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 Post #1
 6th January 2010 Last edited by Davebrown; 14th January 2010 at 02:14AM..
Davebrown's Avatar
April 2008
207 Posts
The first of 3 releases in the City 8 theme mappack, to be released this week.



Download Link (.RAR) - Filefront

Download Link (.ZIP) - Filefront

Alternate Link (Non Filefront) - Garrysmod.org

Dont forget to check out the other maps in the series -
City 8 Central
City 8 Canals
City 8 Outlands (still in production)
__________________________________

Outline

The final release of the City 8 District 9 map. I started work on this the day D9 came out at the cinema, got home and felt immediately inspired! However I ended up mixing it with the Half-Life2 Combine theme, and it turned into a hybrid that I utilised for my City8 project.

City 8 is now the Combines Citadel based in what used to be Tokyo, Japan. The District 9 refugee camp sits just outside the outer wall, and works as a staging area for new arrivals from other metroplexes across the world.

This will be live on our servers at TNB within the next week or so as part of a whole new storyline based in City 8.


Features
  • Part of a 4-map pack which all contain the same theme and style, for use on the TnB roleplay servers, each representing a different area of the city. Refugee camps, inner city, canals and outlands.
  • 3 main areas - The Combine Nexus, and then 2 Sectors of slums and wasteland as part of the refugee camp.
  • Doors coded for Tacoscript 1 / 2. Combine-only doors will NOT open in Singleplayer.
  • NPC nodes for ground and striders.
  • Custom graffiti, props, and other Combine textures relevent to City 8.
  • Central Dispatch Interface - an interactive hologram system used for Civil Protection Units to control the Autonomous Dispatch broadcasts across the city.
  • Judgement Waivers - Ability to put the Citadel on full alert which literally shakes the ground as it moves, causes windows to smash, and looks awesome.
  • Custom dispatch sounds, alarms, etc.
  • City Administrators office overlooks the city from the top of the citadel.
  • Huge amount of space for citizens to roleplay in the shacks and huts.
  • Plenty of sneaky places to get around the Combine.
  • Destructable buildings - Lots of walls and sometimes entire buildings can be blown apart. Experiment!
  • Colour Correction for that....Gritty feel.
  • PAK'd EP1/EP2 content, you only need CSS to play this.
  • Hologram messages are displayed to the slum sectors according to what Dispatch message is triggered.


All mapping, textures, sounds and custom work by Davebrown.

www.taconbanana.com





Nexus / Citadel

City Administrators Office.


Administration Hallway.


Central Dispatch Interface.


Detainment Grid.


Hallways.


Command Screen / Podium.


Supply Trainyard.



Sector 1

Bridge across the canal system, leading to the Nexus.


The Canal system.


Sector 1 slums.


Lower Sector 1 slums.


Swampside hut.



Checkpoint Splitting Sector 1 / 2

Citizen Walkway.


Detainment Area.


Supply Trainyard.


Trainyard Exit/Platform.



Sector 2

Arrivals station.


Slums (Ration depot seen at the very back).


Slums.
 Post #2
 6th January 2010
Gishank's Avatar
May 2009
237 Posts
As said on the TnB forums - this map is just pure win in map form... D=
 Post #3
 6th January 2010
Freakie's Avatar
April 2009
768 Posts
Yeah it's pretty cool, it just looks more like a prison camp than a slum district imo.
 Post #4
 6th January 2010
Gold Member
Dennab
February 2008
2,921 Posts
You sure as hell make some good-looking maps.

Edited:

Hey Freakie make a news article about it
 Post #5
 6th January 2010
Freakie's Avatar
April 2009
768 Posts
Maybe...
 Post #6
 6th January 2010
GordonZombie's Avatar
May 2009
351 Posts
Zombiedude101 sends his cheers
 Post #7
 6th January 2010
JebusJuice's Avatar
August 2007
193 Posts
Good shit, Dave.
 Post #8
 6th January 2010
killa101's Avatar
November 2005
1,842 Posts
This map looks sexy
 Post #9
 6th January 2010
Inugami's Avatar
December 2007
148 Posts
And this is why I play TnB.
With love, Radryk.
 Post #10
 6th January 2010
TDocter's Avatar
October 2009
231 Posts
From the screenshots alone I can see this is pure win!
 Post #11
 6th January 2010
Darklight70707's Avatar
July 2009
38 Posts
The map is insanely fun to play in; I can assure you that all the fun little things in it are very appealing.
 Post #12
 6th January 2010
Garfy's Avatar
May 2007
331 Posts
Very nice map to play on. Twas fun being one of the testers.
 Post #13
 6th January 2010
Santz's Avatar
June 2009
5,651 Posts
 Post #14
 6th January 2010
Gold Member
madmax678's Avatar
August 2006
2,597 Posts
I thought this was somthing to do with dem fookin prawns.
 Post #15
 6th January 2010
Gold Member
Dennab
November 2007
2,026 Posts
The supposedly combine architecture looks like shit. Rectangular shit, but still shit.
 Post #16
 6th January 2010
Dennab
October 2008
3,947 Posts
Were'd you get those awesome NPC's?
 Post #17
 7th January 2010
Davebrown's Avatar
April 2008
207 Posts
I made them :3
 Post #18
 7th January 2010
Sirrus's Avatar
January 2009
518 Posts
Home run, dude. I love it.

