1. Post #2281
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Didn't Colton say he had it all furnished and stuff already? I would like to see what he had done before we go deciding to change it up.
    The room I currently made is more-or-less just a placeholder 'idea' of what the room could be like. Apparently from what I have seen of these votes, everyone wants to be "suprised" instead of voting on specific aspects of the design of the credits room.

    This leads me to believe that I just have to "wing-it".
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  2. Post #2282
    TheNewApple's Avatar
    May 2012
    112 Posts
    Right, when Cole answers me on Steam I'm going to send him what I think the credits room should look like in a VMF

  3. Post #2283
    Catterson's Avatar
    January 2012
    89 Posts
    Didn't Colton say he had it all furnished and stuff already? I would like to see what he had done before we go deciding to change it up.
    -snip-

  4. Post #2284
    Catterson's Avatar
    January 2012
    89 Posts
    Ok! The results are in! You choose to be surprised for the theme, suprised for the location and, there has been a tie between vents and noclip. I will leave the choice to Colten. Thanks for voting!
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  5. Post #2285
    Gold Member
    Deprehensio's Avatar
    September 2010
    890 Posts
    The map looks great so far. I can't wait for the final release in Gmod 13. Thanks for all the hard work, guys!
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  6. Post #2286
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Thread Relocation Bump.

    The purpose of the thread relocation was two-fold:

    1. Get some final touches to the map via community-input. (It is already a semi-final product, but if you think you can give a suggestion to better the map, and everyone is in favor, please let us know.)

    2. To avoid garry's GMOD 13 BETA forum "update-wipes".


    Again, any suggestions to the map are appreciated. We know this Mapping forum probably has a more experienced audience that can give more constructive criticism.

    Edited:

    As always the project log can be found here:

    https://docs.google.com/document/d/1...zWoyTUKgc/edit

  7. Post #2287
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,899 Posts
    WELCOME TO HELL! MHAHAHAHAHAHAAHAHAHA!

    Anyways, I think the map looks great so far. I know this is a bit late, but maybe you could add detail sprites to the grass? If it was sparse and done right, it could add a nice feel to the map.
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  8. Post #2288
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    WELCOME TO HELL! MHAHAHAHAHAHAAHAHAHA!

    Anyways, I think the map looks great so far. I know this is a bit late, but maybe you could add detail sprites to the grass? If it was sparse and done right, it could add a nice feel to the map.
    Do detail sprites up the edicts in the map? We had to ramp down the use of ai_nodes because garry thought there were too many, and that the edict limit would be reached too fast in comparison to the experience that he wanted players to have in terms of numbers of things a person can spawn/create/code before they hit the limit.

    Some grass textures have a VMT that controls automatic grass sprite dispersion across the grass, unfortunately, it would cover the whole map if we went that route without using different shades of alpha blending to break it up.
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  9. Post #2289
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,899 Posts
    Some grass textures have a VMT that controls automatic grass sprite dispersion across the grass, unfortunately, it would cover the whole map if we went that route without using different shades of alpha blending to break it up.
    I think you can control how dense it is in the detail.vbsp

    Also, prop_static don't count against the entity limit I don't think.

  10. Post #2290
    dev02ify's Avatar
    March 2012
    44 Posts
    Will you be offering a download of the map before garry ruined (<-opinion) it?

    It looked great before that.. Sorry if I'm missing something.
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  11. Post #2291
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I think you can control how dense it is in the detail.vbsp

    Also, prop_static don't count against the entity limit I don't think.
    not the limit no but its more the client has to load putting more stress on slower computers making it harder to play vanilla gmod for low end comps

  12. Post #2292
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Will you be offering a download of the map before garry ruined (<-opinion) it?

