Content Suggestion D-Block Rework

Content Suggestions will be reviewed by Content Team weekly, please allow time as not everything can be reviewed at once.
What does this suggestion change/add/remove:

This changes D-Block, in it's entirety, to something fresh and a little more beneficial to the Security Department. D-Block has been the same since I have played in 2022 with the slight changes of how rooms in the area work along with a door and the ventz train system.

This suggestion proposes we uproot the current layout of D-Block and remake it into something new, which can still fit with layout of the map externally: such as the train and entrance/exits of D-Block.

D-Block feels more like a cave you struggle to live inside of rather than a sophisticated jail for the most powerful organisation on earth. I suggest that the D-Class part of D-Block gets revamped and maybe changed in shape to accommodate more or a change in the shape of the cells area; a new colour scheme to the walls, especially showers which needs a rework to look nicer or just slightly different, and maybe rework the main plateau to be more efficiently shaped.

As for the Security side of D-Block, space is the main issue, it needs to be effectively pushed from the entrance towards the D-Class part to give security some more space and the walls be made into walls instead of this cave feel. To top this off I think catwalk, watchtower and the airlock could do with a rework to make it harder for D class to break out but once they reach these checkpoints they're easier to hold. At the moment people playing GSD die on and off constantly whenever they go into these extra zones whereas this would make this death more preventable but maintaining these POIs become very important as if D class took over it would be hard to take these back which should hopefully balance it.

Overall it would be beneficial to both sides and the gameplay loop for both teams if D-Block was reworked to be more interesting, bigger and spacious especially for security with more focus on realism than combat. Have dedicated testing lines area and medical assistance zones not just 2 airlock doors, somewhere for researchers to wait for D-Class instead of crowding the line areas making it difficult for security to do their job. Somewhere for gsd to prep for riots and give orders or speeches. Idk, it's just an idea as to something that needs changing, but let's be honest, we all love D-Block but man it needs work done to it. It needs a complete overhaul and change to the map. Please consider this properly even if the textures just get changed to look cleaner.

Has something similar been suggested before? If so, why is your suggestion different?:
Probably but I couldn't find any recent ones

PossiblePositives of the suggestion (At least 2):
1) New players have a more enjoyable experience, especially those who like D-Class and Security from these changes
2) Changes the gameplay loop in a good way to encourage roleplay on a minor level by making combat in what is supposed to be a prison section harder
3) makes combat more interesting and could lead to better negotiation scenarios due to these POIs being better to hold

Possible Negatives of the suggestion:
1) Changes a significant and core aspect of the server
2) It's OG, people like that but change is sometimes necessary

Based on the Positives & Negatives, why should this suggestion be accepted:

D-Block could do with a change ultimately, this may be different and new and even difficult to interpret and do, but D-Block deserves a proper overhaul not just some minor changes it's been the same pretty much since 2022.

Addendum: If anyone has anything they'd like to add to this suggestion to help flesh it out I would really appreciate please feel free to DM me on discord and I'll add it in :)


I just wanted to top this suggestion off in post with, it doesn't matter that this suggestion isn't super specific, the point of it is, D-Block as a whole, both sides, for both teams, needs reworking to make it new and more interesting. I understand there's a limit to Gmod maps and prop counts but the majority of people are in agreement on this. Perhaps further this suggestion with polls in discord as to what the player base would like added, for example this could include:

Reworking the look of DBlock from cave to confinement area with white clean walls or white concrete instead of a cave

More mini games for D class

Crafting

More depth to scrap collection

More strategic points in d block for riots and reworking the layout

Reworking the airlock

REWORK THE TESTING LINE. Like this one is so important to me personally. It needs changing why are RSD stood behind you tryna cuff D class, whilst you weapon check them and they just kill you with a beagle. It's absolute Pandemonium on high pop, make an actual area not just a yellow line for rsd to wait and even buttons to request d class for testing. Another airlock to cycle the D-Class, check them, then go through this new airlock to rsd. Harder to rdm sure but it means more RP focus and riots hardly work by killing from the lines. Also it would be nice to see a proper medical zone instead of a neighbouring line to testing.

