StarWarsRP Management Team Theos 423 Posted December 16, 2021 StarWarsRP Management Team Share Posted December 16, 2021 (edited) Garnet Community, With Omega Version 1 having been out for a couple of weeks now, it is the perfect time to see what parts of the map could be adjusted to improve everyone's experience on the map. With this in mind, we are asking the community for their feedback on the current version of the map and are open to suggestions of any kind for changes to the map. As with the previous suggestion megathread, suggestions can be made regarding everything that is or isn't on the map. Suggestions that receive plenty of "Agree" reacts will be implemented, and ones with plenty of "Disagree" reacts will be removed / ignored. Thank you Link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=2669470736 Edited December 16, 2021 by Theos 1 2 Quote Link to comment
The Garnut Nutter 15,144 Posted December 16, 2021 The Garnut Share Posted December 16, 2021 To my best understanding people had wanted visibility to be turned down (fog/clipping plane) a further 20% so that the condensed map does not allow for areas of the map such as embassy covering such a wide range of roads. Current clipping value is at 6000, and I am ok with turning it down to 5200 1 3 Quote Link to comment
Popular Post Proggy 3,816 Posted December 16, 2021 Popular Post Share Posted December 16, 2021 suggesting bunks for the base factions. heres a shitty paint diagram of where they could be. (red = door)Other issues: You cannot walk through this recruit room door in US base, luckily there are two other doors to exit from. Weirdly, I remember this door working when the map first dropped, but now its not working? These doors in both AFG and US recruit rooms are only lockable/unlockable from one side, and its the side the recruits are on, not the side the recruiter comes from.Knitpicking: One wall of this building should be lowered so that Out-Of-Bounds isn't exposed. (if ur having trouble finding this building, mosque is in front of me and factory is behind me) This crack between AFG jail and 313 bunks 2 2 6 Quote Link to comment
StarWarsRP Management Team Theos 423 Posted December 16, 2021 Topic Author StarWarsRP Management Team Share Posted December 16, 2021 2 hours ago, Proggy said: You cannot walk through this recruit room door in US base, luckily there are two other doors to exit from. Also, to match how Afghan Recruit Room works, a button by that door to open/close the big hangar door would be helpful as there is only one button for that door and its in the little trainer entrance area, which would have to be looped back to in order to close it right now. Also Factory's cap point should be shifted slightly more towards the larger room full of shelves/boxes. Most of that large room you cannot cap the objective in and its a good area for combat anyway Quote Link to comment
Ziggy 1,353 Posted December 16, 2021 Share Posted December 16, 2021 Airfield Remove the windows in pictures to open up grenade/sniper sightlines as the only possible way to launch AOE utility into OBJ is through the roof/doors into OBJ. Add a door to the back to enter the first floor. Add a rope to the back of OBJ for roof access. Possibly add another roof hole or hatch to directly access the 2nd floor. Remove the concrete around the door frame. It’s very tight and only allows for 1 body to walk through them which is cluttered. Open up the area for movement a bit more. Remove this wall entirely to the garage. It only allows one body to push the first floor through the garage at a time and the tank would serve as suitable cover on its own without that wall. Add cover to the roof. Concrete barriers, boxes etc. Adding Cover to this road will improve attacking for both sides. It is very open and whatever nation holds AA can easily cut off reinforcements. Similar to the first-floor suggestion, remove the door frames to allow more than one body to come through. Currently, at the top of the stairs, it is a 50/50 angle which is super easy to hold if players hold a crossfire. It gets very cluttered up there when trying to push obj. The consoles here are easy to headglitch and maintain an OP angle on the door, but these aren’t a big deal if you use explosives to clear. If possible, adjust a little so they don't have an angle on the doors. This tower needs to be moved/removed as it can see Tali Gate. Add a few holes into the back wall as the only way over is a boost. Mosque Delete this big tree and push oil over to where it used to be. If I’m correct, oil acts as cover to push the Mosque from, but it’s often just used by Tali to further cut off US reinforcements at GS. Delete/move this truck cause you can headglitch the entire push from GS to Mosque from the garage door. Factory Add a wall where these two blue pillars are as the Tali push from Courtyard/Factory allows them to see down the lane and shoot US before they get near OBJ. If you aren’t a fan of the last suggestion, maybe raise this wall to the height of either pillar. Mosque Add cover to this intersection. This is the sightline from the garage earlier and it just needs a few more obstacles to allow the US to push up from GS. US Base These two buildings are most often used by Tali to basecamp US from, so maybe boarding up some windows or allowing them to be passed through more easily can ease this up. Factory Here are a couple of clips that show powerful sightlines that are most easily accessible by Tali. The wall suggestion at Factory from earlier could fix the first angle, and for the second clip I suggest removing that box completely. https://medal.tv/games/garrys-mod/clips/73942317/d1337Dp94XCf?invite=cr-MSxEeWcsMjM0MDUyMzcs https://medal.tv/games/garrys-mod/clips/74241821/d1337CSDVRtK?invite=cr-MSxSS2UsMjM0MDUyMzcs 1 5 Quote Link to comment
