• rp_city20
    19 replies, posted
City 20 is only the second map I've ever made/making and I decided to post my progress here from day 1, so I'm still working on lore and everything (open to suggestions) but essentially City 20 is the partner city to City 24, based in former Zurich, Switzerland. City 20 uses similar methods of propaganda to control the city, but instead of invoking fear and the feeling of always being watched, the propaganda is done so that it makes citizens more passive and calm (which is why the colour is blue, along with this Zurich's coat of arms is also blue). The map is based area the center of Zurich near the main train station. I have been given permission from the City 24 project lead Atle to use and edit some of City 24's existing assets as well, anyone that wants to volunteer is also allowed but it's not a goal of mine to get people working on this, just want to show the work I do. Anyway onto the images, here is the city logo (credit to BixbyAlan#6986): https://files.facepunch.com/forum/upload/384258/1b9226bf-85ff-4d34-ad0a-13e88e787151/City20.png And here is day 1 progress on the train station (decompiled): https://files.facepunch.com/forum/upload/384258/e6525258-bc85-4cc7-a92b-2c4933e1a319/image.png I hope that you guys enjoy the progress on the map! Thanks for reading so far.
Not sure what use a train station has out of a balcony with no stairs to ground level to and from it like that, other than, looking nice. I hope those arches are models and not brushes also, if you're doing a big map with as much detail as possible you may quickly run into limits with that kind of detailed brushwork.
To answer your first question, I intended for it to be a nice area and on the other side could be a cafe and to answer your second question yes, those arches are models.
Replaced some of the ceiling lights from above pics with wall lights, working on atrium for station right now.
Working on the main platform and the Razor Train platform. Right now this is the current progress on the checkpoint. https://files.facepunch.com/forum/upload/384258/687af6c6-3b50-4793-b536-103794bd99c2/image.png https://files.facepunch.com/forum/upload/384258/e1f06f5c-807e-429c-bc7a-b6f459d3d276/image.png
Nice work using Atle's stuff. Neb's gonna love this if it ever gets finished. Can't wait to see more.
So far i've done the main atrium walls and the lower atrium lighting as well as the chandeliers, originally all the lighting was a blue colour (as seen in previous pics), but I have since changed that to a yellower colour to make the station feel warmer and older. https://files.facepunch.com/forum/upload/384258/946f24c2-12b9-402d-9428-b32e121af230/image.png
I added two large windows to the ceiling but i'm not sure, what do you guys think? https://files.facepunch.com/forum/upload/384258/733cc0c0-c70d-4e6e-a550-6cc50c276494/image.png
There's alot you can do to make those look nicer to look at, slanted or arched windows with a different texture would look better in a fancy building like that - the dirty texture looks really bad in a clean envrionment like that Look around at reference pictures, such as this https://www.nps.gov/tps/images/guidelines/1-skylight-train-station-sm.jpg or try this https://www.5starwindows.co.uk/content/uploads/2017/07/skylights-internal.jpg
I'll edit that up! thanks for the feedback @Tin Can In other news I have a basic district system going; DISTRICT 1: Entrance district, ration distribution, standard housing, etc, city 17 standard of dirty (excluding the station as it is seen as a city landmark). THEATRE DISTRICT/DISTRICT 2: Loyalist District/Housing, very clean, CWU, WI, UM, City Nexus, MPF housing, etc. DISTRICT 3: Production district, dirty, low-level housing. DISTRICT 4 (I would suggest this be restricted to anyone who is not a loyalist, in nebulous' case, under red tier): Very destroyed, high-rebel activity area, fringe elements housing, poverty and hideously dirty, IF ANYONE IS GOOD AT MAKING MAPS (JUST LIKE INDUSTRIAL 17s MAP), DM ME AT Oscar#2034 OR RESPOND TO THIS POST, I will give you the basic layout we are working with.
Alright, some things I want to ask you guys before the next picture comes! Firstly I want your opinion, do you guys want the traditional checkpoints as seen in city 17, no checkpoints or some custom design checkpoint. Secondly with the citadel do you want it traditional style or more City 8 style? Lastly I have a basic area that city 20 takes place in, it does not have the same layout but there are some buildings you can expect to see. It helps there is a government building nearby and not far off is an area I plan on making outlands style etc. I will embed the general area. https://www.google.com/maps/place/Zurich+Main+Station/@47.3778164,8.5425428,882m/data=!3m1!1e3!4m5!3m4!1s0x47900a08cc0e6e41:0xf5c698b65f8c52a7!8m2!3d47.3784045!4d8.5384033
An update on the station, I blocked off the second tunnel that was planned to be a departures area, it would just be a useless part of the map taking up space and not ever being used, but I wanted it to be realistic and made it like a large combine door. I also added some more banners inside. https://files.facepunch.com/forum/upload/384258/e1f17825-c72a-4fcc-8a71-66750eb3203f/image.png
Do you guys want large open streets, city 17 style or small streets. etc im making the rest of the city more traditional, while still keeping some areas nicer. Entrance area and theatre district may be merged.
Okay so I have come to the conclusion that this city will be dirtier, with the cleaner district being the theatre district.
While I have changed the clean plaster ceilings, I don't think i'll change the blue wallpaper of clean floors as it fits the aesthetic of the surface being clean while the deeper areas are filthy, the station represents this by having the actual platforms and areas that important people don't go filthy, while the atrium and entrance are clean(ish)
Progress on security at the station. Interrogation etc, like in HL2. There are more posters but they dont load in due to the lack of skybox, I add my skybox last to make it compatible for airwatch etc. https://files.facepunch.com/forum/upload/384258/a2992613-195e-45c3-b7a2-ade4d684f320/20190125220213_1.jpg
Cable management game on point, now I see how the Combine won in 7 hours.
I have posted a video of Interrogation room 2, showing the torture system. It is based off the one from i17. https://vimeo.com/313542482
Probably going to be removing that interrogation area and moving it to the nexus. The rooms will remain but it will just be a chair, desk etc. Basic stuff.
Right so I've actually decided to remove the interrogation area entirely, I don't think it would ever be used.
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