Diamond Popular Post BeanMama Posted April 24, 2021 Diamond Popular Post Share Posted April 24, 2021 SPERO Prefab GROUP NAME: SPERO | Dum Spiro, Spero Object Count: 100 Prefab design by: @PandaSimp After a long winter and a chaotic spring, SPERO has re-emerged from the woods around Green Mountain, once again looking for a new place to call home. A place large enough and comfortable enough for their friends and family, and the many visitors they find themselves entertaining. At first, they considered returning to their old and beloved home of Polana, but, unfortunately, a few of the members were immediately taken hostage upon scouting the area. Faced with another tough decision on their hands, the leaders of Spero have decided to take the group to Chernogorsk, where their needs might be accommodated and their friends and allies could be close. The long awaited SPERO prefab is finally here and being erected in the city center of Chernogorsk. We have been moving and building in almost every city we come across, between map changes, tactical positioning, opening hubs, and evading danger; constructing everything in between massive hubs and impenetrable forts. Deciding, now is the time to settle down for the last time, the group has chosen to continue the work that the Svobodny started and settle in the square of Chernogorsk next to their allies the Lost Highway and keep the people that were living there, under the protection of the Svobodny, safe and attempt to keep them out of harm's way. We as a group believe that Chernogorsk will fulfill our needs as a hub-runner; our specialty. We seek to return to our roots of running an active city center, reminiscent of our earlier times in Vorkuta, Namalsk. The city is defensible, but designed with balance in mind with multiple entrances, a few strategic weak points, and a scavver's aesthetic in mind. We have done our best to optimize the space we have chosen, making use of every building in the square, as well as some of the rooftops and back yards. Here is a video that showcases all of the objects that have been added to Spero's Cherno Square, AKA "SQUARO" Concrete and Container walls North Gate [Vehicle Entrance] NE Gate [Improvised Guard Post] NW Wall [Vehicle Barricade] E Wall [Wooden Watchtower] SW Wall [Wooden Watchtowers] SE Wall [Concrete Slabs] CONSTRUCTION: Upon examination of the surrounding area and its resources, you would see that the sectors surrounding Cherno square are full of industrial opportunities such as shipping containers, cranes, construction yards still full of unused concrete slabs and cement mixers, and metal support beams and rods; not to mention the regular city amenities that come with having a Train station nearby, a shipyard and dock, and more. Shipping Crates Train Yard Cranes Concrete Slabs and Support Beams Cargo Transport Industrial District Supply Smorgasbord The cranes by the water are the actual cranes that are meant to be picking up these shipping containers. The M3S truck on the right is what would be moving these shipping containers as well as the material that would be needed for the concrete in the surrounding area. Attach a bed to the trailer of that, bad boy, and it should be able to carry just about anything. We have several members in our group with the skills and backgrounds giving them the capabilities to operate these devices and facilities needed for the construction of our walls specifically. Alexei Novak; Council; was a dock worker in Svetlojarsk and knows how to operate cranes. Aslan Ehlers; council; is a maritime engineer with some experience in steel work. The concrete walls would be constructed out of the spare slabs of concrete from the construction yards; loaded onto the trucks and erected with the cooperation of all of the members of Spero; using pulleys and rigging systems to assist in the construction. However, materials are still scarce, and so there is a shortage of usable concrete and some walls have been improvised with the use of strategically parked vehicles and shipping crates to make blockades. Both of which were driven to the spots then destroyed and dismantled just enough so they would be immovable but also fortifiable. Entrances and Exits The front most container, inspiration taken from the bar’s prefab, is how we would be getting vehicles in and out of the compound. The back apartment would just be the apartment that allows people to enter or exit the the compound on foot, and as per prefab rules, is big enough for a, MoreDoor, door. Door and Walkway Barricades The doorways and the walkways that would usually be allowed for pedestrian access have been blocked off by everyday objects: Sandbags, Pallet boards, Boxes, Crates, Fences. This is to create privacy for our residents and security as well. Rooftop Fortifications You might see that there are some improvised structures upon the rooftops surrounding the compound. Taking inspiration from our beloved Green Mountain, we have added a couple of sandbag sitting spots on the roof. Even without the certain objects that have been placed on the roof there is still a roof access, by the rubble of the broken down apartment. So by the addition of the sandbags it just spices up the roof a tad bit. We have barricaded a security risk on the west side of the rooftops using a barbed wire kit, and then we have created some improvised stairs out of pallets and sandbags to allow us to traverse the roof more easily, minimizing the risk of getting stuck and having to leap to our deaths. The new way to get on the rooftop includes scaffolding in a back yard area, mimicking a scaffolding structure that is already placed in the square by the DayZRP staff. Role Play Elements Other RP related objects have been placed around the courtyard such as a relaxation area by the front gate and some as well on top of the bell tower building. Static slum shelters and flags have also been placed around the courtyard to give the feel of a permanent living structure and people who care about the place they live. None of these items serve any strategic purpose or provide much of a impact on combat or defenses. SUMMARY Overall we believe this prefab will provide a secure but roleplay-oriented feel to the new home for our group; after having survived for so long, a final resting place for the birds. We believe the items that have been places are not too far fetched and make for a great looking atmospheric area in the city that a lot of people give criticism. I believe it will allow for a lot more RP opportunities as a defendable hub while also helping to cut down on the lag that would be in Cherno with several groups residing in the area who have vanilla buildings that are up. Thank you for taking your time reviewing this, I would love to hear what you have to say. @YAKMOUTH@cjackson821@tripzkill@Cor@bur@Jackfish pls review and thank 13 Link to comment
