If you could give one blue and one red zone a GR style revamp...


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Originally Posted by uberschveinen View Post
Redside needs new zones more than it needs prettier ones.
This. And as a bonus, make the new zones have no Arachnos presence at all.

But, keeping with the original question...
Blueside: Steel Canyon: Imperial City actually... wait for it... looks like a city. The zone has skyscrapers, and it's laid out in a way so that they look like a natural part of the landscape. Steel Canyon just feels like somebody roped off a few square miles of downtown New York and declared it to be a city. Revamping it with the new layout style would make it much cooler.

Redside: St. Martial: For one of the coolest-looking pre-i18 zones, St. Martial has some of the least interesting content. Like EvilGeko said, half of it is about Johnny vs. the Wailers, and it contains two of my least favorite contacts in the game, Vivacious Verandi and Hardcase. (Though, admittedly, this is only because 95% of the heroside contacts are bland and personality-less, and thus too boring to even disdain.) Plus, the zone already looks great; a revamp could make it amazing, whereas it's going to take more than a facelift to make most of the Isles look nice.


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Blue side, I would have to also vote for Dark Astoria and Boomtown. He’s why, I would love to see what Dark Astoria would look like all gloomy and such with the new added technology they used to build Praetoria. Boomtown just needs a makeover, seriously how long does it take to rebuild? After all Faultline got a rebuild.

Red Side, I would have to vote for St. Martial and Grandville. St. Martial because I think that map looks great as it is, but would like to see it also get the same technology from Praetoria. Same goes for Grandville, why not make it look as gloomy as it came be, after all, Lord Recluse lives there.


 

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Originally Posted by james_joyce View Post
I would probably start with Independence Port, because it's one of the worst zones for content and flow, and it has a great landmark with a probable high ROI to a graphical upgrade. It's also a logical place for villains to be able to arrive.

I just think the important part is to revamp one zone, and give heroes and villains each their own instance, with story arcs that run in opposition to one another. That way the art team can re-use not only zone assets, but NPC assets and mission maps as well.
Here's an idea... Don't make two instances of IP. Just move all of the hero contacts (who are far, far too geographically scattered anyway) to the east side of the zone. Redesignate the western shore as the "villain-controlled" section of the zone, and add villain contacts and RI transit points over there (there's already one in IP for Rogues and Vigilantes). That section of IP -- especially Valor Bridge -- is horribly underutilized, and the zone's size and natural geographical division would allow for it to be dual-faction while still feeling like two separate zones unless you go out of your way to peek in on the other side (especially if you ensure that mission doors remain in certain areas, as was done in the Hollows revamp).

If you want to get really ambitious, revamp Terra Volta with opposing arcs for both factions, as well. Talk about a zone that desperately needs any improvement it can get...


 

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Originally Posted by MunkiLord View Post
Personally I think taking turns on between low, mid, and high level zones would be ideal.
They might not need to take turns if they decide to swap out the old buildings for new ones - for example, in, say, Issue 21, they could replace the current "Skyscraper3" model with a new "Skyscraper3" model, so any zone that had "Skyscraper3" models in it would get the new one.


@Golden Girl

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Quote:
Originally Posted by kviri View Post
Here's an idea... Don't make two instances of IP. Just move all of the hero contacts (who are far, far too geographically scattered anyway) to the east side of the zone. Redesignate the western shore as the "villain-controlled" section of the zone, and add villain contacts and RI transit points over there (there's already one in IP for Rogues and Vigilantes). That section of IP -- especially Valor Bridge -- is horribly underutilized, and the zone's size and natural geographical division would allow for it to be dual-faction while still feeling like two separate zones unless you go out of your way to peek in on the other side (especially if you ensure that mission doors remain in certain areas, as was done in the Hollows revamp).

If you want to get really ambitious, revamp Terra Volta with opposing arcs for both factions, as well. Talk about a zone that desperately needs any improvement it can get...
I think mergring Terra Vola into IP to create a two-in-on zone like Faultline would be the best solution for the huge empty spaces.

All the red shaded area would become Terra Volta:


@Golden Girl

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Quote:
Originally Posted by Golden Girl View Post
I think mergring Terra Vola into IP to create a two-in-on zone like Faultline would be the best solution for the huge empty spaces.