    It looked great before that.. Sorry if I'm missing something.
    We have archives of the map, and I might upload the whole set of archived VMFs for historical sake and so people have multiple reference points to fall back on.
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  13. Post #2293
    Can I suggest something for the map? I hope it wouldn't be too much trouble:

    Stairs or an elevator of some sort for the apartment building you can go in. There's no way up there unless you have noclip, and I've witnessed some no-noclip servers, so it would suck if you had to prop build up to them, potentially blocking the others from getting to the other rooms.
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  14. Post #2294
    highvoltage's Avatar
    May 2009
    1,541 Posts
    That is suggested all the time but Garry doesn't want to implement them because "you can just noclip up to the rooms."
    I added a elevator shaft sized for the 2x2 PHX elevator and a ladder in the building with multiple floors but Garry didn't want them and they were removed.
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  15. Post #2295
    DinosaurNathan's Avatar
    October 2011
    127 Posts
    guys.. the node graphs for npc's are horrible!

  16. Post #2296
    Most likely to die within the first 10 seconds of any Jaykin match
    Pyth's Avatar
    April 2010
    2,038 Posts
    guys.. the node graphs for npc's are horrible!
    Should be really easy to fix, I doubt this map has reached the entity limit, but I haven't read.

  17. Post #2297
    Gold Member
    cbale2000's Avatar
    May 2007
    528 Posts
    guys.. the node graphs for npc's are horrible!
    I've seen worse.

  18. Post #2298
    highvoltage's Avatar
    May 2009
    1,541 Posts
    I had a pretty good (I don't know if its actually good or not) node setup but Garry redid it when I was away and made a lot of holes. (I'll have to admit, I did use a excessive amount. My original node layout is still in the darkroom if your curious.)

    Whats the best way to place nodes in big open areas? The way I had it before was in a grid style just far enough for the nodes to connect together diagonally but I don't know if that's the wrong way to go about it or not.

  19. Post #2299
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    I agree with HighVoltage, what is the best way to go about doing it without using an excessive amount of nodes?

  20. Post #2300
    Volante's Avatar
    October 2011
    21 Posts
    Have you considered creating a night time version?

  21. Post #2301
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    15,982 Posts
    We could probably make our own once the .VMF is released.

  22. Post #2302
    Volante's Avatar
    October 2011
    21 Posts
    That is if it is released, if so yeah that would be awesome.

  23. Post #2303
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,516 Posts
    Can I suggest something for the map? I hope it wouldn't be too much trouble:

    Stairs or an elevator of some sort for the apartment building you can go in. There's no way up there unless you have noclip, and I've witnessed some no-noclip servers, so it would suck if you had to prop build up to them, potentially blocking the others from getting to the other rooms.
    I wish there was some sort of hydraulic tool to make your own elevators. Gmod really needs something like that, considering it labels itself as a construction game.

  24. Post #2304
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    Use the gm13 addon to refine the node graph
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  25. Post #2305
    powback's Avatar
    January 2012
    175 Posts
    I can still move the mirror. Just hold e and it'll come off.

  26. Post #2306
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I wish there was some sort of hydraulic tool to make your own elevators. Gmod really needs something like that, considering it labels itself as a construction game.
    there is: hydraulic + slider = simple elevator

  27. Post #2307
    Gold Member
    cbale2000's Avatar
    May 2007
    528 Posts
    there is: hydraulic + slider = simple elevator
    Until it spazzes out and kills you.
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  28. Post #2308
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Until it spazzes out and kills you.
    if it spazes and kills you your doing it wrong… no-colide for the win.
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  29. Post #2309
    Gold Member
    Soup Nazi's Avatar
    February 2012
    706 Posts
    isn't there already gm_construct13
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  30. Post #2310
    Gold Member
    Splurgy_A's Avatar
    February 2006
    1,106 Posts
    I'm guessing it's a bit late in the day to make this suggestion and it'll probably be shot down, but there's nothing that looks worse imo than a large brush based building with window textures AND THEN SUDDENLY gaps in the window textures which point out which rooms are enterable.

