Suggestion:20080828 Crawforde: Difference between revisions

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#'''Auto-Spam/Dupe''' - New city suggestion.  This suggestion does not pertain to Malton or Monroeville.  {{User:BillyClubThorton/signature}} 17:25, 28 August 2008 (BST)
#'''Auto-Spam/Dupe''' - New city suggestion.  This suggestion does not pertain to Malton or Monroeville.  {{User:BillyClubThorton/signature}} 17:25, 28 August 2008 (BST)
#'''Spam''' - There is too much work to be done on this city and a lot of blanks to fill in. Also isn't there something about suggesting cities being a spam of sorts?--{{User:SirArgo/Signature}} 17:37, 28 August 2008 (BST)  
#'''Spam''' - There is too much work to be done on this city and a lot of blanks to fill in. Also isn't there something about suggesting cities being a spam of sorts?--{{User:SirArgo/Signature}} 17:37, 28 August 2008 (BST)  
#'''Spam''' - There are better gimmicks to do a new city with. For example only having one NT that is already ruined and populated by zombies, no generators except what the game begins with/make power stations useful, all buildings EHB at the beginning, etc, etc. This needs work and isn't about the existing games.--[[User:Janine|Janine]] 20:02, 28 August 2008 (BST)


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20080828 Crawforde

Blake Firedancer T E RNL? P.I.S.I.T. 11:20, 28 August 2008 (BST)

Suggestion type
An entirely new city.

Suggestion scope
Everyone bored with Malton and Monroeville.

Suggestion description
As it turns out, before the zombie outbreak occured in Malton, there was a sample of the then-dormant zombie virus sent to NecroTech's Regional Headquarters located in downtown Crawforde.

After Malton went into zombie quarantine, the scientists at Crawforde decided to work on an antidote to the zombie outbreak, using their sample as a research subject. This is where the updated version of the revivification syringes came from once the zombies had started to adapt to the earlier formula.

Now, as it turns out, the virus has escaped its Crawforde containment and has run amok, much like it did in Malton. Cue yet another military quarantine, as well as a shutdown of all NT research in other cities, pending a full investigation.

Essentially, this adds a new city to the mix: Crawforde. This city is a combination of the ideas in both Malton and Monroeville. It has the same basic shape as Malton, except the districts are more distinct and less grid-ish, like Monroeville. Most of them still fit the grid-like pattern, however some districts may be more than one 'space' on this grid.

Most notable with Crawforde is that the suburb borders are very easily recognisable, as most of them are separated by a 2-lane road. Only the Bayside-Longfin and Residential-Watercrest borders do not have this road.

Notable landmarks in Crawforde include:

Longfin Island, Crystalline Bay, Rouke Bridge, Hallister Bridge & Tallis Bridge

To the south-east of Crawforde there is Longfin Island, named after a myth of the native inhabitants where the island was fished up by a deity, only to be tossed back for being undersized. Longfin has 3 bridges that cross the waters of Crystalline Bay, linking it to the rest of the island: Rouke (Co-ordinates: (83, 73-76)), Hallister (Co-ordinates: (72, 73-76)) and Tallis (Co-ordinates: (69-71, 89-90)). Tallis is the only one to the west of the island, and is 2 lanes wide. The other two are to the north and are 1 lane wide.

There is no other way to get onto Longfin without using these bridges. Also, they do not count as buildings and as such, cannot be used to free run into buildings.

Sheffield & Sons. Commercial Airport

Co-ordinates: (78-83, 81-83)

A small airport located on Longfin Island, the airport is a 5x3 area used as one of the two major evacuation points during the initial Crawforde outbreak.

Here is a blueprint of the Sheffield Airport:

Sheffield.PNG

The hangars would have item find rates similar to Auto Repair Yards. Each hangar is seperate, but are grouped together on the map for easy labelling. They are barricadable.

The radio tower is a scaffolding with radar dishes on it. It is ruinable, and if ruined prevents survivors from using it to broadcast messages. Otherwise, transmitters inside the Terminal or Control Tower can be used with double the standard word limit.

The control tower is barricadable, and can be used with binoculars.