Milky 32 Posted December 17, 2021 Share Posted December 17, 2021 (edited) Biggest thing for me that I don't think has been covered yet is the curbs surrounding every road. They're so high that vehicles aren't able to get over them unless the surrounding ground is raised abnormally. To clarify, I'm talking about the outside of the curb, where someone off-roading would pass over to re-enter the road. Lowering them a bit would help if the task isn't too tedious. Edited December 17, 2021 by Milky 1 1 Quote Link to comment
Salmon 488 Posted December 17, 2021 Share Posted December 17, 2021 18 hours ago, bishopil said: These two buildings are most often used by Tali to basecamp US from, so maybe boarding up some windows or allowing them to be passed through more easily can ease this up. I agree with everything but this. Tali should not be anywhere near these buildings to begin with. Enforcement on that is needed more than boarding it up Quote Link to comment
StarWarsRP Management Team Theos 423 Posted December 17, 2021 Topic Author StarWarsRP Management Team Share Posted December 17, 2021 20 hours ago, bishopil said: Airfield Remove the windows in pictures to open up grenade/sniper sightlines as the only possible way to launch AOE utility into OBJ is through the roof/doors into OBJ. If this is done, the gap should be made larger and start closer to the ground. If just the windows got removed, imo, it could be used to snipe out from much easier than sniping in to Quote Link to comment
Ziggy 1,353 Posted December 18, 2021 Share Posted December 18, 2021 12 hours ago, Salmon said: I agree with everything but this. Tali should not be anywhere near these buildings to begin with. Enforcement on that is needed more than boarding it up ok but it wouldnt hurt Quote Link to comment
BenZ 22 Posted December 20, 2021 Share Posted December 20, 2021 (edited) Description: The garage near mosque has props that are all moveable. Sometimes i walked by and i see cash registers and toilets randomly in the street. You can find the truck inside most of the time, it has duplicated. I think those props should be perma propped. Reasoning: The duplicated props and some props escaping the garage can affect the server in a variety of ways due to the violent shaking the trucks cause and many props doubling. This looks messy and needs to be acted upon. Additional Information: All photos show props that need to be perma propped Truck : https://steamcommunity.com/profiles/76561199050432651/screenshots/ Green cabinet, Fridge, cash register : https://steamcommunity.com/profiles/76561199050432651/screenshots/ Locker, Toilet, sink : https://steamcommunity.com/profiles/76561199050432651/screenshots/ Edited December 20, 2021 by BenZ Quote Link to comment
Sythireau 43 Posted December 21, 2021 Share Posted December 21, 2021 Description:Make USASF bunks a tad bit larger larger, the bunks are super small for the unit size.Reasoning:I understand that the USASF is a Tier 3 currently, however, we are the largest SOC unit within the US Side and use our bunks more than the other SOC factions. I don't want stupid large bunks like DF, but I do feel like we should've been given at least a larger bunk than Rangers, the prison shouldn't take up 3/4s of our bunks.Additional Information: I have created a small image quickly drawing out a possible plan for the new GB bunks, I'd like all your feedback on anything regarding this and possibly better improvements to the bunks. 1 Quote Link to comment
BenZ 22 Posted December 21, 2021 Share Posted December 21, 2021 9 hours ago, CanadianTyrant said: Description:Make USASF bunks a tad bit larger larger, the bunks are super small for the unit size.Reasoning:I understand that the USASF is a Tier 3 currently, however, we are the largest SOC unit within the US Side and use our bunks more than the other SOC factions. I don't want stupid large bunks like DF, but I do feel like we should've been given at least a larger bunk than Rangers, the prison shouldn't take up 3/4s of our bunks.Additional Information: I have created a small image quickly drawing out a possible plan for the new GB bunks, I'd like all your feedback on anything regarding this and possibly better improvements to the bunks. I could see this happening for both rangers and usasf, just a general expansion. 2 Quote Link to comment
Salmon 488 Posted December 21, 2021 Share Posted December 21, 2021 Add a fence or wall with its own gate around the airstrip in US base as they would have one in real life and not be open to any random Joe Shmoe from entering it (RR is an exception). Creates a base of operations for SOAR operations and some base internal security RP Quote Link to comment
Smity_ 257 Posted December 21, 2021 Share Posted December 21, 2021 On 12/16/2021 at 4:58 PM, bishopil said: Similar to the first-floor suggestion, remove the door frames to allow more than one body to come through. Currently, at the top of the stairs, it is a 50/50 angle which is super easy to hold if players hold a crossfire. It gets very cluttered up there when trying to push obj. The consoles here are easy to headglitch and maintain an OP angle on the door, but these aren’t a big deal if you use explosives to clear. If possible, adjust a little so they don't have an angle on the doors. I agree with some of the stuff in this. But Removing some of the stuff in this would be kinda over powering. But I agree with removing/making the doorways bigger. Quote Link to comment
StraightWhiteChristianMale 559 Posted December 23, 2021 Share Posted December 23, 2021 Making this ladder climbable would make sniper spot. 3 Quote Link to comment
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