Purpose for train tunnels other than an extra escape route. Idk where to go with this it's probably a different suggestion but yeah.

Please please please, give gensec areas to line up for code 2s instead of a rock climbing site.
 
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+ Support


D block is one of the most if not the most important areas on the server as for most new players this will be their first experience of the server.
It's also a core part of the server as GSD is the entry level combat job most people choose to go into. In my time on the server since 2023 the only change I've seen is a door being added and a kitchen being taken away.

Does this do anything to help the roleplay loop? Probably not.

A lot of focus is put on GOIs for what seems like semi frequent reworks and updates, even lobby and garage had a full rework while d block has had none. GOIs are not an entry level role, especially for roles like GOC most people will never go in to.

I don't know if a rework is in the making as a previous response suggested but it is very needed, changes to inner d block to make gameplay more interesting (Add some toilets for Crow), maybe tasks or jobs other than collecting scrap? Especially now we have the capability to add a crafting system. A bigger and more efficient system would be useful with a most streamlined medical and testing line, maybe an actual area for researchers to stand so they don't get gunned down by d class getting cycled? I think with a bit of consultation with players who main GSD daily and have for years d block can be brought in line with the advancement of the rest of the server
 
+Support
Non Trustee Class D only have 3 things to do really, Test (Often suspended by a code or nobody is testing), Gather Scrap, And Riot. (Chess too I guess.). Riots are so frequent partially because there isn't anything else to do.
Reworking D-block in order to have more things to do and in less cramped or better laid out areas would be beneficial for game-play.
Playing Class D is a drag, I can wait in line for a literal hour and not have a single test. While the wait can only be resolved by RSD, Adding something to do (In-game instead of playing clash royale on my phone) while in line would be fantastic.

(This may seem insane. But hear me out. A fishing minigame for Class D.)
 
+support

I was actually talking about this with a few of the mappers, and I think it would be a really cool addition. I’d love to hear more ideas from everyone too. This would probably end up being a later project, but definitely not a “never” project we do want to work on it when the time’s right.
 
I was actually talking about this with a few of the mappers, and I think it would be a really cool addition. I’d love to hear more ideas from everyone too. This would probably end up being a later project, but definitely not a “never” project we do want to work on it when the time’s right.
I think the primary thing that needs to be focused on with the concept of a D-Block rework, is that this is the part of the server where every new player starts. It needs to be conducive to hooking new players into the server and entice them into wanting to stick around, progress, and most importantly, engage with the rest of the server & community. It also needs to not contribute to scaring them away where that can be helped.

As an 096 player, one thing that really makes me anxious and is a major contributor as to why I hate going to D-Block during an 096 breach, is the possibility that a new player can join in the midst of one and their immediate first experience on the server is being killed by 096 (Which 096 would be required to do). Depending on their understanding of the SCP universe, they're likely not going to fully understand what happened and I can never help but wonder how many new community members have had their experiences soured by this - Especially to the point where they lose interest in further seeing if they like the server or not. This is not conducive to new players joining the server learning how it works, and potentially player retention.

...However, I recognise that D-Block also needs to be designed in such a way that GSD need to be able to have a general good view over the interior and these two aspects are in some degree of conflict with one another. The only solution I can offer here would be the final design accounting for some kind of "Scramble Screen" setup where - You know the fences and gates surrounding the spawn area? Imagine if those also had some kind of visible field, similar to the way Shieldwalls look (with the HL2 Combine field shader/material), but looking through them would have the same effect as scrambles - Blocking any cognitohazards and such; And then this would be something that could be operated from D-Block watchtower, turned on or off (I'd assume off by default, because that's just what makes sense). If I've conveyed that right to create a vivid enough description of how that would look with the current spawn, imagine a similar concept translating to the reworked design - I don't think introducing intentional physical blind spots for this would be a great idea for GSD gameplay (although it would make sense for both D-Class and 096 gameplay - In terms of GSD, blind spots would end up being where you have to sweep for a D-Block raid, for obvious reasons; But the problem there is then you have GSD sweeping the spawn area, which I can't imagine is conducive to new players joining the server either)