All the red shaded area would become Terra Volta:

I think the problem with that idea is that Terra Volta is much bigger on the inside than on the outside. Makes it hard to merge it into IP.


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Quote:
Originally Posted by McNum View Post
I think the problem with that idea is that Terra Volta is much bigger on the inside than on the outside. Makes it hard to merge it into IP.
I know, but Terra Volta has even more dead space than IP - the basic style and spirit of the zone could be kept, just in a smaller area.


@Golden Girl

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Posted

Quote:
Originally Posted by McNum View Post
I think the problem with that idea is that Terra Volta is much bigger on the inside than on the outside. Makes it hard to merge it into IP.
I'm assuming that's why GG made the "designated TV area" in her image larger than the current TV island.

Mind you, I think you could reduce TV to a quarter of its current size and no one would complain. (Heck, how many people would notice? It's not like anyone goes there unless they're running a respec or the hunt in the Numina TF.)


 

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The only really unique features of Terra Volta are the Reactor and Gordon Trench - the rest is just industrial space filler, and there's room for both of those in the red shaded area, plus a lot of the idustrial buildings on both sides of the trench.


@Golden Girl

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Redside, I'd pick St. Martial. Those Casinos, which are already pretty cool looking, would look absolutely fabulous with a Praetorian style make-over.

Blueside, I'm thinking Steel Canyon. Those lackluster skyscrapers could use some Praetorian architecture, and also some new and interesting level 10-20 missions would be good.


 

Posted

Quote:
Originally Posted by kviri View Post
Here's an idea... Don't make two instances of IP. Just move all of the hero contacts (who are far, far too geographically scattered anyway) to the east side of the zone. Redesignate the western shore as the "villain-controlled" section of the zone, and add villain contacts and RI transit points over there (there's already one in IP for Rogues and Vigilantes). That section of IP -- especially Valor Bridge -- is horribly underutilized, and the zone's size and natural geographical division would allow for it to be dual-faction while still feeling like two separate zones unless you go out of your way to peek in on the other side (especially if you ensure that mission doors remain in certain areas, as was done in the Hollows revamp).

If you want to get really ambitious, revamp Terra Volta with opposing arcs for both factions, as well. Talk about a zone that desperately needs any improvement it can get...
I like this idea. I would also suggest some shady/gray contacts that gave arcs to both sides. And the arcs have moral choices which count as alignment points.


Back to the original topic:
Blue side: Boomtown. Rebuild. But have the rebuilding be done by the 5th Column. And to make it different from Striga, make it less 'military base' and more 'trench warfare' with PPD/Longbow pushing back. Level 20-30. Story arcs, perhaps a TF. Bonus points if the devs can reuse the control/phasing tech from pvp zones.

Red side: New zone. Level 15-25. Theme: tropical resort, with matching weather/environment. Low/minimal Arachnos presence, perhaps have the whole place owned by Crey or a different megacorp. Story themes: secrets, betrayal, spy games, heists.


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Sharkhead. Sharkhead, Sharkhead, Sharkhead.

I'd agree that St. M is bland and pretty much a failure. But if I was to allocate resources I would trying to make a good area amazing rather than trying to up a poor one.

I do love sharkhead, sure a lot of the looks are generic redside - But what really makes it apt for a Gr style makeover is the factions. Sharkhead has such interesting factions, especially considering it's bookended by Cap and Nerva.

You have the Cage (by far my fave group) who are basically oppressing the Scrapyarders. The cage is a wonderful faceless corporation. They are one of the few factions I think should be left bland, they scream corporate giant far more than Crey to me.

The scrapyarder's on the other hand could use a spotlight on them, they have some interesting character in their arcs - All sorts of rogue/vigilante types that could be used for interesting moral choices.

Lets not forget while this is going on the land the Cage is trying to mine is used by the Circle for rituals, adding another competitor to the pot.

But far below that there are other creatures lurking and the mining activity is not exactly making them happy either. But after a hard days work where do you go?

Why back to your slum-like apartments, or perhaps an illegal gambling den run by the Family?

The whole place is a power keg ready to go bang when you think about it. When I think of a villainous city, it's pretty much falls into two categories - The 1984 Praetorian type, or the work-till-you-drop, crime filled, opressive dumps like Sharkhead.

