Garry's Mod

Garry's Mod

City Gateway
390 Comments
randomguy 23 Sep @ 2:12am 
nvm found it
randomguy 23 Sep @ 2:08am 
idk the map name, can yall tell me
t51 enjoyer 22 Sep @ 7:56am 
yeah for drop ships but you have spawn the rest your self
ArbitersHand 21 Sep @ 8:05pm 
So are there actual buttons on the map to spawn NPCs, or is that something you do yourself?
t51 enjoyer 21 Sep @ 4:12pm 
you really should add a strider spawner by the drop ship spawners like by that gate
Dynamite_Dan01  [author] 21 Sep @ 1:01pm 
Ayo, I've just put out a little update with some final minor changes, ahead of a plan I have for October, let me know if there's any problems!

@John welcome back! With any luck, the gap until the next map won't be as long ehehe

@Peppino ey cheers
John the Tester 21 Sep @ 10:58am 
I love this map bro, remember me as one of your supporters i was there since citadel town (i know, nobody asked)
Peppino Spaghetti 16 Sep @ 5:04am 
10/10 map W for fights
Dynamite_Dan01  [author] 14 Sep @ 11:30am 
Oh I will. I'll definitely showcase the more interactive stuff on youtube as it gets made (like with the dropships and forcefields on city gateway). I can also do some 'tours' of the map itself as it progresses if you want.
t51 enjoyer 10 Sep @ 7:59am 
you should set up a thing for like giveing us updates on the new map and stuff like that
t51 enjoyer 2 Sep @ 6:43pm 
on the left of the main combine conisel those three buttons turn it off
Himmy 2 Sep @ 6:19pm 
how to turn off the combines forcefield?
t51 enjoyer 30 Aug @ 8:05pm 
you know if it does have a factory a scrap yard would be cool with like a working recycleing system like a trash compacter or industrial grinder a incinerator would be cool to
t51 enjoyer 30 Aug @ 3:30pm 
@Dynamite_Dan01 im so hyped for the next map
Dynamite_Dan01  [author] 30 Aug @ 3:25pm 
@metro police all the textures on this are from the base game, but I've heard some people have had loads of missing textures following the update in July. From what I've heard verifying the game files should fix it. (Right-click on gmod in your games list. Select 'Properties...'. Go to 'Installed files' in the menu that appears. Then, select 'verify integrity of game files'.

From what I've seen some texture replacement mods also don't play nice with this map, so could also try disabling those.
t51 enjoyer 30 Aug @ 9:31am 
yes i have
metro police 30 Aug @ 5:48am 
so half of the textures for mine are missing
Dynamite_Dan01  [author] 30 Aug @ 2:14am 
Funny you should mention that. Ever heard of the Air Exchange from the Half-Life 2 beta/leaks?
t51 enjoyer 29 Aug @ 6:15pm 
it would be cool if you could add like a factory element to the next map like a combine factory that could be sabotaged maybe it could make like hunter choppers ore something
t51 enjoyer 29 Aug @ 1:22pm 
you should see if you can add the combine pods that you see in nova prospect and the citidel we could like put npcs in them maybe not for this map but maybe the next one
Dynamite_Dan01  [author] 29 Aug @ 12:46pm 
I can't set up anything to detect keyboard input, sadly :P
t51 enjoyer 29 Aug @ 9:52am 
i was thinking like adding a hot key like numpad or sumchin
Dynamite_Dan01  [author] 29 Aug @ 9:39am 
I've got an idea for the dropships actually. having buttons in enemy territory would look off, and make it easy for rebel players to call in dropships just to ambush and ride them to the combine side.

However, I reckon I can make it so that firing a flare gun (like the vj base one) into the air will call in a dropship for whichever area you're in. Gonna give that a try soon. If there's any other flare gun mods you'd want added, let me know. The filter for the trigger can support 5 types by default.
t51 enjoyer 28 Aug @ 1:49pm 
the next map you make should have paths for vehicals like the combine apc and stuff
t51 enjoyer 28 Aug @ 9:51am 
you should give us a way to remotely send in the drop ships because i like to be away form the controll room be that fighting with the combine or what ever and its kinda anoying to have to go all the way back to send in the drop ships
Dynamite_Dan01  [author] 26 Aug @ 2:42pm 
I don't plan on doing any more big updates for this map, but I will keep these in mind for the new one I'm making. Haven't actually tried a train before, so the result could be interesting hehehehe.

