Map ideas needed

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Me and @Allen Kennedy discussed this idea that we both had.

At Bazaar. put fences like this:

1650843540623.png

To have them being able to close and open your shop. As it could be quite annoying to have people running around in your shop while you are setting it up.
This would also reduce the fear of getting mugged while setting up your shop. The fence doesn't have to be completely solid. It could look something like this maybe: 1650843654669.png
 
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No, it would be putting it out of it's misery. Not a single shop is the same size and it's time to move on Fredy. You can make a plaque in memory of Bazaar some where.

Paralake moving into the 2000's

Bazaar is the lifeblood of this server. What I want to see is a public storage area near bazaar so people don't buy shops and not do anything with them.
 
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Aside from the other great suggestions here, possibly put old office next to new office or where scrapyard currently is.
Scale the farm area down and even the forest. The forest is just a waste of space and pretty much half of it is only used for forest growing.
Fuck stone henge off its just car wreck central and for rats.
Make the crane area by morons into an area you don’t just crawl back to bazaar from with broken legs.
Put a cabin or two in the city park, or even some caravans for some gypsy roleplay.
A new type of apartment building would also be cool. Fed up of the boring slums and projects apartments (or re work one of slums/projex to be noticeably different from one another(not just aesthetically))
Make hungries better and a viable base/shop or scrap it.
Switch the slums and fire stations positions and scale down the fire station to provide a more open look for gunfights and such and to provide more opportunity. (This way it’ll be harder to camp it from pd and vice versa)
Remove the railing next to bollis testicle that runs down the side of the regala car park (it’s not necessary and just makes it 10x harder to see.
Put something cool where the flat concrete is next to beach (a warehouse/beachside house to make players want to go there for more than burgers).
Ideally just put something interesting in every spot of the map that players will actually use so there aren’t just areas people very rarely go or just drive straight past. Easier said than done but I’m not creating the map you are :p
 
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Actually replacing the location of markets/Bazaar nearby somewhere PD might discourage people atleast a bit to commit funny/unnecessary crimes inside the area. I have noticed like a lot of crimes being commited in the Bazaar really unnecessarily. People killing eachother for 'fun' so... I personally kinda expected the Bazaar to be a passive place where people don't commit crimes and chill around, watching videos and chit-chatting for banter.

Another idea is adding another police department and implemeting a random spawning script between two departments. It can be nice for having additional options to go which department and also can improve the influence of PD overall on the map because when something happens whole PD spawns back to a single department which kinda making people to know where cops will be responding from etc. etc. Having another police department can affect in many ways that I am kinda lazy to explain but main idea is having an additional police department as an option for cops to have. Like maybe even cops can choose to spawn at which PD so if they dont choose the spawning point, I don't know maybe sounds too OP.

I might be a bit old-school minded but just leaving an idea.
I don't think being closer to the PD will help the crime issue. Slums and Regals are right next door and they are always bloodbaths half the time. I do like the idea of having a 2nd PD maybe make it smaller since it won't be the main building.
 
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Oh boy a thread for me. I’m fully aware that implementing everything on this list will prove to be impossible, in fact, implementing more than 20% of this would be probably, but here’s some quick fire ideas:

Changes:

Properties:

- Cement over the suburbs park and put puffer mart on it, giving it its own parking lot alongside this and moving it to a more remote area, allowing it to still be used as a shop but giving it a more desirable aspect to use as a base and to raid at the same time.
- Move the puffermart fire exit door from being at the rear of the property to the side so it can once again be defended from a specific angle, which is what made puffer mart so popular prior to the release of V4.
- Add usable service ladders to puffer mart and glass co giving rooftop access.
- Make the perimeter of morons shipping co a fence rather than a knee height wall, remove one of the 2 garage doors, and remove the ability to stand atop the garage doors.
- Add a model for the Hungriges Schwein and the Wood cabin windows similar to how they had the CSS militia windows on V4. They currently look kinda bad with their current plain clear windows.
- Remove the inaccessible white shelves inside of Glass co completely rather than make them inaccessible.
- Make Roxies diner a purchasable property, adding bathrooms and a way to access the counter. (or bring back mcquwes and allow us to use the back room.
- Add more floor space at the door of the slums and Projex top floor apartments to prevent users from being forced to stand on the edge of a bannister to safely crowbar.
- Lower the height of the ceiling in the back rooms of bazaar shops to prevent elevated grow spots and people standing on doorframes or fences.
- Increase the height of the ceilings inside business shops, allowing top floors to be built inside there for RP purposes.
- Remove all unusable world beds from all buildings that have them.
- Make the roof of Hungriges schwein accessible by removing the player clip from it.
- Add V2 /V3 Office (which was a real office block and not a penthouse) to either the concrete space at the beach, puffermarts location, In place of suburbs park, or inside the city park.
- Readd the wine cellar to hungriges, where the storage chest was formally placed.
- Rework wood cabin textures so they aren’t completely cursed. Preferably making use of their old CSS militia wall textures or a similar one.
- Remove the side door from wood cabins.
- Replace wood cabin 2 with a forest house, similar in size and layout to a large subs house.
- Add a farm house to the farm area, which will be tied in with owning the farm.
- Enclose the back yards of small subs houses, making them harder to get into by requiring users to get over 5 foot fences to get to the back door.

