Garry's Mod

Garry's Mod

SW Map : Deathstar
Thanks and Feedback
Dear King Pommes,

Firstly I would like to thank you on behalf of perhaps the entire GMOD community for your dedication and work that has massively impacted the face of RP. I have no idea how long it must have taken to make this map, but it has been a favourite of mine since it's release along with Lord Trilobites SD.

It may be the case that you aren't planning on updating this, but if you are, I have some feedback you may wish (or may not which is fine too) to consider in order to improve the map and hopefully see it used more commonly as an RP server map. My ideas come from a utilitarian perspective in the interest of making it more playable and thus enjoyable too.

  • Starting with the brig (corrections/detention block)- I like the changes that were done to enlarge it and the interrogation room add on. One of the issues here is it's new accessibility via the cargo hanger. The noise travels through into the first room (which then goes into the actual brig) and this makes it very difficult to RP in there without being intruded upon by the very loud cargo hanger noises.

  • While actually inside this cargo area - the noises seem to be too loud and a bit too dramatic as in; there is rattling from what sounds like the walkways etc. But to be frank, just a bit of ambient steady hum (that is in the soundscape there already) would do fine without the extra jingle jangling. I find most people try to avoid going in there because of this noise.

  • On the subject of noise - the creaking of the Death Star might also be a bit too much too. It really shouldn't be making that noise as a state of the art battle station. The hissing of pipes etc. is fine as well as the ambient hum.

  • Again in the cargo area - the room at the bottom that seems to be some kind of red mysterious Sith room; others may disagree, but rarely have I seen this being used and most of the time they can be found lurking around in the Emperors tower in that small back room behind the lift. Perhaps get rid of this room in the cargo bay and make the room bigger in the Emperors tower.

  • Following on from that - the brig could do with just one extra office for the Death Star Troopers Commanding Officer to operate from. There are plenty of closed extra doors that could be used for this and while I understand room is an issue to keep the file size operational - room could be saved by perhaps getting rid of a couple of the cells and even making the cargo hanger slightly smaller.

  • While still in the brig, the entrance to the armoury could do with a lockable door to keep unauthorised access under more control. The armoury used to have a door when it was down near the sim room and it was much better then.

  • Again in the brig - this one is a bit more complex and would probably be harder to implement, but it would be good to have cells numbered and give brig staff a control panel to open and close these doors remotely. Also a button to lock down the entire brig would be good too.

  • Back to the cargo hanger - the officers mess/bar and canteen really feel out of place down there. Perhaps a more centralised location would make it feel more natural and more Incorporated to the overall feel of the station. While I know they are not intended to be this way - they feel like more of an afterthought down there and not in synchronicity with everything else. Nor are they situated well in a practical/realistic sense. The canteen should perhaps be closer to the barracks and the officers mess/bar perhaps on one of the upper levels.

  • In my experience, the Sim room (as I call it- it is next to the excellent firing range) is sadly underused, or worse - used as a player spawn room, mainly because aside from the Medbay - it is the only lockable room which helps to manage new players. It would be good to have a different lockable room that ideally has a viewing platform - a lot like the room in the Star Destroyer so that players can spawn in there which frees up the sim room more for it's intended use; in the past while running servers I have fitted it out with an entire CQB town.

  • Following on - sometimes the room to the right of the firing range is used as a spawn in room and while I know that certain mods can let you add lockable doors in - a bigger and better joining area with a viewing window and that is close to the brig would be excellent and make the map much more practical.

  • Perhaps spare room could be used to make the sim room even bigger. This room can be really useful because when we ran a Death Star we used it to keep players interested by always having some kind of training/exercise on in there. The bigger it is - the better the set up inside can be with a bigger and better mock town. This was by far the most used room in the server.

  • The sim room could actually do with that armoury back too, have one in the brig too - or really it would be better to not have it in the brig and just like it used to be outside the sim room. This prevents the need to travel into the brig just to collect ammo (time consuming if you have a squad of 10 men) and then go back to the sim room.

  • Many complaints I have heard/read is that the map is just too confusing to navigate - I disagree, but have spent a lot of time on it. For new players I can empathise with this as true, so we would normally number the decks and write on the wall next to the lifts which button takes you where. If you were to implement this idea into the actual model - that may alleviate some of the concerns about it being too big/confusing and thus make it more likely to be used as default server map.

  • The main meeting room could do with a door lock too - just to stop it from opening and interrupting someones dramatic monologue!

  • On the bridge - it is a frequent occurrence to get stuck in the first navigation command pod at the bottom of the entrance stairs. After trying to leave it - players will hover there until helped by an admin.

  • On the command deck (where the weapon is fired from) - and more widely around the DS generally, as according to Rogue One, should the floors not be glossy reflective black? This might help the station be a bit more interesting and less "bluish grey" to look at.

    Anyway, that's all I have! I hope some of these are useful - I won't be offended if not and appreciate that changes can take up an enormous amount of time.

    Thanks again for all your hard work.

    Pitchkins
Last edited by Grand Moff Pitchkins; 29 May, 2022 @ 7:19am