The terminal is one building, and is barricadable (but not from the other half of the building, like malls and other large buildings)

The entrance behaves exactly like a Fort gatehouse. There is a fence running the perimeter of the airport; this is the only way in.

The carpark is just a carpark, and the grass is just like a park.

Crawforde Grand Central Station

Co-ordinates: (45-48, 63)

The second major evacuation route for Crawforde's citizens, the GCS is essentially a 3-square train station arranged in a line.

The central part is the 'hub', where they used to have the train information on billboards. This area now serves much the same purpose as the billboards found around Malton, and is the only enterable square of the GCS. To the east and west you have the platforms used for east and west-bound trains.

NecroTech Regional Headquarters

Co-ordinates: (45-48, 49-51)

Located in the central, most zombie-intense part of the city, this was where the Crawforde zombie uprising began. In gameplay terms, this is a Scientist's Fort, much how a mall is a Citizen's Fort. In this 3x3 walled complex, the Regional HQ has facilities for the processing and reviving of zombies (W square), as well as on-site employee quarters (SE square), a cafeteria (E square), infirmary (NE square) and even a crematorium (N square) for disposing of former test subjects.

In the centre of the compound there is the Admin tower. Essentially the same as any other tower in any of the 3 quarantined cities, except that it offers NT clothes in addition to standard buisness suits.

CBNN Complex

Co-ordinates: (3-4, 5-6)

Short for Crawforde Broadcasters News Network, this 2x2 TV station is located in the the North-Western area of the city. This building, once used to entertain the masses in Crawforde, it is now used to broadcast emergency messages to anyone who still has a working Television.

Essentially what is stated here, except broadcasts are live, are made the same way as Radio Broadcasts, and include a link to the sender's profile.

Crawforde University

Co-ordinates: All Uni buildings are located within the (65-80, 15-25) area.

A sparse collection of buildings in the mid-Eastern section of the city, Crawforde University is where the brightest of the bright came to study art, literature and other such academia.

Re-worked version of Malton University. Same building types, same sporadic placement area, but because the city hasn't been placed yet, you don't have to worry about having to over-write current buildings.

Crawforde Central Police Headquarters

Co-ordinates: (14-15, 31-32)

This 2x2 building, located on the West side of Crawforde, acts just like an enlarged regular PD, only the armoury contains Combat Shotguns as well as the regular kind.

  • (14,31) square: Administration
  • (14,32) square: Central booking
  • (15,31) square: Armoury
  • (15,32) square: Prison cells

Oceanview Fort

Co-ordinates: (92-94, 89-91)

Located on the south side of Longfin Island, Oceanview Fort was built in 1925 in order to combat the threat of what was thought to be an incoming enemy fleet, but was instead a large school of whales.

Since then, the fort has been modernised, and in its armoury can now be found Combat Shotguns and Submachine guns.

Malls

There are 4 malls in the city: Beachcomber Mall (Co-ordinates: (75-77, 68)), Island Mall (Co-ordinates: (85-86, 90-91)), Silverroad Mall (Co-ordinates: (72-73, 84-85)), and Wild Hills Mall (Co-ordinates: (52-54, 6)).

New item in Crawforde:

  • Combat Shotguns can be found in the armouries at Crawforde Police Headquarters and Fort Oceanview, as Crawforde is a much more modernised city and as such has a better equipped police force. Regular shotguns can still be found in smaller PDs and in Malls.
  • Submachine Guns can be found in Fort Oceanview's armoury.
  • Televisions, as stated in the Television Stations PR building suggestion.

Map of Crawforde (Not to Scale)

Map of Crawforde.PNG

Brief rundown of the districts in Crawforde:

Dimensions of districts:

  • Wild Hills: (1,1) to (100,7)
  • Slums: (1,8) to (30,30) (excluding squares (18,26) to (20,30)
  • Residential Area: (31,8) to (100,30) (excluding squares (21,30) to (65,30)
  • Western Crawforde: (1,31) to (25,65)
  • CBD: (18,26) to (50, 65)
  • Watercrest: (66,31) to (100,65)
  • Southern Crawforde: (1,65) to (65,100)
  • Bayside: (66,66) to (100,100) (excluding squares (75,80) to (100,100))
  • Longfin Island: (75,80) to (100,100)

Wild Hills

A mostly woodland area, Wild Hills is home to the Wild Hills Mall and CBNN buildings.

