand for it to see what its capabilities are. Similarly, many of the secrets are yet to be known by many.
  12. Great variety of offices and nexus spaces in general.
  13. Cargo loading area/bay, both for train depots and by the sea
  14. Detailed and numerous apartments and apartment suites; especially for what is presumed to be CWU director's business.
  15. Intricate sewer/tunnel system exceeding the nexus in complexity and labyrinthine sprawl; featuring a variety of subterranean environments.
  16. An expansive beach connected to caves for both anticitizen/vort use, as well as antlion breeding.
  17. The APC setup allows an APC to get from anywhere in the main district all the way over to the other beach via use of the elevators and non-permanent road bridge.
  18. Various openings in cliffside wall allow for escape through sea to other district, especially via boat if necessary - could have a gondolier character or something similar to smuggle people around.
  19. Flooded sections; cave sections; mined sections; train tunnels - all sorts of things underground for rebels to play with and civilians to do limited exploration of.
  20. Secondary depot on the other side of the train bridge allows for a forward command post and impressive line of defense against the dangers of beyond.
  21. Network of crevices and caves to reach resistance bases
  22. Roads are fully APC usable.
  23. A generally richer tone than the dour cold of i17, without deviating from the oppressive reality of combine rule. This is flipped on its head in some places to great effect. Good to see a mix of green spaces and grey spaces.
  24. Just the main district ALONE would be a functional map (though not my favorite). The expansive and detailed nexus, bridge, other side, and incredible sewers add to this effect.
  25. A lovely skybox vista; with many places on the map being able to see the sea. It's refreshing in general.
  26. Rebels and UCA both have great environments and setups; as opposed to the lopsidedness seen in other maps.
  27. The map combines outlands and city in a unique and practical way.
  28.  
  29. Flaws I can note:
  30. Some texture issues.
  31. Sewers will have to have some restrictions.
  32. Much of the nexus must be streamlined.
  33. Nexus OOC security leaves much to be desired.
  34. May suffer diffusion flaws (again, only way to know is to try it)
  35. Players may ignore swimming/breathing RP when trying to cross the river.
  36. Units will have difficulty navigating the nexus initially.
  37. The train is LETHAL, even when stopped.
  38. Lots of places to fall off of.
  39. Could use some more apartments.
  40.  
  41. I come at this primarily from the perspective of an HC unit, and I recognise the biases in that - the nexus here is great. However, I don't think the nexus is all of the selling points of this map.
  42. None of us have RP'd on the map; but initial prospects indicate a lot of good things if the map is managed right. At this point, no one can say without trying it.
  43.  
  44. I'll no doubt think of more after making this pastebin, so, obligatory, etc.
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