This theme has been used a lot, but I've not yet grown tired of it.
 Post #19
 7th January 2010
Stelk's Avatar
February 2009
37 Posts
Excellent quality. You've got my download.
 Post #20
 7th January 2010 Last edited by Fhenexx; 7th January 2010 at 12:35AM..
Gmod.com Admin
Fhenexx's Avatar
December 2009
1,311 Posts
-snip-
 Post #21
 7th January 2010
Jakobi's Avatar
January 2008
1,850 Posts
I would like tot est it. Do the combine patrol and interact?
 Post #22
 7th January 2010
Gold Member
Dennab
July 2007
2,333 Posts
Looks very kickass, has a good dirty feel to it. Good job.
 Post #23
 7th January 2010
Xeloras's Avatar
June 2009
356 Posts
So we can expect other City 8 maps to be arriving?
 Post #24
 7th January 2010
Big Bang's Avatar
August 2006
813 Posts
This map looks absolutely fucking beautiful. The additional destructibles, the sheer extensiveness and size of the map, and the draw distance just makes the map even better.

Even though this are some excellent designed slums and entrance to the general city, I would really like to see how this map works out with the rest of the servers. I'm assuming it's all gonna be one big city distributed over several servers, right?
 Post #25
 7th January 2010
Davebrown's Avatar
April 2008
207 Posts
Yeh, thats the idea.

Id just like to point out there are no NPCs by default on the map, for those who were mislead by the screenshots. Its an empty roleplaying map.
 Post #26
 7th January 2010
Stelk's Avatar
February 2009
37 Posts
I was testing the map and I found that you have missed one face here. It has different texture.



Its not critical though but its my job to tell you. ;)
 Post #27
 7th January 2010
Gold Member
Dubeard's Avatar
March 2008
10,575 Posts
Good work there Dave.
 Post #28
 7th January 2010
Gmod.com Admin
HighdefGE's Avatar
March 2009
1,084 Posts
I must say that the map has amazing brushwork and lighting, though the optimization could be improved a bit more.
 Post #29
 7th January 2010
Meknes's Avatar
April 2009
489 Posts
Really good and amazing work like always thought the map is not appealing to me. I think I must just be tired of the theme and was hoping for Japan infused map.
 Post #30
 7th January 2010
Hellsten's Avatar
November 2008
1,234 Posts
The lighting in the map makes the entire map look boring and really dull.
 Post #31
 7th January 2010
Killalot's Avatar
September 2005
1,471 Posts
The lighting in the map makes the entire map look boring and really dull.
I do not think you properly grasp the combine ideology. Considering this map has been planned since when I was at TnB (some 2-3 years ago), this perfectly portrays it.

This map has the same finesse as one that I might expect from Valve.
 Post #32
 7th January 2010
Garfy's Avatar
May 2007
331 Posts
Yeah guys, expect the next City 8 maps over the next week or so. Main center and canals. I've played both, and they're both just as good quality.
 Post #33
 7th January 2010
Steptroll's Avatar
July 2008
69 Posts
This is great.
Too bad my Japanese CP got pked by a certain assmonkey...
 Post #34
 7th January 2010
Gold Member
Dragoshi1's Avatar
March 2008
2,633 Posts
Awesome.


Hopefully my low end computer can run it...which I doubt -_-

But its a beautiful looking map,anyway. Very District 9ish
 Post #35
 7th January 2010 Last edited by Davebrown; 7th January 2010 at 12:23PM..
Davebrown's Avatar
April 2008
207 Posts
Really good and amazing work like always thought the map is not appealing to me. I think I must just be tired of the theme and was hoping for Japan infused map.
That one is being released in a few days as a counterpart as I said :P

Framerate can drop a little when looking from the the very end of Sector 1 towards the Citadel, but thats the only real technical problem. Dosnt make it unplayable at all.
Optimisation was always going to be a severe issue with a layout like this, huge open areas with lots of detail and no way to cut it up with hints/areaportals is basically a nightmare and Im surprised it worked so well.
 Post #36
 7th January 2010
Derox's Avatar
May 2009
19 Posts
TnB always has best RP and also best maps.
 Post #37
 7th January 2010
-Xemit-'s Avatar
January 2009
724 Posts
That shit's artistic.
 Post #38
 7th January 2010
Ixius's Avatar
October 2005
1,171 Posts
I haven't played it yet, so I can't say anything about the playability of the map, but I can definitely say it's well designed and artistic. Dave tends to be a very good mapper, and he's one of the few who finishes everything he starts - nobody can deny he's got a fantastic imagination, either.

Looks great!
 Post #39
 7th January 2010
Davebrown's Avatar
April 2008
207 Posts
Thanks babe :D
 Post #40
 7th January 2010
Gold Member
Dennab
February 2008
2,111 Posts
I haven't played it yet, so I can't say anything about the playability of the map, but I can definitely say it's well designed and artistic. Dave tends to be a very good mapper, and he's one of the few who finishes everything he starts - nobody can deny he's got a fantastic imagination, either.

Looks great!
pretty much this.

nice job dave!
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