Garry's Mod

Garry's Mod

Citadel Town
Dynamite_Dan01  [developer] 9 Nov, 2019 @ 2:49pm
Suggestions
If anyone has ideas for Citadel Town, feel free to let me know here. Ideas for the citadel itself are particularly good as it's still being made.

Suggestions on map optimisation are also very welcome. Good framerates help to make good battles, after all

Current things I plan on adding:
-Hangar for aircraft and scanners in the citadel
-Advisor room and Breen's office
-Dark fusion reactor and reverse falling-edge cyclomatic pulse forming system for the portal

-Headcrab canister launcher that targets the rebel side. Canisters should only open when
approached by a rebel or player.

-Doors for buildings

-A way to turn rebels being held in the combine bunker cells into combine soldiers
Last edited by Dynamite_Dan01; 13 Nov, 2019 @ 8:20am
< >
Showing 1-15 of 97 comments
Tarko McGraw 10 Nov, 2019 @ 4:12am 
Maybe you could add a feature that deactivates the forcefields? If there isn't already of course.
Dynamite_Dan01  [developer] 10 Nov, 2019 @ 7:16am 
There is, in fact. There's a combine outpost in the top floor of the largest building on their side with a button on a console to turn them off. It has a screen with 'access field active/inactive' on it depending on their state.
Alixia 10 Nov, 2019 @ 2:18pm 
If there isint already, make a way for the rebels to deactiave the forcefiels and get in? Not easily of course, maybe a small combine outpost outside that can also deactiave those forcefiels?
Dynamite_Dan01  [developer] 10 Nov, 2019 @ 2:41pm 
There's actually a combine outpost hidden in the top floor of the large, white building on their side of the map with a control for the forcefields.

The forcefields can be bypassed to reach it by going through the underground. So throwing in a zombie spawn pad down there can make a decent challenge to get through.

I personally also like to put a camera NPC next to the controls so that the combine know when their outpost has been attacked.
Alixia 11 Nov, 2019 @ 3:26am 
Oh thanks for replying mate.
Poisonlight 11 Nov, 2019 @ 7:32pm 
how about a button in citadel that sends out headcrab shells
Dynamite_Dan01  [developer] 11 Nov, 2019 @ 10:30pm 
That sounds good, I'll see if I can add it. They'll probably fall in three or so areas on the rebel side.
gilinar 12 Nov, 2019 @ 8:04am 
A way for the tesla gate in the underground to be destroyed or run out of power before it needs to recharge. (Recharge times would take up to 30-60 seconds.) It'd be a good way for rebels to storm the underground CMB base before they are bombarded with lasers again.
Last edited by gilinar; 12 Nov, 2019 @ 8:06am
Dynamite_Dan01  [developer] 12 Nov, 2019 @ 12:26pm 
Currently, the tesla gate does take 3-4 seconds to recharge after each strike, allowing just enough time for a player to get through and turn it off from the nearby console. As long as no players reactivate it, it will stay off.

There's also a secret wall there that stops sentient NPCs from trying to cross when the gate is on, so rebels will happily go through once it's off.
gilinar 12 Nov, 2019 @ 4:10pm 
In the underground CMB base, there should be a way to kill the prisoners inside the forcefields. For extra fun, each cell should have a different kill method, just for variety.
Dynamite_Dan01  [developer] 13 Nov, 2019 @ 12:10am 
That's a decent idea. Knowing the combine, they'd probably have the same method for each cell. But I'll make it something fairly interesting.

Edit:
Just had an idea actually! I'll make the cells do what the combine do best, turn their captives into new soldiers. I'll try and make it so that it only does this for players and rebels.

(Can't have combine antlions etc.., after all)
Last edited by Dynamite_Dan01; 13 Nov, 2019 @ 12:16am
gilinar 13 Nov, 2019 @ 5:58pm 
Originally posted by Dynamite_Dan01:
That's a decent idea. Knowing the combine, they'd probably have the same method for each cell. But I'll make it something fairly interesting.

Edit:
Just had an idea actually! I'll make the cells do what the combine do best, turn their captives into new soldiers. I'll try and make it so that it only does this for players and rebels.

(Can't have combine antlions etc.., after all)
If you're going to do this, maybe you should also place them in the little Combine outpost/Nexus (the building that controls the fields.) It'd also make sense to place these in the Citadel, too.
Last edited by gilinar; 13 Nov, 2019 @ 5:59pm
Dynamite_Dan01  [developer] 14 Nov, 2019 @ 1:09am 
I'd be hesitant to as having more interactive things does reduce performance. I may have one in the citadel if I find a good spot though.
gilinar 14 Nov, 2019 @ 7:28am 
Originally posted by Dynamite_Dan01:
I'd be hesitant to as having more interactive things does reduce performance. I may have one in the citadel if I find a good spot though.
Ah, alright. I'm fine with that, you're the map creator, after all. Do what you think is best.
Tarko McGraw 15 Nov, 2019 @ 4:17pm 
Another suggestion I have is for there to be buttons you can press that spawn gunships/helicopters at regular intervals e.g. one gunship every 5-10 minutes of gameplay. I would spawn them myself but for some reason they don't follow the air nodes as accurately as they do when spawned from the controls in the citadel. Is this possible?

I love this map and I look forward to future updates you have planned :)
< >
Showing 1-15 of 97 comments
Per page: 1530 50