I wouldn't really know what to say about other SCPs and D-Block? I know I should mention 106, but for some reason I'm drawing a blank at what could change with a rework? I think how that area of things is handled at the moment is fine, maybe any design thought regarding that should be to be wary of designing something that could skew 106 breach gameplay too far towards 106, D-Class or GSD, but that's just general knowledge applicable to the majority of breaches - 106 just stuck out to me in particular because the guy can literally walk through doors.

As for other aspects of D-Block, I personally think that by sheer virtue of it being the server's entry point, I would say that the D-Class/GSD/RSD RP triangle is arguably the most important one on the entire server - Everything else conceivably feeds off of this triangle in some fashion, and therefore it should be fostered and enriched as much as feasibly possible. Any D-Block content that could serve to improve every aspect of those three departments has massive positive implications for server health.

From a D-Class perspective, incorporating the idea that D-Class should be able to obtain and stash contraband for future use in multiple locations around Inner D-Block (And as potential POIs for D-Block raids) could provide entertaining D-Class gameplay? I'm thinking pretty much what I say in the linked post, encourage D-Class to try and smuggle things that they shouldn't have out of tests for later use (Which would of course be counterable to some extent by GSD).

From a GSD perspective, Maksim's pretty much covered everything I can think of and I don't really disagree with anything. I agree that catwalk should be something that could be more easily manned by fewer guards without it being too perilous. IMO it would make sense in terms of a final design to be able to have like one or two GSD patrol catwalk every now and then to look out for D-Class doing anything or being anywhere they shouldn't. I feel something like that should be a regular sight and would make Inner D-Block look more lively, more how it should, potentially more visually interesting, and may draw newer players in (interest them in progressing towards GSD gameplay?).

From a RSD perspective... Honestly? Instead of it being a waiting game, have a setup where the researchers could try and actively interest D-Class into coming over and do a test. Like "Hey, I need a D-Class for a really fun and exciting experiment, does anyone wanna come up to the line?" It feels a little goofy, but IMO it's a necessary sacrifice for potentially sustaining the RP triangle I mentioned above. Also, what about some kind of small testing area to test on the D-Class themselves? Like a... Social experiment. ;)
Wdym randomly giving 106 to D-Class is TreasonRP and not just 'a fun experiment'?

From a CI perspective, just make it an interesting & balanced hold location - While also thinking about ways CI could interact with D-Class; What if there was some kind of longer term ramification of a CI D-Block raid? Like if they were able to give them something that they could feasibly sneak past a sweep and use later?

Oh, and
+Major Support
I think I've made my case on the importance of this - But I understand if this will take some time since there are a considerable amount of ongoing mapping projects atm.
 
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I think the primary thing that needs to be focused on with the concept of a D-Block rework, is that this is the part of the server where every new player starts. It needs to be conducive to hooking new players into the server and entice them into wanting to stick around, progress, and most importantly, engage with the rest of the server & community. It also needs to not contribute to scaring them away where that can be helped.

As an 096 player, one thing that really makes me anxious and is a major contributor as to why I hate going to D-Block during an 096 breach, is the possibility that a new player can join in the midst of one and their immediate first experience on the server is being killed by 096 (Which 096 would be required to do). Depending on their understanding of the SCP universe, they're likely not going to fully understand what happened and I can never help but wonder how many new community members have had their experiences soured by this - Especially to the point where they lose interest in further seeing if they like the server or not. This is not conducive to new players joining the server learning how it works, and potentially player retention.

