Here are some detailed descriptions of some ideas I have to make each city more unique, and so it can fit in the GTA III cannon better.
IDEA 1: MOVING THE MAPS FURTHER APART FROM EACH OTHER.
If its not too hard, I'm thinking that it would be a good idea to move the maps further apart for a little more accuracy to the III era cannon. I remember a member of the SOL team saying that they were planing on centering the map. As this has been brought up, I'm thinking that each location should be moved further away. Here is what I'm thinking about this.
-Each map is moved far enough so you can get a good distance away from it and not see any of the other maps. For example, when you drive a boat away from Vice City, you drive a little past where the original game had the map borders around the city. Then you start to see Liberty City. Same thing with LC. You drive a boat a little further than the map borders were around it in GTA III. Then you start to see Vice City.
-The maps are just about far away from each other where you can't see them at the same time. As you guys are working with the Vice City engine with the current hacks, you should be able to pull it off. It would also allow for more realistic transition between each island, including the fact that MLL and LC appear to be islands that get snow, however SA and Vice City are not.
-The maps are still connected with bridges and tunnels like they are now. However, thinking chronologically, you guys seem to be making each of the maps be set in the present time that the beta is released. So we can add a little story in to support how they were in the III era games. In GTA America, all the areas are on islands. However, after GTA III's time, they decided to connect the islands with bridges and tunnels. After looking in the gta_vc.dat I noticed we have the option to remove the changes you guys made to the maps and revert them to original. Well, the bridges and tunnels would end up in their own IPL. So we can simply disable them. I know their nice to have, but some people would also like to try to keep it original.
-I wouldn't place new land forms in areas you could reach in III, VC, and SA. The area the tunnels come out of is reasonable and look more man made. Of course there is the exception of behind Shore Side Vale.
Basically the islands between VC and SA are not visible from ether of the two maps. So a good idea to describe it is, LC has its own area, VC has its own area, SA has its own area, and new islands created by you guys have their own area. (still connected by bridges and tunnels though)
I hope you guys will support the idea of moving the maps further from each other. I feel that their too close to each other to fit with the III cannon.
IDEA 2: SEPARATE TIMECYC.DAT'S FOR EACH AREA
I see that you guys have multiple timecyc's but basically the idea is there is a script that loads different timecyc's for each area. LC, VC, MLL, LS, SF, LV, SA Country Side, SA Desert, and Ocean. I can see that you guys are already planning on it based on the fact that multiple timecyc's are included with the mod.
IDEA 3: RADIO STATIONS
Basically a script that loads radio stations for each city. A new radio system, or VC's radio system modified. Basically a script detects what part of the map the player is in and allows the player to tune into the radio stations of that area. III and LCS radio in LC, VC and VCS radio in VC, and SA radio in SA. I know SA radio stations are multichannel, but for IV SA we put them in one file so they act like III, VC, LCS, and VCS radio stations. I don't know what radio stations you guys would put in MLL.
So I hope you guys like the ideas. I know the mod is still being worked on and I know you want it to be the best as possible. I hope the ideas are not too hard to do or are not too much work. Tell me what you think and if you might do them.
Edit; X-Seti - I have taken all into account and have started adding some to beta 69.9 map version 6.