Garry's Mod

Garry's Mod

gm_brutalist_desolation
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Uppdatering: 21 aug @ 18:56

HUGE and final (for a good while) update to this map
Thank you all for 900 subscribers!

Added:
Kind of a skybox, in a way
A new massive outside highway area spanning the entire length of the original map + more
Three rows of truck bays connected to the highway and the old storage room
A skybridge connecting the old rooftop courtyards to a new massive shipping container storage room
Billions of custom brushworks
A tunnel connecting the bottom of the large central basin to the new highway
Twice the file size (whoopsie)
Slight extra combine-ification (i think)
Func_detail-pocalypse

Changed:
The back of the old storage room now has a giant staircase leading to the new area
The right side door of the generator room is now no longer suffering from "thin wall-itis"
An extreme amount of optimisation (and yet it still took 50 minutes to do the final compile for the map)

Fixed:
many, MANY textures overlapping

Deleted:
My sanity

And now, time to enjoy my last week of vacation before i start community college.. i think... idk its a specific Dutch education... place... thingy...

Uppdatering: 1 aug @ 12:46

I should really get better at playtesting my maps
So i was screwing around in the map to see how it held up with all my mods and i found two very small issues

Fixed: a singular misplaced texture
Fixed: a detailing brush being disconnected from the wall

anyways, NOW i can FINALLY pack my stuff for tomorrow

Uppdatering: 1 aug @ 11:25

Update time!
To celebrate the release of gm_iron_stronghold i decided to make a quick little update to add, polish, and improve some stuff with the knowledge and skill i've gained in the last couple months!

Added: a connection from the piperoom to the room at the bottom of the main basin, in between theres a small little storage room with some neat geometry
Added: there are now some fences and extra details in the large storage room!
Added: FINALLY the huge flooded basin has some good detailing on the walls, they looked super bland but thats better now :D
Added: just a whole bunch of random small details that you probably wont even notice, but it felt nice putting them in anyways

Fixed: misaligned textures
Fixed: a radiator in the tunnel room was the wrong type of model stopping it from loading in
Fixed: some bad brushwork creating crevices with dev textures

Anyways, its time for me to start packing up for my vacation tomorrow! Have fun with the update everyone!
(also, thanks for the 850 subs!!!)

Uppdatering: 29 jun @ 7:52

So about a day ago i saw that a certain very kind fellow hammer dev (Dylan Packard) put two posters in his new map (gm_indoorspaces) that include two of my maps as a cute little feature. Because of that i got pumped full of motivation to make ANOTHER update just two days after the last surprise update, and here it is!

Added:
a new small room in the sewer canal thingy that leads to the large flooded basin.
a music cue when you first walk out of the door leading onto the top cake layer of the central chamber.

Changed:
Instead of awkwardly having to hug a wall while running on a pipe to get up to the sewer canal, theres now a neat Looking staircase and ladder that you can take to more easily get up there.
The Skybox of the three empty basins and the central chamber have been merged to form one big skybox.

The changing room has gotten some more detail.
The starting hallway has gotten some more detail.
And the tops of the walls of the central chamber now have some minor detailing too, which is now possible to do with the skybox merge.

and finally, the sounds of the combine terminals are now ambient_generic entities instead of soundscape entities, meaning that they now emit the sound effects which mix into the nearby soundscape instead of automatically silencing the soundscape and replacing it with nothing but terminal noises, which didnt sound quite right.

Fixed:
More sound issues
Misplaced brushwork and textures
(as usual)

Uppdatering: 26 jun @ 19:39

yeah thats right im still alive wowzers
and i just made the map more DARK AND GRITTY OH MY GOODNESS

New:
Improved fog effects (no more ugly neon)
Increased "combine-ification"
New details in: The central chamber, the large basin, the topside courtyards, the top basin tunnel, the washroom, and the top chambers entrance rooms
(long story short, more rusty pipes yay!)

Changed:
The two boring large cube splittings in the first topside courtyard have been turned into two rows of three round pillars for more interesting geometry
The mudflood in the top middle chamber entrance room has been smoothed out nicely
The fog is now darker and less saturated in color to burn your eyes less

Fixed:
Displaced textures
Displaced brushes
Stretched textures
Some soundscapes not changing in the right places

And dont worry, im still working on that new map (after a break of 8 months)
Im hoping to FINALLY get it done within the next 3 months!

Lastly, a special thanks to the 700+ people (good lord thats a LOT) for downloading my map :D
It truly means the world to me!

Uppdatering: 16 sep, 2024 @ 13:45

Massive, absolutely huge update

- huge improvements to existing areas
- a new surface area
- a couple new rooms and smaller additions
- some texture fixing
- removal of left-over dev textures
- DETAILING!!!!!!!!!!!!!!!!!!!

also we hit the highest amount of subscribers at the same time ever!

progress on the next map has been slowing down, working on it for more then half a year has really decreased my motivation. but not to worry, the map wont take longer then another year (lol)

enjoy this update everyone!

Uppdatering: 16 jun, 2024 @ 15:18

i overlooked some mistakes and fixed em
most notably, some soundscapes missing and finaly deleting the custom decals that didnt work
i might come back to those in the future when i figure out how to implement them correctly

Uppdatering: 16 jun, 2024 @ 14:52

SURPRISE UPDATE!!!!

since some of you have been waiting a while on my next map, i decided to take a break and work on this one! i used my new knowledge to add some nice features, and change quite a bit. theres mostly small changes, texture updates, and loads of extra details.

theres also two new small rooms, and the maintenance tunnels have had a bit of an upgrade.

i hope you all enjoy this update!
now some information on my next map for those who are interested:
its gonna be called Iron Stronghold. now i hope you have a bit more stuff to theorize about what the setting is gonna be!

Uppdatering: 21 jan, 2024 @ 11:13

Fleshed out some areas and made small changes to them
Added collisions to the combine watchtower
Expanded the maintenance hallways area
fixed uneven textures

Quite a lot of optimisation (from 20 mb - 16 mb, even with the new stuff added)

I still have not been able to fix the decal issue

Uppdatering: 15 jan, 2024 @ 15:42

Update on the decals: still not fixed

however in this updated i have added quite a lot of new areas including another large open area, and a bunch of tight corridors, that function like maintenance tunnels