Garry's Mod

Garry's Mod

RP_Anaxes_v2
[TSF] Mason 1290  [developer] 9 Jun, 2021 @ 8:20pm
Suggestions
here!
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Showing 1-3 of 3 comments
Doggo 17 Sep, 2021 @ 4:56pm 
General

- Maybe some more lights a lot of areas are really dark like the bunks and stuff

Bunks:

-Prebuilt Bunks with a stand and seats for meetings and an under area that does enclose the entire floor, like a balcony for each bunk.
- Like the original maps bunks

Command Deck:

- Make ambient noises for server rack louder
-Remove condition Buttons for people with a DEFCON system
- Light for the Base Alarm is SO Bright, maybe make just a single button with an alarm label attached
-The floating labels for the buttons don't like to work on sever
- Better looking button for the outer gate, just a single one, and maybe a gate lock system so we can have a button outside as well
- Lower the number of rooms we have In the hallway maybe 4 at max combined between both sides
- Move Palpatine's area back inside or maybe a button to put armor on the windows

Open space on the second floor

- Maybe remove the sim from the bottom of the map and use the regular sim from rp_anaxes so it doesn't leave so much open space when we have a massive open sim room at the bottom of the map.

Hangar Bays
- But the hangar button back in the viewing deck
- Add a briefing room for pilots, with a briefing stand like if you were to make one in the medbay and Bunks
- Re-add The individual spaces from the Original Map link and remove the connection between
- If you add the briefing room you can turn the other empty space on the second floor into a second hangar bay for the higher command ships and have a teleport or stairs leading to it
- Also have a shock outpost, (A Desk like in the command deck) for the original doors so no one can just enter it if it's for higher command

Brig

-Add a table to the interrogation room and a button inside the viewing room to open the door to the interrogation room
-Put the door lock button on one of the control panels instead of the wall for the main area
-For the security gates maybe make separate buttons for each gate so they can take the id of the person while they are in between the two
- Like in the prebuilt bunks suggestion make a prebuilt meeting area and bunks for shock
- Make the rooms in the brig smaller kinda too much but idk

Debrief

- Re-add teleports for the debrief room for Base Command
- Add premade seats
- Move the debrief button to the upper stand

Med Room

- Premade talking stand with seats, maybe in the room all the way at the end to the right
- Add Security Door to Entrance

Outside of base

- The towers near the gate, maybe they can have a button for the gate. (Not the lock button)
- Or make another building for the shock to have an outdoor outpost
- Maybe re-add the teleport for the Jedi temple as in the original map so it's better guarded and keep your crystal cave in the waterfall is amazing. I would say just remove the original cave where the temple is now
- Maybe add some targets you can shoot in the outside CR Room
- Your event buttons are amazing btw, maybe make a button that nukes the la-at for the Jedi temple teleport if you decide to add that back


And that's about it. Honestly, your map is great but I think these changes can make stuff a whole lot better in my opinion. Feel free to shut me down on all of it
Last edited by Doggo; 17 Sep, 2021 @ 9:20pm
[TSF] Mason 1290  [developer] 19 Sep, 2021 @ 1:35am 
- Maybe some more lights a lot of areas are really dark like the bunks and stuff

=Uh. I can look about expanding bunks lights i guess.

Bunks:

-Prebuilt Bunks with a stand and seats for meetings and an under area that does enclose the entire floor, like a balcony for each bunk.
- Like the original maps bunks

=Prebuilding needs extra time and resources, and doesnt all people to build them like they want to… and v1 didnt have it like that.

Command Deck:

- Make ambient noises for server rack louder
-Remove condition Buttons for people with a DEFCON system
- Light for the Base Alarm is SO Bright, maybe make just a single button with an alarm label attached
-The floating labels for the buttons don't like to work on sever
- Better looking button for the outer gate, just a single one, and maybe a gate lock system so we can have a button outside as well
- Lower the number of rooms we have In the hallway maybe 4 at max combined between both sides
- Move Palpatine's area back inside or maybe a button to put armor on the windows

=ya theyll be made like rp_batuu
=maybe people should get rid of their DEFCON addon to use my system that makes sense? Its less resources for ppl to download too! :D
=thats the default button lights. I kinda agree, but going TOO off track will ruin the prime feel of the map. Which is something i dont wish to do.
=nothing i can do about the labels i put in, its an engine limitation.
=i though i added a button lock for the front gate in the comms room by the right window.
= Theres several servers that dont have ENOUGH rooms.
=uh no. And ill think of what i could do.