Definitely agree with adding more routes into the combine base. In retrospect, I should have probably integrated the gateway hub into the buildings below somewhat. It would require a lengthy redesign on this map sadly, but I've got some good ideas for the next.
t51 enjoyer 25 Aug @ 12:06pm 
it would also add more paths for enemys to get to the combine base
t51 enjoyer 25 Aug @ 12:05pm 
what ever you do give us trains in this map or the next one it would be so cool like we could use them to bring reinforcement or like to take anticitizens to nova prospect "they dont actully have to go any where you can just despawn them" or we could use them to bring like striders or drop ship crates even
t51 enjoyer 24 Aug @ 7:01pm 
you should give us the ablity to send city scanners and man hacks into the city
t51 enjoyer 23 Aug @ 12:42pm 
you should add a train like maybe we could use it to take away prisoners or something it would also be cool if we call in a drop ship to extract the combine
Dynamite_Dan01  [author] 22 Aug @ 4:19pm 
@t51 that could be cool.. I'll have a look (if not in this map, than in the next one I'm working on). As for the gunship, I've not been able to recreate the problem. Perhaps it's another mod you have active?

@7david ay thanks :) As for the extra NPCs, I could probably make them work with the big gates, but the forcefields can only let one type of NPC through due to the way they work. (I had to cheat a bit to allow both metro police and soldiers)

@Nyonyo the prison's the big grey building just to the right of the tall gate under the combine base, it has a big yellow poster on it.

@Bob That would be nice ngl

@Emmanuel McCoy The one in the rebel base changes whether NPCs can operate the wall gates in the rebel base. (AUTO = yes, MANU = no, only the buttons work)

The Auto button in the Combine base is for random aircraft calls. When it's green, it'll summon random air support every now and again, and also sometimes recall active air support.
t51 enjoyer 22 Aug @ 7:04am 
theres a problem on this map where the gunships make hunter choper gibs instead of gun ship gibs can you please fix this
t51 enjoyer 21 Aug @ 2:54pm 
you should add a setting in the combine base to activate the supprestion device from hl2 episode 1
7david 21 Aug @ 2:15pm 
ngl gang this is probably one of the best and yet most simple and classic looking npc war maps i've seen good job :steamthumbsup:

btw it'd be cool if you could make compatibility for https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2548809283 combine and rebels
Nyonyo 21 Aug @ 9:44am 
I can't find the prison 0_0
WHERE IS IT
Bob 19 Aug @ 9:57am 
what i need for this is a mod that lets me hear all soldier voicelines anywhere on the map so i can give them backup when they need it
What does the AUTO and MANU switch in the rebel base do? Same with the AUTO buttons in the combine base
Dynamite_Dan01  [author] 10 Aug @ 2:01am 
I've done some testing and I've got an idea; it breaks on any maps that have dropships.
It's just that this is one of the only maps on the workshop to have them (the other map I recreated the error on is Prospekt Defense).

In order to function, dropship-having maps have hidden 'template NPCs' which are then used as guides for what the dropship spawns. My best guess is that the drop-pod mod tries to do the same thing and ends up conflicting as a result.

The only fix would be to remove the dropships, but I'd rather keep them.
t51 enjoyer 9 Aug @ 12:45pm 
and its only on this map
t51 enjoyer 9 Aug @ 12:44pm 
i know what your saying but that mod hasent been update in 2 years
Dynamite_Dan01  [author] 9 Aug @ 10:23am 
Probably best to ask Tood tbh :P he'll know better than I
t51 enjoyer 9 Aug @ 9:58am 
this is what gmod says is causeing the error
[Tood's NPC Drop Pod Tool v4] lua/entities/toods_dispenser/init.lua:185: attempt to call method 'GetEnemy' (a nil value)
1. unknown - lua/entities/toods_dispenser/init.lua:185
t51 enjoyer 9 Aug @ 9:55am 
whats happening is the npcs spawn they just freeze in place are in invincible ill go see what the error message says
t51 enjoyer 9 Aug @ 9:54am 
oh i have the model
Dynamite_Dan01  [author] 9 Aug @ 7:58am 
@t51 the drop pod mod tries to use a custom star wars model by default that isn't in gmod, so it appears as an error. You can get the name of a new model by right clicking on one you like in the spawn menu and clicking 'copy to clipboard', then just replace the drop pod model with that. I can't fix the mod itself, since it's not mine.

As for the dropships, I could experiment at some point, but I'm working on something new right now, no spoilers yet though.

@librik In my early designs for the map, the buttons for all the different things were going to be more spread out, and that pod would've been like an advisor pod with like a 'master control' panel. I ended up moving all the buttons to the control room, so it wasn't needed.

I decided to keep it around for RP stuff and what not. I always imagined it housing a specialised stalker unit that acts like a command relay, passing orders and reports between advisors and ground troops.
librik 8 Aug @ 7:44pm 
?
librik 8 Aug @ 7:44pm 
what is the the thing at the top of the combine building that you can open and close for
t51 enjoyer 8 Aug @ 4:42pm 
this mod dosent work Tood's NPC Drop Pod Tool v4 can you please look into it and try to fix it?
thank you in advance
t51 enjoyer 8 Aug @ 3:58pm 
how bad would it hurt fps?
Dynamite_Dan01  [author] 8 Aug @ 3:55pm 
That would be cool, but unfortunately the NPCs they deploy are hardcoded :c I could sorta do it by adding more dropship variants, but that would hurt the fps due to the extra entities.