Resource Buildings
  • Hospitals: None
  • NT buildings: None
  • Police Departments: None
  • Fire Departments: None
  • Notable Buildings: 2
  • Other Buildings: Forest, Clearings
  • Free Running Routes: None

Residential Area

Mainly consisting of houses, schools and libraries, the Residential Area is where most of Crawforde's population settled down.

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: University
  • Other Buildings: Street, Hotel, Motel, Pub, Bar, Park, Cemetary (small), Church, School
  • Free Running Routes: Moderate. Entire suburb can be seen as series of medium FR islands (10-20 buildings).

Slums

Home to the lesser-off of Crawforde, the Slums contains a large amount of apartment blocks, hotels, motels and bars.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: None
  • Other Buildings: Street, Hotel, Motel, Towers, Junkyard
  • Free Running Routes: High. The run down areas are prime for Survivor activity, and the close-together buildings provide plenty of running space.

Watercrest

This is where the more financially secure of Crawforde's citizens dwelled. Expect to come across the odd mansion here.

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Moderate
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: None
  • Other Buildings: Street, Hotel, Club, Tower
  • Free Running Routes: Low. Rich people like their space.

Central Buisness District

The commercial side of Crawforde, expect to find numerous banks, monuments, parks and offices around this area.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Only the Regional HQ
  • Police Departments: Moderate
  • Fire Departments: Moderate
  • Notable Buildings: 2
  • Other Buildings: Monument, The ___ Buildings, Bank, Library, Museum, Warehouse, Auto Repair
  • Free Running Routes: Rather good. Few empty blocks means more running routes.

Western Crawforde

Nothing really note-worthy in this district, aside from the Central Police Headquarters for Crawforde

Resource Buildings
  • Hospitals: Moderate
  • NT buildings: Moderate
  • Police Departments: Few
  • Fire Departments: Moderate
  • Notable Buildings: Crawforde Central Police HQ
  • Other Buildings: Club, Cinema, Pub, Arms, Tower, Auto Repair
  • Free Running Routes: Moderate. Large islands (15-25 buildings) connected to each other by one or two buildings.

Southern Crawforde

The shopping district for Crawforde. Many find Silverroad Mall to be better equipped than other malls, and often shop here instead.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Moderate
  • Fire Departments: Few
  • Notable Buildings: Silverroad Mall
  • Other Buildings: Club, Cinema, Pub, Arms, Tower, Auto Repair
  • Free Running Routes: Same as Western Crawforde.

Bayside

A tale of two districts, really. On the Crawforde side, Bayside contains multiple shops, hotel & casinos, bars and Beachcomber Mall. On the Longfin Island side, there's industrial port buildings, including many factories.

Resource Buildings
  • Hospitals: Few
  • NT buildings: None
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: 4
  • Other Buildings: Hotel, Tower (Mainland side) Factory, Warehouse, Auto Repair (Longfin side)
  • Free Running Routes: Low. Running on each side is good, but the bridges prevent cross-suburb FR'ing.

Longfin Island

Located in the bay, Longfin Island can be considered a substantial colony all its own.

Resource Buildings
  • Hospitals: Few
  • NT buildings: Few
  • Police Departments: Few
  • Fire Departments: Few
  • Notable Buildings: 3
  • Other Buildings: Factory, Warehouse, Auto Repair, Junkyard
  • Free Running Routes: Very good. Plenty of routes along the island.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. GKR #8 --Blake Firedancer T E RNL? P.I.S.I.T. 11:22, 28 August 2008 (BST)
  2. Keep - Simply because regardless of whether or not this suggestion gets killed, or however lame Blake Firedancer's GKR's are, I would like to try out a new city. EDIT: as Rosslessness also. DANCEDANCEREVOLUTION (TALK | CONTRIBS) 11:39, 28 August 2008 (BST)
  3. Keepish But lose those submachineguns man!--RosslessnessWant a Location Image? 12:38, 28 August 2008 (BST)
  4. Above. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 14:54, 28 August 2008 (BST)

