Garry's Mod

Garry's Mod

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T-Revvington's RP_Downtown | V2C
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Content Type: Addon
Addon Type: Map
Addon Tags: Roleplay, Scenic, Realism
File Size
Posted
Updated
77.463 MB
8 Jun @ 11:06pm
27 Jun @ 11:53pm
4 Change Notes ( view )

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T-Revvington's RP_Downtown | V2C

In 1 collection by T-Revvington
Empyreus DarkRP | Server Megapack
78 items
Description
THIS MAP REQUIRES COUNTER STRIKE SOURCE AND HALF-LIFE EPISODIC CONTENT.

Welcome to rp_downtown_trevvington_v2c. A map designed from the ground up as an innovative addition to the slow-rolling and finely aged DarkRP gamemode. You may wonder what I have added that constitutes the word 'innovation'. Let me show you.

Atmosphere.

Every alley, every nook, every pixel-ridden hole has a dash of development love bestowed upon it. With chosen soundscapes, ambient sounds - a deeply intricate 3D skybox and more secrets and routes than you can fathom, but it is all entirely believable, and that is essential. Some areas naturally, remain vacant and empty for custom server additions to be placed there.

Whether you use this on a server that takes itself seriously - or not at all, it should be a fine addition that players can lose themselves in.

Design.

The map is entirely circular and makes it very clear to force players to encounter each-other. There are no super secret hidden rooms tucked away. Well, technically, there are some...

Players in the underground will find themselves crossing the railway or the drainage room under the fountain.

Players in the motels or hotels will constantly be passing by eachother due to proximity placement.

Police are placed with a solid defensive view of the city, but risk spreading themselves thin by design if they leave the general area, making the slums and industrial area actively more ripe for crime.

Mechanics.

The map boasts a unique set of things that players can do, even on vanilla darkrp. The playground has an interactive tic-tac-toe game; the police station has an extremely in-depth firing range, the power plant has an electrical maze for their defenses - the disposal plant has a human sized cage for those who make poor decisions.

Additionally, clinics and hospitals have healing pods with their vendor windows; whereas most homes and bases have built in shooting windows with a 5-second timer. You can relax knowing that the map itself enforces most server base-building rules, minimizing administrative headache.

Fixes & Failsafes.

This map boasts a notable change compared to other maps that don't have the same insight into the DarkRP gamemode. While there is an expectation on good developers and coders to fix things, I've done my best to minimize the need for this. All doors and windows have been made non-interactive for purposes of pressing the interact button and more importantly, lockpicking. To the uninformed, this may make no sense, but to those who remember players being able to lockpick garage doors that are meant to only open from one-side, or lockpicking your vendor windows, breaking them until they were fixed, this solves that. No ownership or interaction with those entities.

Custom events have failsafes so as to not crash the server if players manage to break things. Such as the trains - they will forcefully despawn if somehow blocked.

If you find any issues, bugs or have any beautiful essential suggestions, let me know!
Popular Discussions View All (2)
2
29 Jun @ 2:33pm
V2C | Suggestions, Bugs and Fixes.
T-Revvington
25 Comments
Malice 26 Jul @ 10:26pm 
I've played with this guy in TF2 ZS, solid dude.
T-Revvington  [author] 24 Jul @ 2:26am 
@Dogman

Good news for you then. I'm trying to fix up the Skybox rendering - the major issue, and with that would come V3 (so you can't see the firing range or interior of buildings from atop the hot-air-balloon).

V3 is intended to have the tunnel by the club and the power facility connect, alongside the one by the disposal warehouse and the PD connect. Naturally, adding more roads and more ways to skulk around.

I am still unsure of what these areas will have in particular, but I am leaning towards yes, a more wooded area with a quarry for those types of servers, and those who wish to have a base or two in isolation. While I personally dislike those mechanics, adding these areas would allow the hosts to either block the areas off entirely if they want, or adjust things tastefully - as I'm aware how popular they are.

It's a balancing act, the map is made to be extremely condensed so players are forced to run into eachother, but I do love the ideas listed. I'll see what I can do.
Dogman_35 23 Jul @ 9:53pm 
This is just really good level design, plain and simple. I love how interconnected the map feels, almost every rooftop is accessible from every other rooftop, there's constant ways to duck onto rooftops or into the sewers, and every building feels like it has something interesting to discover. This is insanely good work.

I checked out v1 a while back and that was already good. Makes me wish I was still running a server to experiment with this on.

One thing I will say it feels like this map is missing is suburbs/more out of the way areas to base. Places that wouldn't be in constant line of sight for police and raiders to mess with.

And for more in-depth servers, it could also benefit from some kinda wilderness area too. A place to drop in the trees/rocks for logging and mining.

It'd be really cool to see some outer areas accessible by the tunnels, maybe a section that loops around the map and connects all three. Would probably make it just big enough for vehicles too.
T-Revvington  [author] 19 Jun @ 7:26pm 
@FNS_360

CSS and Episodic 1 & 2. Currently working on minimizing extra game mounting needed.

Next update I'm going to try and pack all the content within, increasing file size, but minimizing other games/mounts needed.
FNS_360 19 Jun @ 2:55pm 
do i just subcribe to it or is there other things i need for the textures. the map is all purple and error signs
T-Revvington  [author] 15 Jun @ 12:16pm 
@pingle

Try playing with certain commands to see. mat_fullbright 0 or 1, maybe the bloom settings? The issue is everyone has different settings so I tried to be reasonable, but naturally, sometimes, extremes happen.
Pingle 15 Jun @ 4:46am 
absolutly love this map it is really cool but some of the lights are a bit bright is that by design or do i have to run a command or install a addon fix that
T-Revvington  [author] 14 Jun @ 6:12pm 
@arbeitcommunications

No AI nodes as far as I'm aware to a full compile. This was made for DarkRP and was not tested with any other stuff in mind beyond exploration. You can spawn a bunch of combines and other enemies on the map, but they're not like to start running up and down stairs/ladders.
I don't have time for ur bs 14 Jun @ 5:45pm 
AI nodes?
T-Revvington  [author] 14 Jun @ 5:30pm 
@Te49

CSS and Episodic 1 & 2. Currently working on minimizing extra game mounting needed.

@INF-ScannerMan

Yeah, kind of the vibe I was going for, but might make it more open if I expand the map later in a V3.