Garry's Mod

Garry's Mod

T-Revvington's RP_Downtown | V2C
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.
Tauon 14 Jun @ 5:29pm 
Epic Sauce!
Scanner Man 13 Jun @ 10:05pm 
It looks good, although seeing that the whole map is actually surrounded by hills makes me feel a bit claustrophobic, but the rest is fine.
Tunneltav 13 Jun @ 12:30pm 
does this need any specific games to work?
T-Revvington  [author] 10 Jun @ 12:27am 
Added a discussions tab for the V2B version. Thanks for the aid and notes.
T-Revvington  [author] 9 Jun @ 4:38pm 
Thank ye kindly, I'll confirm the changes in a patchnotes tab.
Arrachtan 9 Jun @ 4:21pm 
Final observations so I'm no longer spamming your comments:

The arrows on the security camera system make a noise but don't seem to do anything.

There's the same both rise problem with the security windows at the larger health clinic.

The double doors of the gas box thing at that clinic open outwards into the walls.

Some of the arch roof sewer tunnels, most noticeably the upper subway entrance on the disco building side, have model gaps.

Not sure if they are meant to, but none of the stations in the secret combine tech area do anything. It could be cool to have one of the stations in the room overlooking the grate walkway to have the ability to do a deathrun-esque trap of pulling the grate away and dumping intruders into the abyss below.

All in all, a really fun and interactive map to a singleplayer map explorer like myself and assuredly extremely fun multiplayer experiences to be had here. Good job!
Arrachtan 9 Jun @ 2:57pm 
Obviously I'm not a DarkRP player so as far as I know maybe they're working where only certain roles can interact with certain things but these are just things I've noticed. Such as the fact that, in the police station, the right garage door barrier closes and opens much faster than the left one.
T-Revvington  [author] 9 Jun @ 2:55pm 
Good news, gordon. Making those fixes right now. Vents start auto-locked for purposes of meaning to be forcefully unlocked. But, I may unlock them. Will see if I can push an update later. As for the skybox, that one is rough, I can't fix that easily unless it's a setting I haven't found to prioritize skybox over the map rendering.
Arrachtan 9 Jun @ 2:42pm 
The safety door swap thing at the entrance to the unnamed red brick building on the opposite side of the street from the police station doesn't work, since the button just causes them to both rise further into the ceiling rather than one lowering as the other raises.
Also, the only vent that has worked so far for me was the one entering the tower's elevator shaft from the stairs.
Arrachtan 9 Jun @ 2:26pm 
Another thing: none of the vents open. When interacted with, they make a door noise, but they don't move.
Arrachtan 9 Jun @ 2:18pm 
Also, not sure if it's intended, but the cage thing in the Southwest Disposal Inc. building doesn't come back up after lowering and the green button there doesn't do anything.
Arrachtan 9 Jun @ 2:05pm 
When on the tops of the tall buildings and especially when riding the balloon, there are some very noticeable instances of the map visually clipping past the skybox and the skybox not lining up with the map. The worst (as seen from the balloon) are the underground train end at the police station, the ladder tunnel beside the MAC building, and the road tunnel endings.
B0TtłΞ 9 Jun @ 1:30pm 
trevor r t revvington
Geld Sebinski 9 Jun @ 9:24am 
Cool map!!! - Geld Sebinski
Dayne 9 Jun @ 7:53am 
holy shit it's real