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Upgrades Needed for SC

Scheduled Pinned Locked Moved Stadium Creator and Uniforms
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  • Sarge1387_PSNS Offline
    Sarge1387_PSNS Offline
    Sarge1387_PSN
    wrote last edited by
    #1

    Yeah, I'm doing this again. We've been trying for years to be heard with regards to this thing. The Creator is arguably the best option in sports gaming today. We need things like lighting fixed, "Flickering" on overlapping props, more stadium-specific props/seating styles

    1-Movable Bullpens: This has got to be the most requested update, and been so since inception There is only one stadium in all of MLB that does this anymore, and it's only done out of necessity. This is something we'd like to see taken care of for 27

    2- Custom Foul Ground: I somewhat understand this not being a thing, but there are restrictions that can be put in place. The jewelbox design hasn't been used since 1990, and every stadium instantly looks outdated. Ideally, we would like full control over the foul ground size- you can input restrictions to prevent Lagrasa style builds by enforcing a 2 foot minimum distance between the foul line and the wall (think Wrigley Field).

    If not, the perfect middle ground would be five or six different foul ground layouts, and you could even use the layouts from your existing crop of fictional MiLB stadiums from RTTS(along with corresponding seating angles)

    3- Batter Eye Footprints: Some more selections of eyes would be awesome, but primarily their footprints need work. The coolest looking eyes are the least usable because they force so much deadspace: Twin Station, Detroit, the massive brick building, the Chicago one...they're so funky but create so much deadspace. Being able to properly and seamless attach props to the eyes would be a great add as well.

    4- Wall Footprinting/hard trim: While your prefab wall dimensions are great, again, most are unusable because of the deadspace, visually the walls move but the footprint remains the same creating an ugly void. And with the hard trim point, you already use the ground as the hard trim point on seating, why not shift that exact coding to the wall, this would enable creators to snug props up properly and seamlessly in through the corners and create custom seating sizes

    StinkyMcPooter_XBLS 1 Reply Last reply
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  • PriorFir4383355_XBLP Online
    PriorFir4383355_XBLP Online
    PriorFir4383355_XBL
    wrote last edited by
    #2

    Amen!

    SDS, when are you actually going to listen to your paying customers? I mean I used to be your paying customer, but I'm not paying you anything more because of your past refusals to listen. Well, here is another paying customer making the same straightforward recommendations?

    How long before you listen? Or perhaps more critically, how many yearslong paying customers must you lose before you are motivated to listen?

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  • StinkyMcPooter_XBLS Offline
    StinkyMcPooter_XBLS Offline
    StinkyMcPooter_XBL
    replied to Guest last edited by
    #3

    @Sarge1387_PSN

    1/2 I don't even think custom bullpens/foul grounds are necessary. I think templates would be fine. Give us a choice of a half dozen options of where to place them and that would be satisfactory.

    3/4 Can you please provide some photos of what you keep calling 'deadspace'? I have tested every single batter's eye by placing walls surrounding them and pushing the walls directly beside them. I have photos of all of them and only 4 or so have any area that could be considered 'dead'. As for the walls, again, can you show a photo so I can understand what you're talking about? I have no issue placing props right up to and against the walls.

    I'm not claiming you're wrong, I believe we're having a misunderstanding as to what you're referring.

    Sarge1387_PSNS 1 Reply Last reply
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  • Sarge1387_PSNS Offline
    Sarge1387_PSNS Offline
    Sarge1387_PSN
    replied to Guest last edited by Sarge1387_PSN
    #4

    @StinkyMcPooter_XBL said:

    1/2 I don't even think custom bullpens/foul grounds are necessary. I think templates would be fine. Give us a choice of a half dozen options of where to place them and that would be satisfactory.

    I'm 100% on board with the templates, if they don't want to give full creative control to us, absolutely.

    @StinkyMcPooter_XBL said:

    3/4 Can you please provide some photos of what you keep calling 'deadspace'? I have tested every single batter's eye by placing walls surrounding them and pushing the walls directly beside them. I have photos of all of them and only 4 or so have any area that could be considered 'dead'. As for the walls, again, can you show a photo so I can understand what you're talking about? I have no issue placing props right up to and against the walls.

    I'm not claiming you're wrong, I believe we're having a misunderstanding as to what you're referring.

    Ok, not saying you're a bit less experienced with it because you may not be, but I'll try to clarify.

    All eyes have a "footprint" that we can't see. Anything with an odd shape, or a lip creates an invisible footprint that props can't enter. There's only three or four you can snug pieces right up to for a seamless appearance/no visible gaps(Mayan, the old green one, the flat green one, and Cardinal Hill), and a couple you can get close-ish but with visible gaps (Ranger Hill, for example, and Philly Gardens)

    Anything else, Comiskey, Twin Station(arguably the coolest one, yet most unusable thanks to it's footprint), the little minor league blue one with the grass hill and bride sides, the tall brick, the green one with the stiff flags, Detroit, et al all have lips. The issue is that the footprint of deadspace is generated from the furthest point out, creating the red flash of doom.

    And the pre-fabbed fences suffer from the same issue, I'd provide photos but I'm at work- HMU on discord which you can DM me for and I'll provide pics there for you. But pick a random one with funky designs, some ins and outs. Try and place a prop right snug against the wall in one of the cavities created by a wall bend- you can't. So when you combine this problem, with overmodeled footprints of many of the props- you get the deadspace problem.

    This is because the footprint of the field is determined by certain points furthest out, which is the opposite of how it should be the usable footprint should be the furthest inward point. This would provide the ability to place the props in those recesses.

    Sorry for the word salad brother, it's stupid how wordy these explanations can get!

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  • StinkyMcPooter_XBLS Offline
    StinkyMcPooter_XBLS Offline
    StinkyMcPooter_XBL
    wrote last edited by
    #5

    Okay, so here's what I did:

    I made walls and placed them around every batter's eye at the back and the sides. I moved them in until they hit the 'footprint'. I took a picture and then circled what would be considered 'deadspace'. I took the photos and made a collage (the link is below).

    There are 4 or 5 which I would consider egregious. There are about 3 or 4 more that have minor issues. The other 25 or so, the walls are flush with the BE.

    Take a look and tell me what I'm missing.

    https://canva.link/g1hemnfkxo5vmhg

    1 Reply Last reply
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