...However, I recognise that D-Block also needs to be designed in such a way that GSD need to be able to have a general good view over the interior and these two aspects are in some degree of conflict with one another. The only solution I can offer here would be the final design accounting for some kind of "Scramble Screen" setup where - You know the fences and gates surrounding the spawn area? Imagine if those also had some kind of visible field, similar to the way Shieldwalls look (with the HL2 Combine field shader/material), but looking through them would have the same effect as scrambles - Blocking any cognitohazards and such; And then this would be something that could be operated from D-Block watchtower, turned on or off (I'd assume off by default, because that's just what makes sense). If I've conveyed that right to create a vivid enough description of how that would look with the current spawn, imagine a similar concept translating to the reworked design - I don't think introducing intentional physical blind spots for this would be a great idea for GSD gameplay (although it would make sense for both D-Class and 096 gameplay - In terms of GSD, blind spots would end up being where you have to sweep for a D-Block raid, for obvious reasons; But the problem there is then you have GSD sweeping the spawn area, which I can't imagine is conducive to new players joining the server either)

I wouldn't really know what to say about other SCPs and D-Block? I know I should mention 106, but for some reason I'm drawing a blank at what could change with a rework? I think how that area of things is handled at the moment is fine, maybe any design thought regarding that should be to be wary of designing something that could skew 106 breach gameplay too far towards 106, D-Class or GSD, but that's just general knowledge applicable to the majority of breaches - 106 just stuck out to me in particular because the guy can literally walk through doors.

As for other aspects of D-Block, I personally think that by sheer virtue of it being the server's entry point, I would say that the D-Class/GSD/RSD RP triangle is arguably the most important one on the entire server - Everything else conceivably feeds off of this triangle in some fashion, and therefore it should be fostered and enriched as much as feasibly possible. Any D-Block content that could serve to improve every aspect of those three departments has massive positive implications for server health.

From a D-Class perspective, incorporating the idea that D-Class should be able to obtain and stash contraband for future use in multiple locations around Inner D-Block (And as potential POIs for D-Block raids) could provide entertaining D-Class gameplay? I'm thinking pretty much what I say in the linked post, encourage D-Class to try and smuggle things that they shouldn't have out of tests for later use (Which would of course be counterable to some extent by GSD).

From a GSD perspective, Maksim's pretty much covered everything I can think of and I don't really disagree with anything. I agree that catwalk should be something that could be more easily manned by fewer guards without it being too perilous. IMO it would make sense in terms of a final design to be able to have like one or two GSD patrol catwalk every now and then to look out for D-Class doing anything or being anywhere they shouldn't. I feel something like that should be a regular sight and would make Inner D-Block look more lively, more how it should, potentially more visually interesting, and may draw newer players in (interest them in progressing towards GSD gameplay?).

From a RSD perspective... Honestly? Instead of it being a waiting game, have a setup where the researchers could try and actively interest D-Class into coming over and do a test. Like "Hey, I need a D-Class for a really fun and exciting experiment, does anyone wanna come up to the line?" It feels a little goofy, but IMO it's a necessary sacrifice for potentially sustaining the RP triangle I mentioned above. Also, what about some kind of small testing area to test on the D-Class themselves? Like a... Social experiment. ;)
Wdym randomly giving 106 to D-Class is TreasonRP and not just 'a fun experiment'?

From a CI perspective, just make it an interesting & balanced hold location - While also thinking about ways CI could interact with D-Class; What if there was some kind of longer term ramification of a CI D-Block raid? Like if they were able to give them something that they could feasibly sneak past a sweep and use later?
This was a metaphorical mouthful, but agreed.

Ultimately D-Block is the most important aspect of the server especially for bringing new players, and therefore income, to the server. It shouldn't look so dingey it should be a clean, well lit area, that all departments can have part in. D class need their needs suited better and so do gsd and rsd and how those 3 intertwine
 
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