Subcontracting to Time Lords?
I'm reminded of the wall safe glowies in office maps sometimes appearing in the walls of cubicles.
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Arc #40529 : The Furies of the Earth
To answer the question...after the Time War, the Lord High President of Gallifrey....
...oh, right.
Paragon City building codes were written by Nemesis when they weren't looking. Therefore it's meant to be the most frustrating experience possible.
S.
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This one is just plain mean:
Yes, the only way up or down is that narrow staircase. |
As for the door and the stairway, it would usually have a porch/larger area so the door doesn't swing so far over the steps.
Also likely in that position, the door would swing the other way, not out over the stairs.
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Note there's a parking lot directly below it.
As for the wacky building and warehouse layouts we see, the answer is simple: after the first Rikti War, all construction was required to be underground. Those buildings you see? Decoys, to distract the bombers. My proof? Visit the Council HQ in the RWZ. You'll see.
speaking of parking lots, do any of the portal corps employees actually park in their parking lot. not poorly designed, but its filled with level "murder you" cot, and thats to super powereds, to a schlub in a miyata, i cant see that being safe.
Northern Brickstown, there's a little park-like raised area, basicly a concrete planter the size of an intersection. Couple trees, large rockpile, wooden "CAUTION: DO NOT ENTER" door. Leads to Oranbega, Council bases, 5th Column bases, and the wedding cake cave.
Note there's a parking lot directly below it. |
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That reminds me, there's an open air concession stand on (I think) Nerva that has a door on one side. You can easily see both sides of the door and that it doesn't lead anywhere but inside the stand, but it sometimes works as a mission door - it's the Concession Stand of the Time Lords!
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Paragon City Search And Rescue
The Mentor Project
Why does Paragon keep replacing the parking meters after every mayhem mission when nobody ever puts any money in them?
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Originally Posted by SuperOz
Paragon City building codes were written by Nemesis when they weren't looking.
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Originally Posted by Wolf Bait
Are you saying that city hall sits on a Nemesis plot?
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I wouldn't worry about the vehicles too much until they scale the current ones to a usable size and perhaps add some designs from this century.
I think they should try a new mission map layout that reflects better a modern office tower with elevators near the center and office space all around.
It would require an up-down choice dialog of some sort I suppose.
My favorite has always been the "Upside down Pyramid effect". Enter a mission and the first floor is tiny with just a single hallway, a few small rooms and the elevator going up. Depending on the map and number of floor suddenly as you go higher there are multiple hallways, tons of rooms and even floors with multiple level. So from the outside this facility looks like this? \___/ LOL
I have also always gotten a SORT of chuckle out of Council/5th Colum bases. They twist, turn and at times even lead you in circles. I understand the mentality.. make it mazelike to challenge the player but I even commented once on a Citadel TF.. "I wonder how many new Council recruits get lost trying to locate the men's room and die of starvation." It got a LOL and a series of similar comments ensued as we continued through the countless underground mazes throughout the TF.
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I wouldn't worry about the vehicles too much until they scale the current ones to a usable size and perhaps add some designs from this century.
I think they should try a new mission map layout that reflects better a modern office tower with elevators near the center and office space all around. It would require an up-down choice dialog of some sort I suppose. |
The problem would be making sure NPC allies and such could follow you, but man did I have an idea once for how to make more realistic buildings for City of while keeping the layout interesting.
First off, I imagined to break the monotomy of just taking the elevator, as well as to prevent someone from just stealthing by glimpsing each floor to try to find the boss(s) and/or objective(s), there you could basically only use an elevator once, then the baddies would cut off elevator service and you would either have to defeat all enemies on the same floor you arrived at or ascend or descend floors using alternate paths. All the great TV, movie, and comic book staples would serve for these alternate means of ascension and descending, such as maintenance elevators, an empty elevator shaft next to the working one, air ducts, an open(able) window to scale it from the outside, stair wells, etc. etc. could be used, and each time you used one, the bad guys would 'seal off' that means until you cleared a floor or simply took one of the other routes. I should note that not all alternate means (aside from stairs) would be present in all office interiors and it would depend on how large it is, so like an office map with only two to four floors might have just the elevator and stair wells, five to seven floors you'd have three ways to move up and down the floors, eight to ten, you'd get four, eleven to thirteen, five, and so on. (This assumes that individual floors would be a bit smaller than present ones that can sprawl half a mile big.)
Another means to break up the boredom of standard office-space interiors and realistic military bases, etc. etc. is to introduce barricades. Some are makeshift, originally built by enemies to impede your progress or civvies trying to create a safe spot, and others are not, and expressly part of the building's defense systems or made from portable force field generators for area denial, and some of them are destroyable (preferably all of the makeshift ones), others would force you to go another way (only a handful, and they should probably be the non-makeshift ones), and their spawning could be made fairly random to avoid even the same map being completely predictable.
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alternate means of ascension and descending, such as maintenance elevators, an empty elevator shaft next to the working one, air ducts, an open(able) window to scale it from the outside, stair wells, etc. etc.
Another means to break up the boredom of standard office-space interiors and realistic military bases, etc. etc. is to introduce barricades. Some are makeshift, originally built by enemies to impede your progress or civvies trying to create a safe spot, and others are not, and expressly part of the building's defense systems or made from portable force field generators for area denial, and some of them are destroyable (preferably all of the makeshift ones), others would force you to go another way (only a handful, and they should probably be the non-makeshift ones), and their spawning could be made fairly random to avoid even the same map being completely predictable. |
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I couldn't agree more.
Though another factor of seriousness, another thing that would be cool for all maps with Prison cells (which I think are under used mechanics) is to inclue a chance to find other prisoners inside, such as trapped allies or possible enemies, or even just hapless civvies who were kidnapped to serve as bonus objectives.
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Though another factor of seriousness, another thing that would be cool for all maps with Prison cells (which I think are under used mechanics) is to inclue a chance to find other prisoners inside, such as trapped allies or possible enemies, or even just hapless civvies who were kidnapped to serve as bonus objectives. |
Oh, maybe even branch off the main storyline of whatever the main plot is for a story arc? A mission that gives added detail for those who want it.
And bringing it back to the main conversation, the most perplexing room(s) I've run into is on the lab maps. You know the one that is like four rooms; two of which are large open areas, but to access the other two on either side you have to take this little twisty rampway located on the top floor of the other room, which exits into a tiny hallway you can either go left or right in to reach the other two rooms. It's almost like they used non-euclidean geometry to design that area!
"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.
In founder falls, there's a single wall outside, you can jump over it, it's like a fence, really.
There's a dooor in that wall, and you can enter it.
It always amused me.