Open space on the second floor

- Maybe remove the sim from the bottom of the map and use the regular sim from rp_anaxes so it doesn't leave so much open space when we have a massive open sim room at the bottom of the map.

=hell no. The Env-Sims are there to give people fun environments to do things in rather than a blank box and nothing to do if a GM wont spawn things.
Id honestly rather replace the side sims, but people still use those for lower end tasks like training or testing.

Hangar Bays
- But the hangar button back in the viewing deck
- Add a briefing room for pilots, with a briefing stand like if you were to make one in the medbay and Bunks
- Re-add The individual spaces from the Original Map link and remove the connection between
- If you add the briefing room you can turn the other empty space on the second floor into a second hangar bay for the higher command ships and have a teleport or stairs leading to it
- Also have a shock outpost, (A Desk like in the command deck) for the original doors so no one can just enter it if it's for higher command

=idk what the view deck is. You mean the comms room? Where they cant see the MHB?
=bunks and medbay dont have DBs, the only one that does is Security but that was due to preallocated space.
=idk why, you couldnt fit an LAAT/c in them.
=what?
=what?

Brig

-Add a table to the interrogation room and a button inside the viewing room to open the door to the interrogation room
-Put the door lock button on one of the control panels instead of the wall for the main area
-For the security gates maybe make separate buttons for each gate so they can take the id of the person while they are in between the two
- Like in the prebuilt bunks suggestion make a prebuilt meeting area and bunks for shock
- Make the rooms in the brig smaller kinda too much but idk

=you can do that, its a ROLEPLAY map. Go ROLEPLAY. ya i should do that with the button Noted.
=what area? The jail main area, or control main area?
=noted
=they have a meeting area, an office, a bunk area, and a wth ever room. ROLEPLAY.
=theyre suppose to be community jail cells, not prison cells… except the one in the back.


Debrief

- Re-add teleports for the debrief room for Base Command
- Add premade seats
- Move the debrief button to the upper stand

=no, no one ever used it and it broke emersion, even Jimbo said they were on the chopping block.
=do it yourself, or rows.
=the upper stand is VIP area.


Med Room

- Premade talking stand with seats, maybe in the room all the way at the end to the right
- Add Security Door to Entrance

=make it yourself. ROLEPLAY.
=already on the list to add!

Outside of base

- The towers near the gate, maybe they can have a button for the gate. (Not the lock button)
- Or make another building for the shock to have an outdoor outpost
- Maybe re-add the teleport for the Jedi temple as in the original map so it's better guarded and keep your crystal cave in the waterfall is amazing. I would say just remove the original cave where the temple is now
- Maybe add some targets you can shoot in the outside CR Room
- Your event buttons are amazing btw, maybe make a button that nukes the la-at for the Jedi temple teleport if you decide to add that back

=ill look into it, but i didnt want to clutter the already small space.
=no, thats a dumb idea. So is having an external medbay.
=no. Its all one map sector to make sense. Its been optimized to work this way aswell. The Jedi sanctuary will be shrunk though as its just too much space.
=ya, ill add something
=then they would just use another LAAT, that you can spawn in. Then fly all the way to Corasont (See the problem?)
Doggo 19 Sep, 2021 @ 11:03am 
Originally posted by TSF Mason:
- Maybe some more lights a lot of areas are really dark like the bunks and stuff

=Uh. I can look about expanding bunks lights i guess.

- Its just a lot of rooms are really dark.

Bunks:

-Prebuilt Bunks with a stand and seats for meetings and an under area that does enclose the entire floor, like a balcony for each bunk.
- Like the original maps bunks

=Prebuilding needs extra time and resources, and doesnt all people to build them like they want to… and v1 didnt have it like that.

- I get that but maybe re-add the balconies back

Command Deck:

- Make ambient noises for server rack louder
-Remove condition Buttons for people with a DEFCON system
- Light for the Base Alarm is SO Bright, maybe make just a single button with an alarm label attached
-The floating labels for the buttons don't like to work on sever
- Better looking button for the outer gate, just a single one, and maybe a gate lock system so we can have a button outside as well
- Lower the number of rooms we have In the hallway maybe 4 at max combined between both sides
- Move Palpatine's area back inside or maybe a button to put armor on the windows

=ya theyll be made like rp_batuu
=maybe people should get rid of their DEFCON addon to use my system that makes sense? Its less resources for ppl to download too! :D
=thats the default button lights. I kinda agree, but going TOO off track will ruin the prime feel of the map. Which is something i dont wish to do.
=nothing i can do about the labels i put in, its an engine limitation.
=i though i added a button lock for the front gate in the comms room by the right window.
= Theres several servers that dont have ENOUGH rooms.
=uh no. And ill think of what i could do.

