Justified
DarkRP

Building Rules

Rules for bases, fading doors and defences

Building Rules

You are permitted to build anywhere on the map and in any design, provided your base meets the three requirements in section 1.

There is no list of approved locations and no list of approved shapes.


1. Base Requirements

Every base must meet all three of these.

1.1 Movement. A raider must be able to enter your base using only forward, backward and strafe movement. Your base may not require a raider to crouch, jump, sprint or change direction repeatedly, and may not apply any force or velocity to a player.

1.2 Time. A raider must be able to walk your entrance in 10 seconds or less, measured from the outside of your base to the point where the entrance opens into the base itself. Time spent waiting on fading doors does not count. Staff measure this by walking it.

This applies to the way in. What you do with the space inside is yours.

1.3 Visibility. A raider must be able to see the path through your base, and must be able to see and shoot you whenever you can see and shoot them.

If a design is not listed on this page, hold it against 1.1, 1.2 and 1.3. That answer is the real answer.

1.4 Movement Examples

DesignLegal?
Stairs, ramps and walkways
Long corridors
Turns and corners
Sky bases reachable on foot
Ladder entities and elevators
Crouch-only gaps
Jump-up ledges
Sprint-required runs
Zig-zags that force repeated direction changes
Pixel-perfect gaps
Props that push, lift, drag or slow a player

1.5 Visibility Examples

DesignLegal?
Textures, patterns and dark but readable rooms
Invisible or near-invisible props
Pure black or pure white surfaces
A single flat colour filling the entrance
Rainbow, disco or colour-cycling surfaces
Angles where you can hit a raider who cannot hit you
Shooting through props a raider cannot shoot back through

Seizure Risk

Flashing lights, strobing and rapidly changing colours can trigger photosensitive epilepsy. You lose props, entities and building rights on the spot.


2. Raider Responsibility

2.1 Sections 1.1 to 1.3 are the builder's responsibility. Checking your corners is the raider's.

2.2 A defender shooting from a position a raider could have seen and shot back at is permitted. Flanking routes, side rooms and multiple angles are all permitted.


3. Fading Doors

3.1 You are permitted 4 keypad-controlled fading doors on any single path into your base.

3.2 Every keypad must be visible, reachable, and next to the door it opens.

3.3 Keypad hold time is a minimum of 5 seconds, set by the server.

3.4 Shooting Windows

3.4.1 A shooting window is a fading door used for combat. It may not be used as an entrance.

3.4.2 Your head and upper torso must be visible while you are shooting through it.

3.4.3 All shooting windows must be bound to a single toggle key, and must remain open until toggled closed.

3.4.4 Once a firefight begins, your windows must stay open until the fight ends or you retreat. Toggling a window during a firefight is fading door abuse.


4. Entities

4.1 Every raidable entity you own must be reachable and removable by a player who has beaten your defences. This includes printers, drugs, bitminers and crates.

4.2 You may not clip an entity inside a prop, place one behind an invisible prop, or place one in a space a player cannot stand in.


5. Building Signs

5.1 A building sign makes you unraidable while it is displayed.

5.2 While a building sign is up you may not have any raidable entity out, may not carry weapons, may not defend your base, and may not take part in criminal roleplay.

5.3 Removing the sign makes you raidable immediately. You may not replace it once a raid has started.


6. Location

6.1 You may hold one base at a time, per player or per party.

6.2 You may not claim an entire district or wall off a large area of the map.

6.3 You may not build in a way that blocks spawn, a main road, or any NPC that players need to reach.


7. Quick Reference

DesignLegal?Rule
Stairs, ramps, ladders
Sky base with a walkway
9 second entrance
Dark but readable room
Flanking corridor2.2
4 keypad doors3.1
Crouch entrance1.1
Jump-up ledge1.1
Zig-zag corridor1.1
14 second entrance1.2
Invisible or blackout props1.3
Flat single-colour entrance1.3
One-way shooting angle1.3
Strobe or rainbow lights1.3
5 or more keypad doors3.1
Printers clipped into a wall4.2

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