Garry's Mod

Garry's Mod

gm_engarde
234 Comments
Freef 18 Aug @ 3:56pm 
Haha all good, yeah sad to see this. I also had this problem with aftermath night. Take your time, the map is really awesome :)
stopmotiony6  [author] 18 Aug @ 3:54pm 
So I just did a quick check and couldn't reproduce it, but I'll try it again on my other computer that doesn't have all the content on it. I do remember having some of those same checksum errors while testing my new map (with nothing packed) but they ended up disappearing just as randomly as they appeared. It's almost definitely related in some way to the recent update with CSS so it may be of benefit to report it to Facepunch as a bug. Either way I'll try to find a time to repack and recompile the map at some point although I cant make any promises on how long since this map is held together by duct tape and prayers lol
Freef 18 Aug @ 1:25pm 
You're welcome! Yeah, I noticed this bug with some other old maps as well, but no clue if that's the cause
stopmotiony6  [author] 18 Aug @ 12:59pm 
Will look into it, wouldn't be surprised if that were the case. Thanks for reporting that!
Freef 18 Aug @ 10:29am 
I keep having checksum errors when playing this map, L4D2 mounted, making it laggy and some of the fences invisible. Maybe you're packaging some assets that got added with the new CSS content update?
Spetznazzy 13 Aug @ 7:40pm 
Wait no his name was 'Bob Fren'.
Spetznazzy 13 Aug @ 7:40pm 
I will say, even if this is expressly not a 'horror map', my NPC friend 'Ben' started shooting at the windows in the server room, saying 'I'm dying I'm dying', another thing was the uh.. large 'umbrella man', I've seen two of him in two maps now, weird, and then finally, the area with the ambulance, weird spacial anomaly in their, adds much more to the overall 'creepiness' factor, and don't get me started on those long tunnels! I keep hearing this weird 'deep breathing' sound in the background, as if some 'creature' was lurking, and all the bodies and blood-trails, I was actually creeped the hell out going through there, deeper and deeper, I quite halfway through, too much eeriness!
Silly 10 Aug @ 7:24am 
Absolutely fire
stopmotiony6  [author] 10 Jul @ 3:35pm 
Yeah unfortunately my attempts to optimize the map have yielded only marginal results. My pc is also pretty good and even I get sub 100 fps on the surface. My next map has thus far proven to be considerably more optimized so hopefully I’ve learned from my mistakes.
Uncle Seuss 9 Jul @ 5:57pm 
Really cool map, my PC is quite decent but my frames tank a bit, maybe I've got too many mods installed
stopmotiony6  [author] 8 Jul @ 9:07am 
@wessidegaming20 that’s weird, the map has almost all the content packed in now, and even the things that aren’t packing (for some reason) in are included manually. Do you have any mods that might alter textures or cause conflicts? Otherwise I’d try verifying the files if it’s a widespread issue and not limited to decals
stopmotiony6  [author] 8 Jul @ 9:02am 
Thanks for your kind words Minijar! I love me some SCP and there’s definitely a lot of inspiration even though it’s not directly tied in that universe.
Minijar 8 Jul @ 5:52am 
There's so much story here that's hinted at. I feel like this map deserves its own SCP wiki entry honestly going into the facility and what happened!
wessidegaming20 7 Jul @ 8:32am 
#fixtf2
wessidegaming20 7 Jul @ 8:31am 
I do have the game left 4 dead 2 but somehow the map and the models and the buildings are showing missing textures or colors if I could put that to words but it’s good map and I had a lot of ideas for it but I do hope it’s gonna get fix but take your time and let me know if I needed to download something else to help the map but I’m not trying to insult you or anything just being a bit informative or something
Paint inhaler 6 Jul @ 11:13am 
this is a nice map
Ghostface's GF 29 Jun @ 9:50pm 
I never noticed the weird stuff in both fields T-T
Ghostface's GF 29 Jun @ 9:21pm 
ooo I can't wait!
stopmotiony6  [author] 29 Jun @ 9:08pm 
Something quite sinister, of both mechanical and biological making. Similar to whats in the larger cornfield, only more degraded (and with a much better model which I had to cute due to size constraints). You may see it in my next map...
Ghostface's GF 29 Jun @ 8:54pm 
in the woods
stopmotiony6  [author] 29 Jun @ 8:42pm 
Which one? There’s several.
Ghostface's GF 29 Jun @ 8:14pm 
what's in the bathroom?
stopmotiony6  [author] 29 Jun @ 6:27pm 
@JosepthBugalow Thanks! I'm glad you liked it. I had planned the cave to be larger and more detailed/story rich but hit the vertex limit unfortunately
stopmotiony6  [author] 29 Jun @ 6:25pm 
The nodegraph may or may not be fixed, I was having some trouble working it out, either way i'm taking a short break to recoup my sanity after spending 5 hours over two days doing nothing but placing nodes, if its still not working I'll try to fix it again at some point in the near future, sorry.
JosepthBugalow 28 Jun @ 1:42am 
One of the most detailed and eerie maps i have ever played, I have never felt more genuine fear from a map until i explored the cave full of water, i don't know what it was but I was pissing my self. 10/10 map
Shalfey 24 Jun @ 3:19pm 
:steamthis:
stopmotiony6  [author] 24 Jun @ 3:11pm 
Yeah the nodes need to be fixed, I pack them in a separate file that has to be updated. I'm looking to do that by the end of the week, also cheers Shalfey glad you enjoy it
Shalfey 24 Jun @ 2:56pm 
this reminded me of out of hell mod for ut2004 has kind of the same vibes except for time of the year, great map, we need more of these
Lone Spartanz 24 Jun @ 11:07am 
this goes for any NPC that doesn't use a Navmesh as well
Lone Spartanz 24 Jun @ 11:05am 
yeah, so i think all the AI nodes are gone lol. I've run various tests and uninstalled recent mods to see if that was the problem, but It doesn't seem to be. Basically, if a fast zombie ignores me from a small distance while i am in it's line of sight, there aren't AI nodes
Sharlamagne 22 Jun @ 5:49pm 
What an amazing map; I love exploring the every nook and cranny.
stopmotiony6  [author] 21 Jun @ 9:17pm 
Update just pushed through, all the content is technically included, but some of the overlays continue to be annoying. All textures are packed, if you have L4D2 uninstalled you will see a checker box in the psych labs, thats an overlay not a wall texture. The water wheel also refuses to work even when packed manually. I'll continue to look for a fix for that as well as the overlays. Keep an eye out for any bugs or other weirdness, I'll try to fix them promptly. Cheers!
stopmotiony6  [author] 21 Jun @ 10:55am 
Perfect thanks!
Fregiscard 21 Jun @ 10:52am 
It's exact, it's the standard sub category, similar to any Gmod addon, or Gmod content
Fregiscard 21 Jun @ 10:51am 
If it's the classic hl2 soundscapes, or use the classic hl2 sound, they should all work :p
stopmotiony6  [author] 21 Jun @ 10:51am 
I assume you get it up like a standard models\materials sub category, correct?
stopmotiony6  [author] 21 Jun @ 10:50am 
Yeah i'll probably end up doing that. Fortunately it seems all the soundscapes work properly (yay)
Fregiscard 21 Jun @ 10:46am 
@stopmotiony6

