I started this about 6 months ago originally as a canals server idea, but then realised I could make something more of it.
Picked up on it a few days ago and did a load of work to restructure this original StalkerRP map into something thats actually useful for us.
So, the plan is........
I'll be hopefully running a stress test tomorrow night after I do a final compile and get it all uploaded to workshop.
In terms of optimisation, I have a decent PC so its hard to say how well it will fare on low end machines but thus far I havnt had any problems.
My only worry that it uses max brushes / entities / etc so it could become unstable at high populations but we'll see.
I may try and fit in a few more useful buildings before finishing just to make it better for loyalist groups etc.
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=507561128
Picked up on it a few days ago and did a load of work to restructure this original StalkerRP map into something thats actually useful for us.
So, the plan is........
- To combine server 1/2/3 dynamics by having all aspects in one map. To maximise the amount of players on a single server rather than spreading across 3 or 4.
- The center of the map is what we consider "City roleplay".
- A perimeter wall runs around the district 360 degrees.
- On the other side of the perimeter wall, is considered canals / outlands territory.
- The entire map is one huge dilapidated urban zone but surrounded by mixed scrubland, warehouses, farmhouses, old buildings etc.
- Those who want to do Citizen roleplay can do so.
- Those who want to do resistance roleplay can leave the city realistically by actually escaping through one of many methods.
- By using transition points, anyone who has been to server 2 will then respawn back into the map already in the outland areas so they dont have to keep spawning inside the perimeter wall.
- Also has canals, sewers, underground labs, bunkers.
- Outland area is extensive with at least 5 key safehouses at each corner of the map rather than most where the rebels always hide in one spot. CCA / COTA patrols outside of the perimeter walls will have a long task to check all of the spots routinely.
- Totally open plan layout.
I'll be hopefully running a stress test tomorrow night after I do a final compile and get it all uploaded to workshop.
In terms of optimisation, I have a decent PC so its hard to say how well it will fare on low end machines but thus far I havnt had any problems.
My only worry that it uses max brushes / entities / etc so it could become unstable at high populations but we'll see.
I may try and fit in a few more useful buildings before finishing just to make it better for loyalist groups etc.
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=507561128