Garry's Mod

Garry's Mod

Scrap Metal: Final Edition
Kawoofish  [developer] 17 Oct, 2014 @ 9:34pm
[10-18-14] Update/Hotfix Changelog & Suggestions Thread
Hey guys, I'm planning on releasing a quick update to address some of the issues regarding the map that people had throughout the week. Here are some of the things that are already going to be implemented (that I'm planning on)

Planned Changes:
  • Remove existing prop_dynamic corpses and add in ragdolls
  • Add in buttons for garage doors
  • Add in a navigation mesh for NextBot support
  • Work on NPC navigation graph.
  • Adjust lighting and atmosphere in some areas

If you would like to suggest a change or comment before I release the update, please post it below! I really appreciate all the feedback everyone's posted and I'm glad that many were able to enjoy the map. Thanks guys!
Last edited by Kawoofish; 17 Oct, 2014 @ 9:37pm
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Showing 1-15 of 19 comments
DryCitrus 19 Oct, 2014 @ 3:03pm 
I like everything about the map, except for how bright it is. I think that it'd look perfect with a sky that had dark rain clouds.
Bob Frenchman 19 Oct, 2014 @ 3:13pm 
The lighting does seem a little better than it was before, yeah, but I still think the outdoors sunlight could use a little more warmth, or orangeness if you will. Also I just noticed when you exit the garage and look to your left, under the red star, the giant metal prop vanishes until you're close enough for it to fade-in again. It's a little strange because it's in plain sight.

@PedCo
I disagree, it's already dark enough indoors, it would be boring if it was gray and dark all across the map.
Kawoofish  [developer] 19 Oct, 2014 @ 8:04pm 
@PedCo, Since the map was first designed for Zombie Survival, the reason I wanted a bright contrast outdoors to the gloomy indoors was because I disliked how many ZS mappers simply made their maps dark in order to give it an "atmosphere". I was tired of all these super dark and bland maps, so I wanted a bright outdoor contrast and I liked the HL2 Coastal skybox because it blends well with the fog settings I used. I will admit, on HDR it can get a little too bloomy. I personally prefer LDR because of the FPS boost plus everything isn't ♥♥♥♥♥♥♥ blinding

@Bob Frenchman, I agree, I wish I had implemented a little more orange hue to balance out the mainly blue color palette. I probably could've done it with a simple modification of my light_environment. Also, the reason some props fade out way too early is because on the ZS version, I had a closer fog in order to increase the optimization. When I went to the GM version, I wanted to reduce the fog a bit but I guess I forgot about the prop fading. It does look pretty dumb when props just kinda fade out of nowhere, but it helps the engine out in terms of FPS and I kinda rely on props fading out to maintain a somewhat steady 60 frames on my aging PC. If I have time in the future I'll be sure to implement these changes. Thanks for the feedback man. I really appreciate it.
FREMONT 19 Oct, 2014 @ 8:21pm 
Simply magnificent! I have so much fun on this map just having NPC battles alone! Also the pictures (some replaced/removed) were hilariuous. The only problem I had was the brightness, and it wasn't much of an issue!
420/69 -IGN
Last edited by FREMONT; 19 Oct, 2014 @ 8:21pm
Originally posted by PedCo-KanFee:
I like everything about the map, except for how bright it is. I think that it'd look perfect with a sky that had dark rain clouds.
Thats true, I'd probably enjoy this map more if it rained outside. It wouldnt even have to be dark outside like Kawoofish explained. It has to be day time though, so it doesn't have a super generic zombie survival map look to it.
Last edited by Irrelevant Vengeance; 22 Oct, 2014 @ 2:50pm
vcf55 23 Oct, 2014 @ 2:54pm 
i think that a night version of this map would be cool
Cubic_llama 26 Oct, 2014 @ 7:05am 
the spawn room's nodes aren't linked to the rest of the map
Midlou 29 Nov, 2014 @ 8:20am 
Hey, you need to create an intelligence for air NPCs, they just fly around aimlessly or stand still in the air ...
Kawoofish  [developer] 14 Dec, 2014 @ 8:58pm 
@Midlou, Yeah the air nodes I originally added don't work anymore. I will address the problem in V3 and add more fixed nodes for air npcs. Thanks for letting me know!
Paco232 23 Jan, 2015 @ 8:21pm 
hey does anyone get this glitch where there can be only one bullet texture and only one blood texture? me no like it. :(
This map should come with the gamemode that you mentioned
Kawoofish  [developer] 19 Aug, 2015 @ 7:33am 
Based on past feedback and popular demand, the following changes will occur in the next (and more than likely final) update to the map before I head back to college and will solely be relying on my laptop.

Planned Changes:
  • Fixed air nodes
  • Restructuring of rooms and buildings for gameplay flow purposes and mainly for NoxiousNet Zombie Survival's latest updates
  • Adjustment of my own propaganda
  • Maybe some new ambient music
  • Optimization adjustments and "fog" fixes
  • Based off playing the map on servers for the past few years, I'll be adjusting props based on how frequently they are used. Many of the props in the map are just for aesthetic purpose and waste valuable cpu resources. Hell, we've even crashed the map by just stacking up props from the XCCR office. Therefore, the total prop count will be reduced which should help out older sstems.
  • "The Joke Room" will be modified or removed in some way

Thanks for all of the support given over the years. I had no idea that this map would even be that great, and I'm glad so many of you got to enjoy it over the years. Even in college, I'll still stick to Source Mapping and hopefully one day we'll get to see Source 2 in action.
Kawoofish  [developer] 19 Aug, 2015 @ 7:35am 
Oh also I forgot to mention, due to popular request, a Night version of the map will come packaged along with the standard day map. I'll probably use Skypaint for the night version which will hopefully provide support for Day/Night Cycles
nostalgi 22 Jan, 2017 @ 12:04am 
Missing textures in the sky
Mr. M 5 Mar, 2017 @ 4:13am 
With every save thats loaded the light shafts coming from the windows appear to double, and makes them look so bright that they are just pure white and the shafts also seem somewhat misjointed after loading a save, I think you should look into fixing this, thanks in advance!
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