Kill Votes


Spam/Dupe Votes

  1. Spam / Multiple Dupe - This needs serious work. You say the airport works like a fort, because it has a fence around it, and yet fences are flimsy and in early versions of Malton they could be cut through with wire-cutters. You say that the 3-square station only has one enterable square - does that mean the other two squares can never be entered? You say the NT HQ works like a fort/mall. Which is it: a fort or a mall? I note also that most of this is heavily inspired by the work of others, which you've been very casual about noting. For example, some of the core aspects of your new city are garnered from the Peer Reviewed suggestions of Malton Airport, Television Stations, Malton University and the various weapons you've borrowed. I think it's safe to say that the well thought out parts of this suggestion did not come from you, and what you've added is poorly thought out. All that remains is an idea for a new map, which any one of us could have at any time. --Funt Solo QT Scotland flag.JPG 17:07, 28 August 2008 (BST)
  2. Auto-Spam/Dupe - New city suggestion. This suggestion does not pertain to Malton or Monroeville.  Billy Club Thorton  T!  RR  17:25, 28 August 2008 (BST)
  3. Spam - There is too much work to be done on this city and a lot of blanks to fill in. Also isn't there something about suggesting cities being a spam of sorts?--SirArgo Talk 17:37, 28 August 2008 (BST)
  4. Spam - There are better gimmicks to do a new city with. For example only having one NT that is already ruined and populated by zombies, no generators except what the game begins with/make power stations useful, all buildings EHB at the beginning, etc, etc. This needs work and isn't about the existing games.--Janine 20:02, 28 August 2008 (BST)



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Suggestions can be removed with Spam votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Spam votes are not a "strong kill", they are simply here to prevent the utterly ridiculous from clogging up the system. If you do not like the idea, and it's not some crazy uber power or something else ridiculous, VOTE KILL, NOT SPAM. Spam votes will be counted as Kill when votes are tallied.
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  • Humourous, for suggestions that are obviously intended to be satirical, or of comedic value only.}}
Suggestions can be removed with Humourous votes as described on the cycling suggestions page. If the criterion described there are not fulfilled, the suggestion must remain for the whole two weeks.
Invalid Votes
  • Server Load and Programming Complexity are NOT very good Kill reasons. You are voting on the merit of the suggestion and whether or not you think it belongs in the game. Server load/complexity issues are up to Kevan to decide.
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Try to avoid YELLING, writing in bold, or using italics, except when emphasizing a point which has escaped other voters.

VOTING EXAMPLES

Keep Votes

  1. Keep - I am the author and I am allowed to vote once on my own suggestions. --MrSuggester 05:01, 11 Nov 2005 (GMT)
  2. Keep - Best. Suggestion. Evar. --Bob_Zombie 04:01, 11 Nov 2005 (GMT)
  3. Keep - Good sugestion. no signature --FakeSuggester 07:39, 15 Nov 2005 (GMT)

Kill Votes

  1. Kill - This is a terrible idea, but you can totally fix it up. --NegativeGal 06:01, 12 Nov 2005 (GMT)
    • Re - Please be more specific about how to fix it on the discussion page. --MrSuggester 14:01, 12 Nov 2005 (GMT)
      • Re - Sure, I have detailed my proposed fixes here. --NegativeGal 23:38, 12 Nov 2005 (GMT)
  2. Kill - You will eat my poopie and love it! --PooEater 11:12, 13 Nov 2005 (GMT)
    • Note - Inane vote removed. Defend in discussion. --DaModerator 11:13, 13 Nov 2005 (GMT)

Spam/Dupe Votes

  1. Spam - Kung Fu CB Mama on Wheels is an inappropriate Survivor Class. --NoFunAtAll 09:01, 12 Nov 2005 (GMT)
  2. Dupe - Duplicate Suggestion --AnotherSuggester 05:01, 14 Nov 2005 (GMT)