- The thing about the situations system is that most people like using defcon systems because they are easily customizable unlike stuff that is pre-built into the map

Open space on the second floor

- Maybe remove the sim from the bottom of the map and use the regular sim from rp_anaxes so it doesn't leave so much open space when we have a massive open sim room at the bottom of the map.

=hell no. The Env-Sims are there to give people fun environments to do things in rather than a blank box and nothing to do if a GM wont spawn things.
Id honestly rather replace the side sims, but people still use those for lower end tasks like training or testing.

- I didn't mean remove the env-sims, I ♥♥♥♥♥♥♥ love those. I meant re-add the original citadel to its original spot so we only have one side sim instead of two

Hangar Bays
- But the hangar button back in the viewing deck
- Add a briefing room for pilots, with a briefing stand like if you were to make one in the medbay and Bunks
- Re-add The individual spaces from the Original Map link and remove the connection between
- If you add the briefing room you can turn the other empty space on the second floor into a second hangar bay for the higher command ships and have a teleport or stairs leading to it
- Also have a shock outpost, (A Desk like in the command deck) for the original doors so no one can just enter it if it's for higher command

=idk what the view deck is. You mean the comms room? Where they cant see the MHB?
=bunks and medbay dont have DBs, the only one that does is Security but that was due to preallocated space.
=idk why, you couldnt fit a LAAT/c in them.
=what?
=what?

- The viewing deck are the windows on the third floor, having a button only accessible to fleet makes more sense than troopers being able to open it whenever they want
- The room that is right before the side hangar bay is the spot that I think could be turned into a debriefing room for pilots
- In this one I was saying you could turn one of the empty sim rooms on the second floor into a second hangar bay for high command
- It would be a shock checkpoint for the debriefing room for pilots but now that I think about it, it sounds stupid


Brig

-Add a table to the interrogation room and a button inside the viewing room to open the door to the interrogation room
-Put the door lock button on one of the control panels instead of the wall for the main area
-For the security gates maybe make separate buttons for each gate so they can take the id of the person while they are in between the two
- Like in the prebuilt bunks suggestion make a prebuilt meeting area and bunks for shock
- Make the rooms in the brig smaller kinda too much but idk

=you can do that, its a ROLEPLAY map. Go ROLEPLAY. ya i should do that with the button Noted.
=what area? The jail main area, or control main area?
=noted
=they have a meeting area, an office, a bunk area, and a wth ever room. ROLEPLAY.
=theyre suppose to be community jail cells, not prison cells… except the one in the back

- The door lock button for the control area, maybe put it on the panels next to the door
- I like how big the jail cells are I just meant that giant ass room above the brig is a lot of space and idk what to do with it, I think the rest is fine


Debrief

- Re-add teleports for the debrief room for Base Command
- Add premade seats
- Move the debrief button to the upper stand

=no, no one ever used it and it broke emersion, even Jimbo said they were on the chopping block.
=do it yourself, or rows.
=the upper stand is VIP area.


Med Room

- Premade talking stand with seats, maybe in the room all the way at the end to the right
- Add Security Door to Entrance

=make it yourself. ROLEPLAY.
=already on the list to add!

Outside of base

- The towers near the gate, maybe they can have a button for the gate. (Not the lock button)
- Or make another building for the shock to have an outdoor outpost
- Maybe re-add the teleport for the Jedi temple as in the original map so it's better guarded and keep your crystal cave in the waterfall is amazing. I would say just remove the original cave where the temple is now
- Maybe add some targets you can shoot in the outside CR Room
- Your event buttons are amazing btw, maybe make a button that nukes the la-at for the Jedi temple teleport if you decide to add that back

=ill look into it, but i didnt want to clutter the already small space.
=no, thats a dumb idea. So is having an external medbay.
=no. Its all one map sector to make sense. Its been optimized to work this way aswell. The Jedi sanctuary will be shrunk though as its just too much space.
=ya, ill add something
=then they would just use another LAAT, that you can spawn in. Then fly all the way to Corasont (See the problem?)

- When I said shock outpost I meant an area that shock could be to control the main gate
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