You can still add some assets manually, the one I use for scanning the assets for packaging often miss a lot of overlays and decals for some reason.
So I usually drop the used decals, overlays, and even sometime soundscape's sounds into the addon's folder
stopmotiony6  [author] 21 Jun @ 10:43am 
Alright... no one panic, I've successfully packed every single texture and all but two props into the map! I'm gonna chop an update out just as soon as I can verify that nothing else is broken. As usual the ai nodes will be broken for a little bit while I get them updated to the latest version, the navmesh should work fine. If you dont have L4D2 you will still see some missing decals and overlays here and there. I cant do anything about them at this time, but at the very least you'll be able to enjoy 95% of this map without any games mounted. There should also be a minor performance bump near the river as I decided to replace the water with something less performance intensive.
Gordon 21 Jun @ 7:36am 
Thanks !!
stopmotiony6  [author] 20 Jun @ 10:13am 
Have at it! Just be sure to credit me in the server or on the workshop page if you decide to upload it. Word of warning, you need to use the Gmod version of hammer or you’ll go past the vertex limit. It’s at something like 99.8% so there’s not a lot of room to play with.
Gordon 18 Jun @ 1:37pm 
Would it be okay if I edited your map for my server?
stopmotiony6  [author] 9 Jun @ 1:51pm 
For anyone wondering why I still haven't packed the l4d2 content refer to my most recent artwork that I posted that shows what I'm currently dealing with...
Ghostface's GF 30 May @ 4:53pm 
Dang :< Hammer sucks, sorry about that
stopmotiony6  [author] 30 May @ 3:18pm 
I just haaadd to jinx myself... now nothings working :steamfacepalm: I'll just shut up until I can figure out why l4d2 hates me so much
stopmotiony6  [author] 30 May @ 12:23pm 
Yes, in fact I'm working on one right now.

Also I finally found the stupid dock tire models so I should be able to get most if not all of the props packed into the map by the end of today or tomorrow (fingers crossed)
Ghostface's GF 28 May @ 1:02pm 
do you plan on making anymore maps?
Noahkinkin 25 May @ 9:28pm 
This map is great just, Really laggy for me.
stopmotiony6  [author] 23 May @ 12:44pm 
Mini update on left 4 dead 2 content, on the first pack I was able to get about 70% of the props and about half of the textures and decals. It looks like I’ll have to hunt down the other files manually so if it takes too long I’ll update the workshop with the partially completed file.
stopmotiony6  [author] 14 May @ 10:34am 
I'm glad you got it working! Would you happen to know what the issue was?

In terms of storytelling, I don't plan on adding anything major to this map since it's already butting up against source's limit for geometry. I am working on another map, with everything I had to cut from this one, although that will be on the back burner until I figure out how to get all the L4D2 stuff fixed. There were some voice lines that never made it past the script stage, I still haven't decided if I'll include any of those in the next map (I'm not really a fan of random recorders with no reason for being there) I might include some custom papers in the next one, although that depends on how good I end up being at texture/model making.