NPC businesses, government buildings, etc.:
- Make all shooting range lanes the same length, with the Switch functioning to bring the target closer or further as opposed to just up close and back. Possibly reduce the amount of lanes too since they are never all in use.
- add a gas station in suburbs but with a smaller shop building, similar in size to the Evo cities suburbs booth style gas station shop.
- Add a “fire exit / service rout” staircase leading from behind city halls front desk to the 2nd floor of city hall, as well as a door to an exterior fire escape leading from the windowed room outside the mayors office to the 2nd floor of city hall. To cater for this, the second floor of city hall should be expanded further so it encompasses the whole second floor, except the open part in the middle.
- Remove the empty suburbs houses.
- Make the back area of city hall in front of Regals accessible. (Possible drug dealer / bank raid NPC spot?
- Remove Ol stool, merging its products with the Chaddys furniture NPC. Possibly make it a player ownable shop?
- If the above idea is chosen, significantly downsize Uncle Co’s and chaddys to accommodate for more room in the player ownable shop.
- Make the bank tellers area of the bank a lot more realistic and less open air, adding walls Around the NPCs, and booth style windows in front of the NPCs, Essentially turning the space between the foreman’s office and the pre vault into a whole room on its own. I’ll Post a detailed description of this on a later date. The bank currently isn’t even really a bank as is and the Fredys NPCs are currently better protected than them.
- Make the side window of the bank that faces the Regals apartments a wall with smaller windows instead of a big window, and do the same for the bank tellers office.
- Remove the ramp at the courier warehouse with a loading bay instead similar to the one where the unoperable truck prop has, at a height which allows couriers to simply walk into the back of their trucks with the package without having to jump.


Outside / other:
- Remove the player barrier preventing you walking onto the white wall thing on city highway bend.
- Add more player kill barriers when you jump off the highway at certain points that have enough height to cripple you to discourage users further who throw themselves off of the highway to avoid an arrest or other gunpoint situation.
- Reduce piranha kill zones in the hicktown lakes
- Add an over or underpass that goes over or under the city bridge highway from the general area of Cronqvist Cluster area which leads you to a footpath that goes across city bridge, through the current power station area to the business monorail station, giving players the ability to get from city to business on foot.
- Add a basketball ground somewhere. Basketball is possible on perp as proven by an event awhile ago.

Bug fixes:
- Move the Regals bedroom window a bit closer to the outside so standing on the ledge is no longer possible.
- Add miniature ramps, be it visible or not, to alleviate service vehicles being stuck at suburbs grass and swooper road, or alternatively move the ground upwards to fix this issue.
- Texture the back of city hall library (in conjunction with my expansion idea)
- Make the whole roof of car dealer a real collision point so you don’t stand knee deep in it.
- Remove the weird dip in city bridge where you cannot legitimately get out of, as despite being stuck in places like that being realistic, there’s no legitimate gameplay function which allows us to rescue players from that area. Alternatively, make it possible to exit this area.
- Make the door frames of Slums, projex, Bazaar shops, and other properties impossible to stand atop.
- Remove the gap between the edge of subs houses and there hedge walls to stop fires spreading there and being completely inaccessible.

Additional property ideas:
- A walled mansion style property around either the suburbs, farm or anywhere it would seemingly fit in.
- A “half built” hotel where the bottom floor is built with a reception area however the staircase leads to a tarpaulin walls with a doorframe holding a chipboard door, leading to a second and roof floor which are just simply the buildings concrete structural support.
- studio apartments on top of Uncle cos, A blaze it, with entrances via a staircase in the alleyway between the 2 buildings.
- Farm house at farm, In the opposite corner next to the barn.
- Farm shop at farm (Placed along the fence at cornfield road)
- Lumberyard / Slaughterhouse property at the top end of farm field.
- Dodgy and dingy Pawn shop property at gast alley.
 
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- Add a Monorail entrance next to City Hall to allow new players to gain an easy form of transport right off the bat as it is quite obscure being at the top of the city garage.

