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[WIP] City Three

Discussion in 'Mapping' started by Wiz, Nov 3, 2017.

  1. Wiz

    Wiz Clockwork Customer Active Member




    City Sixteen is my first ever hammer map, it is designed to look similar to that of City Seventeen while remaining unique compared to other maps, yes this means no 'hidden wall bullshit'. I have designed the city so that it is a social city, this means certain areas that previously are not used would be used more, such as the train station which now features a little market of sorts.


    City Sixteen is located in Eastern Europe and is home to the Combine's metropolitan police force headquarters, it is approximately 100km away from City 17 and it is known for it's strict Civil Protection team as well as cleanliness compared to other cities. It is also located south of Nova Prospekt.


    - Airwatch Friendly (One Skybox, Buildings with roofs)
    - Vehicle Friendly (APCs, Etc)
    - Groundwatch/Parakeets Pill Pack Friendly (For Striders mainly, however I can not be completely sure it will work as things such as striders tend to glitch.)


    Under Construction
    Not Built/Considering


    Train Station/Nova Prospekt Access
    Laboratory/Research Facility

    Main Plaza
    Terminal Hotel


    City Seven Citadel Access




    Apartment Block P06-1 (Atlantic)
    Apartment Block P06-2 (Atlantic)
    Apartment Skybridge

    High Street
    Industrial Area Access (Acts as a connection to P#15 too)


    Ration Distribution Centre
    CWU Headquarters


    City 7 Nexus (Congressional, Metropolice, Overwatch)



    Waste Disposal Facility
    Warehouses 1-4


    Feel free to post any suggestions! I'm happy to take any and all for consideration, I will be posting progress on this thread. I also don't intend on getting this finished anytime soon as it will be a rather large map.
    Last edited: Feb 10, 2018
  2. Wiz

    Wiz Clockwork Customer Active Member

    Current progress on the main area of the station, tell me what I should add! :)

    • Agree Agree x 1
  3. Wiz

    Wiz Clockwork Customer Active Member

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

    For some reason the decals (Combine Posters, Etc) Wouldn't show up in-game, also as you can see there's a large empty space in the station checkpoint, I need ideas on whether I should leave it or add something.
    • Winner Winner x 1
  4. Wiz

    Wiz Clockwork Customer Active Member

    Some more concept art I may try and implement.
  5. SireElite

    SireElite what's the big fucking deal? Active Member

    god i do love me some checkpoints at the trainstation
  6. Wiz

    Wiz Clockwork Customer Active Member

    • Box Box x 1
  7. SireElite

    SireElite what's the big fucking deal? Active Member

  8. Wiz

    Wiz Clockwork Customer Active Member

    Just finished the main station entrance/ration area. It's got a few empty areas, might leave them unless I get any ideas.[​IMG]

    Yes i'm fixing the wall now.

    EDIT: The wall turns out to be fine, it's just that decals wont load. Any idea how to fix it?
  9. It looks very empty.
    • Agree Agree x 2
  10. Wiz

    Wiz Clockwork Customer Active Member

    Yes, I did mention that and I have no idea what to add. What should I add? I decided to leave the checkpoint to allow for servers to add their own props for customisation if they wish. Also there is meant to be posters dotted around the place but as they are decals they don't seem to work during the testing.

    EDIT: I added a little market stall thing next to the breenscreen, I'm wanting to make the station a more used area as they aren't used often and end up quite empty.
    Last edited: Nov 4, 2017
  11. Wiz

    Wiz Clockwork Customer Active Member

    For some reason when I test it things such as models or decals don't appear.
  12. Well, I don't think you should be focusing on what to add. Instead you should resize your map to what you already /do/ have instead of adding clutter to what is essentially a giant box.
  13. Wiz

    Wiz Clockwork Customer Active Member

    While I will keep this in mind and attempt to reform the map I will also be changing lots of the main entrance area to feature a little market of sorts. As I said before I want to attempt a new approach, one in which people actually go BACK to the station instead of it being just your everyday spawnpoint that nobody would like to go back to ever. Also the reason for it being so large is that it's partially based off of a mix of train stations in England.
    Last edited: Nov 4, 2017
  14. Wiz

    Wiz Clockwork Customer Active Member

    Here's a decompiled version of what it will look like, and no I didn't just throw them in, I removed one of the exits and a couple benches and bins.

  15. Another smaller thing, you could benefit from a different wall texture. That one is used in like every trainstation of every map ever. Same goes for those kiosks, but IDK if there are alternatives for that.
  16. Wiz

    Wiz Clockwork Customer Active Member

    What texture for walls would you recommend, I agree they are used quite frequently.? Also the kiosks are prefab items.

    EDIT: I'm trying a more white approach to the station using white brick.
  17. Wiz

    Wiz Clockwork Customer Active Member

    The new train station design with a white approach. Decompiled

    [​IMG] [​IMG]
    Yes I know about the discolouration in the second image, I have since fixed it.
    Last edited: Nov 4, 2017
  18. Wiz

    Wiz Clockwork Customer Active Member

    Thought i'd give an update on the plaza progress. Decompiled

    EDIT: I added more benches in by the statue in the centre of the plaza, I intend on this being a more 'social' city.
  19. Wiz

    Wiz Clockwork Customer Active Member

    Added some combine metal to the wall of the train station to make it stand out more.

  20. Wiz

    Wiz Clockwork Customer Active Member

    Ran into a few issues involving the road, having to make it have a layout more like City 17.

    EDIT: Fixed the issue by making it a dead end.

    • Like Like x 1
    • Informative Informative x 1
    Last edited: Nov 5, 2017

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