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Good news for you then. I'm trying to fix up the Skybox rendering - the major issue, and with that would come V3 (so you can't see the firing range or interior of buildings from atop the hot-air-balloon).
V3 is intended to have the tunnel by the club and the power facility connect, alongside the one by the disposal warehouse and the PD connect. Naturally, adding more roads and more ways to skulk around.
I am still unsure of what these areas will have in particular, but I am leaning towards yes, a more wooded area with a quarry for those types of servers, and those who wish to have a base or two in isolation. While I personally dislike those mechanics, adding these areas would allow the hosts to either block the areas off entirely if they want, or adjust things tastefully - as I'm aware how popular they are.
It's a balancing act, the map is made to be extremely condensed so players are forced to run into eachother, but I do love the ideas listed. I'll see what I can do.
I checked out v1 a while back and that was already good. Makes me wish I was still running a server to experiment with this on.
One thing I will say it feels like this map is missing is suburbs/more out of the way areas to base. Places that wouldn't be in constant line of sight for police and raiders to mess with.
And for more in-depth servers, it could also benefit from some kinda wilderness area too. A place to drop in the trees/rocks for logging and mining.
It'd be really cool to see some outer areas accessible by the tunnels, maybe a section that loops around the map and connects all three. Would probably make it just big enough for vehicles too.
CSS and Episodic 1 & 2. Currently working on minimizing extra game mounting needed.
Next update I'm going to try and pack all the content within, increasing file size, but minimizing other games/mounts needed.
Try playing with certain commands to see. mat_fullbright 0 or 1, maybe the bloom settings? The issue is everyone has different settings so I tried to be reasonable, but naturally, sometimes, extremes happen.
No AI nodes as far as I'm aware to a full compile. This was made for DarkRP and was not tested with any other stuff in mind beyond exploration. You can spawn a bunch of combines and other enemies on the map, but they're not like to start running up and down stairs/ladders.
CSS and Episodic 1 & 2. Currently working on minimizing extra game mounting needed.
@INF-ScannerMan
Yeah, kind of the vibe I was going for, but might make it more open if I expand the map later in a V3.