- Move Bazaar into the City, move the city shops into the business sector where Bazaar would be. ( )

- Allow players to go on the hill next to Courier, it's dumb how an invisible wall stops you and forces you to flank from docks in combat, you can easily block off the admin hill still by moving the invisible wall. ( )

- Add a ladder to the Courier building to gain easy roof access.. as the alternative way to get on it is quite unknown and questionable however allowed ( )

- Fence gate to access Bazaar Alleyway as an alternative way plus sometimes when getting out of a vehicle next to the gate, this causes you to be let out in the alleyway and forces you to run around Bazaar to get back on Business Street. ( )

- Remove Puffer Mart, replace it by moving the bank there and where the bank is currently should instead become a cinema. (ty @Ellie for the idea)

- Add a Business Shop alleyway which allows for a new drug dealer spot. ( )

- Remove this useless building

- Make some use of this area, maybe a second Casino entrance or whatever you could possibly think of /shrug (https://i.imgur.com/rOtYmBY.png)

- Disallow visibility through the Hungries roof on one side, like the Bazaar Shops roof (https://i.imgur.com/SLB84E3.jpeg)

- Add Gas Station in Suburbs (good shout @The HitMan)

- Not sure what to replace it with atm but the small Suburbs houses really suck, just find a way of replacing them pls and also move Slums into the Suburbs or something, it shouldn't be so close to the PD.

- Add a ladder here so when people jump off it, it's easy to get up and down rather than having to go all the way around.
- and add another ladder here for the same reason.

- Remove trigger_hurt here, you can jump off on the other side so it's pretty inconsistent map design.

- Make the highway less doughnut-shaped, allow alternative routes for more complex traffic pursuits, here are some very rough drafts that you can obviously make 100x better in Hammer:



thanks for taking on community suggestions lelios, if you can then show us previews of your work overtime so we can keep having a say before the final compile is complete and ready then that creates less work for you in the long run.
 
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- Add a Monorail entrance next to City Hall to allow new players to gain an easy form of transport right off the bat as it is quite obscure being at the top of the city garage.
complete and ready then that creates less work for you in the long run.
What about moving the CH to where the Office building currently is? But The office would need to be moved as well. With CH being on the other side of the City it's easier to get cars out, see the monorail, less danger if raids are ongoing at PD/Slums/Regals, less sweater related accidents. The negatives would be resizing the CH, updating missions, changing map layout.
 
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What about moving the CH to where the Office building currently is? But The office would need to be moved as well. With CH being on the other side of the City it's easier to get cars out, see the monorail, less danger if raids are ongoing at PD/Slums/Regals, less sweater related accidents. The negatives would be resizing the CH, updating missions, changing map layout.
Perhaps, again these are just some very rough ideas but at least you understand the ideology behind it
 
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Open up the admin hill area, it seems a waste to have such a large area of the map be closed off to the the general playerbase. Surely it can be put to better use?
 
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add more roads!!!! what is that big park behind bank. it's useless! use that. or a bit of the forest. or farm. it's so big so useless.
 
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Fix the hospital's placement, as it was botched during its implementation. The hedge was placed far off the foot-path. Also re-introduce the foot-path in the second picture to the bottom right that was left out for some reason, leaving it incomplete.

diCmA2E.jpeg


5UPcUjI.jpeg


As a side note, the submitted version of the V5 hospital had a parking lot on its side with some dead space. Glad it was omitted, but wouldn't mind seeing a proper parking lot there regardless.
WDjfAOp.jpeg

I can understand leaving out the road markings due to vertex limitations. The way I implemented them was hilariously scuffed.
 
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Lots of people mentioning puffer mart. While this is in no way a complete design, I did essentially replace puffer with a dummy building for this mock up that could be replaced with anything. I personally perfer this layout as it adds another road, increases useable space, and kinda livens up the area.

eeYc9ZR.jpeg
 
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Lots of people mentioning puffer mart. While this is in no way a complete design, I did essentially replace puffer with a dummy building for this mock up that could be replaced with anything. I personally perfer this layout as it adds another road, increases useable space, and kinda livens up the area.

eeYc9ZR.jpeg
so much PARKING we need to be like europe where there's no parking and you have to PAY AND DISPLAY
 
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Lots of people mentioning puffer mart. While this is in no way a complete design, I did essentially replace puffer with a dummy building for this mock up that could be replaced with anything. I personally perfer this layout as it adds another road, increases useable space, and kinda livens up the area.

eeYc9ZR.jpeg
I love this
 

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Not sure if this has been said but I believe that the Roadcrew station should have a rework of some sort. The station in short is shit, nothing actually stands out and it just looks very bland and not very good for RP.

If inside the station you were to add maybe an office space or even a locker room. Make the outside more colourful if possible.
 
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