Event Master Cor Posted April 24, 2021 Event Master Share Posted April 24, 2021 It looks pretty good to me, I can't think of any faults at all. Overall, very well made! Loving the little extra touches with some of the furnishings in and out of the buildings that have meaning, like the two crosses. Banana man Easter egg on the bell tower? +1 from me 6 Link to comment
Sapphire tripzkill Posted April 24, 2021 Sapphire Share Posted April 24, 2021 I really enjoy the lived in field that it gives off its a +1 from me 2 Link to comment
Event Master Popular Post Jackfish Posted April 24, 2021 Event Master Popular Post Share Posted April 24, 2021 (edited) Hi @BeanSimp, I like the small details inside of buildings but I do have a couple concerns. - It's close to the Lost Highway prefab, which will probably destroy peoples FPS and drag all the RP down south, the fps in cherno is already as bad as it is with the hoarded gear and loads of walls and abundance of players. - It looks way too hard to attack, almost like a bunker. The defending party has way too much advantage which will make it unfair, theres hardly anything there that promotes rp neither apart from a few small details inside buildings and like 1 gazebo type thing, the rest of it is just massive high walls - To be honest, it looks decent but not great.. you have massive high walls which are basically impenetrable and only 2 entrances which could serve as choke-points if something happens.. and quite frankly i'd rather not see a base that reminds me of operation locker on battlefield 4. Sorry but it's a no, and this isnt specifically my opinion neither.. we had a talk about it in Inner Circle discord and everyone almost all round agreed with the points i have already said. Hopefully you can change the location and how it looks! Edited April 24, 2021 by Jackfish 10 Link to comment
Diamond bur Posted April 24, 2021 Diamond Share Posted April 24, 2021 Looks good +1 good luck Link to comment
Legend Inferno Posted April 24, 2021 Legend Share Posted April 24, 2021 -1 Once again, time for me to play as the mean admin. I like the idea of the place, but two issues are seen. First there's the walls, now I can see how they would be made with all the construction stuff lying around at the harbor it's only the way it looks. I'm gonna take a quote from good o'l @Jackfish, "almost like a bunker" A prefab should not be designed around a pvp aspect (At least that's what I see in this one), which is one of the reasons why I didn't agree with the Transporter one and why I haven't agreed for the Lost Highway one either. If you want a prime example of a survivor prefab that would be made in the apocalypses go look at Nameless Livonia prefab. It was open, looked realistically made with what was around, and showed more of a RP > Defense look. Second issue, too close to another prefab. My suggestion is to move it somewhere else, maybe towards the center of the map like stary or Kab. This would allow the RP spread throughout the whole map instead of centralizing it in one spot. Chernarus is a big place, there's plenty of other towns and such you can do this at. 6 Link to comment
Diamond cjackson821 Posted April 24, 2021 Diamond Share Posted April 24, 2021 I certainly don't like the fortress prefabs that everyone is creating but its within the guidelines. But... if we let one group do it then we can't prevent other groups from doing it. Its either we approval them all or none of them at all. So if the fortress mentality is the reason for denying this then the Transporters shouldn't have their prefab. I understand from an IC standpoint why people want to have some type of secured place to live. The prefab is within the guidelines and I don't see anything outright for saying no. I think my concern right now would be the groups activity. I know as of lately Spero hasn't been as largely active as they have been before. 6 Link to comment
Diamond YAKMOUTH Posted May 1, 2021 Diamond Share Posted May 1, 2021 +1 looks awsome 2 Link to comment
El Presidente Roland Posted May 6, 2021 El Presidente Share Posted May 6, 2021 Meh, you basically walled off the main Cherno square with walls and blockades and then outside of that area added a bunch of cosmetic decoration in the docks? That's not really how group prefabs work, they're supposed to have a unique atmosphere in the compound based on group background and have a coherent structure, not to just wall off an area, be spread out all over the place or used to decorate the city with objects outside of the compound itself. I think you should rethink your approach here. 1 Link to comment
Diamond BeanMama Posted May 6, 2021 Author Diamond Share Posted May 6, 2021 50 minutes ago, Roland said: Meh, you basically walled off the main Cherno square with walls and blockades and then outside of that area added a bunch of cosmetic decoration in the docks? That's not really how group prefabs work, they're supposed to have a unique atmosphere in the compound based on group background and have a coherent structure, not to just wall off an area, be spread out all over the place or used to decorate the city with objects outside of the compound itself. I think you should rethink your approach here. Hey Roland. I think you're mistaken here. Maybe the text I wrote above wasn't clear enough; the images from outside the compound are not added by us, that is all vanilla. We provided those images to show how we could have realistically used the materials in the area to build the walls and structures. I have described all of this in the subtext for each image if you would like to have another look at that. The additions we made are all inside the walls in Cherno square. All of the interiors edited are located directly within the square, as in their front doors are accessible in the square. This is a large open area to work with, and our item limit means we have to be strategic and somewhat sparse with our placements. We did the same thing as the Belic pub did; blocking off some back entrances with Boxes, crates, and creating a route for safe rooftop access. There are multiple entrances. Front gate, the NW wall is climbable, the NE wall is climbable, and then the back entrance. I would argue that this is in no way a fortress; sure the walls help control the flow of traffic, but those walls would have been built by in game wall systems if we didnt plan a prefab. Not even by us, but by other players who live in the area. We hoped our walls would solve the issue of stability, rather than using vanilla wooden walls to suck up performance and look far better. However, if this is your final verdict. We have a back up in mind. 8 Link to comment
Recommended Posts