As for visuals, I'd hate to bring it up - But ever played simcity societies? I know, I know, not the best game. But the industrial theme there is how I envision sharkhead. It's a sort of redbrick area from the past. Where the men are 90% steel workers whole enjoy a beer after a hard day and the women are at home trying to raise families on a shoestring.

Where pollution fills the sky and men get killed for their below minimum paycheck.

Ahhh...how I love sharkhead...

Actually looking back on this post it has an awful lot in common with Praetoria, the oppressive cage and the rebel scrapyarders. It's practically Prae without the pretence of utopia.


 

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I'd say Steel Canyon blueside, since Imperial City is so damn gorgeous, I almost didn't want to leave Praetoria just to fly around those buildings some more.

Redside I would say Mercy Isle or Cap au Diable. I really hate Mercy Isle, since its a pretty HUGE map to travel across for such a low level zone (and when you die the hospital is ALL the way across the map), but that's more of a logistic reworking than a graphics....so Cap au Diable would be nicest to see redone.


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The more I read this thread, the more I'm realizing I'd rather have thorough zone overhauls than new zones...


 

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Quote:
Originally Posted by Charcoal_EU View Post
Red side: New zone. Level 15-25. Theme: tropical resort, with matching weather/environment. Low/minimal Arachnos presence, perhaps have the whole place owned by Crey or a different megacorp. Story themes: secrets, betrayal, spy games, heists.
If we did get a new redside zone (ha ha, as if...) I'd definitely want it to be in this level range - mainly because villains between 15 and 20 have only 3 contacts to choose from, plus Seer Marino, and only Marshall Brass is really that good anyway. Oh, and 20-25 because I hate Sharkhead with a passion. It's the one redside zone where I'm in agreement with those who say redside is too dirty and depressing. I know it's meant to be, but still... hate the place and can't get out quickly enough.

Someone mentioned Crey's Folly and I'd definitely agree with that. I've been there exactly once, and that was only because of the insanely random placing of door missions on blueside (yeah, it's a comic book convention, being held in the middle of an industrial disaster zone... um, what?) and had no desire to go back.

I quite like DA as it is for some odd reason. It's got great potential as a story driven zone though - I seem to recall it has a rather sad back story.


 

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I'll go out of the norm here and say Kings Row. The whole zone is drab and dull. If i set my graphics card to display no more than 16 colours at one time, Kings Row would still come out looking the same.


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Originally Posted by Marcian Tobay View Post
The more I read this thread, the more I'm realizing I'd rather have thorough zone overhauls than new zones...
Me too, but the devs prefer making new zones to zone overhauls...


 

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Blue: Brickstown. Why? The Ziggurat. I think the new tech could make it really unforgettable. Especially if we got missions that made us go inside it (Villains: Break out! Heroes: Stop a riot!)

Red: Rather than revamp I'd like an alternative to Grandville. Preferably something not having to do with Arachnos. Have we ever seen what the Carnie's homefront looks like?


 

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Quote:
Originally Posted by NightshadeLegree View Post
yeah, it's a comic book convention, being held in the middle of an industrial disaster zone... um, what?
The best part is, that seems to be the most common placement for that mission. Apparently heroes are really gullible.


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Don't forget Crey's Folly also has a freakshow city on the western side, there is a lot of potential there. The whole zone could be awesome, especially when I look at how well Praetoria's underground is done, specifically the puddles of water.


 

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Originally Posted by Kelenar View Post
The best part is, that seems to be the most common placement for that mission. Apparently heroes are really gullible.
Hey, you should see the room rate that the Crey's Folly hotel offered the con committee. You can't turn down a deal like that.


 

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Additional thought: If we're talking "revamp" in the sense of adding new missions or other things for characters to do in a zone as well as graphical upgrades, I'd prefer that it fall in the 30-40 or 40-50 level ranges. The 20-30 game, particularly on the hero side, is already overloaded with things to do that range from i0-bad to pretty good to excellent. While I don't suffer xp stall-out in the upper 30's as I did before xp smoothing, I still find I end up doing the same things over and over as I run characters through those ranges, while each character almost has to take a different path through the 20's because there's more than a single character can handle there.


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