    See what I'm saying? It goes black window black window black window RANDOM VIEW INSIDE ROOM black window black window black window RANDOM VIEW INSIDE ROOM etc
    It looks bad and really underlines that only a few of the rooms can be entered, which ruins immersion.
    A suggestion I'd make would be to either make those windows have the window texture on the outside and a glass texture on the inside (similar to that one bit in HL2 with the zombie in the apartment kitchen during The Uprising - you can't tell there's an enterable room behind that window from the outside) and make it a func_breakable/func_illusionary/whatever, or just make a smaller building so you don't need to have x number of fake windows on the outside - you could just have a fully enterable three or four story tenement (or if you wanted to keep the Gmod City 17 Eastern European vibe, a Kamienica) rather than a massive skyscraper with no real function.
    Also as a suggestion for the credits room, I remember playing a map a very long time ago that functioned as a "GMOD museum" and it had some miniature versions of the old gm_constructs. They did it with brushwork but microbrushes can be problematic - maybe you could convert the brushwork to a .mdl and have a display of the GMOD 8/9 gm_construct in a glass case? The earlier ones were very different and you had to press buttons to spawn things, but they'd be a cool to have too. You could even rig up a Mingebag statue if you wanted. I dunno, just throwing that idea out there - it's a lot more interesting than most credit rooms which just have a "Made by these people" plaque and a couple of sofas and tables as if you could hang out in them.
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  31. Post #2311
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I'm guessing it's a bit late in the day to make this suggestion and it'll probably be shot down, but there's nothing that looks worse imo than a large brush based building with window textures AND THEN SUDDENLY gaps in the window textures which point out which rooms are enterable.
    -PICTURE-
    -window suggestion-
    Also as a suggestion for the credits room, I remember playing a map a very long time ago that functioned as a "GMOD museum" and it had some miniature versions of the old gm_constructs. They did it with brushwork but microbrushes can be problematic - maybe you could convert the brushwork to a .mdl and have a display of the GMOD 8/9 gm_construct in a glass case? The earlier ones were very different and you had to press buttons to spawn things, but they'd be a cool to have too. You could even rig up a Mingebag statue if you wanted. I dunno, just throwing that idea out there - it's a lot more interesting than most credit rooms which just have a "Made by these people" plaque and a couple of sofas and tables as if you could hang out in them.
    I can only speak for my self but I really like that credits room idea it would be epic to have mini versions of the old constructs to show gmods history.
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  32. Post #2312
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,516 Posts
    there is: hydraulic + slider = simple elevator
    Or a rigid hydraulic made by right clicking the ground beneath the prop you're using.
    The whole point was that I knew there was a tool, but am surprised that someone like black ice, who's been playing too much gmod for too long, doesn't understand how to make something simple like this.

  33. Post #2313
    Gold Member
    Splurgy_A's Avatar
    February 2006
    1,106 Posts
    Also you need to put some in some more cubemaps, or make windows non reflective.
    (Quoting images so they don't stretch the page)
    This is the reflection taken on a top floor balcony:


    As you can see, it's clearly reflecting the ground level cubemaps.
    Here's the front of the building:
    It's reflecting the floor at spawn.
    The enterable building on one side uses the cubemaps from the building that leads in to the light, mirror and dark rooms
    (This isn't as noticeable from ground level because it just looks matte black)
    The other side is using an outside ground level cubemap

    Brushes use the cubemaps closest to their origin. Building a few extra cubemaps (or changing the textures) should suffice.
    I'd also say turn down the brightness, because the floor outside has basically hit gamut
    Also some very minor points but if you want this good enough to ship for retail, maybe do something about the visible seams in the skybox mountains:
    (To the left of the Mossman balloon. I fucking love that there's a Mossman balloon)
    Also this decal is clipping onto a brush that sticks out, so maybe move it right a bit
    A couple of other suggestions:
    - Change the skybox so that instead of a gradient, there's a solid colour and then set skybox fog to that - the mountains when fogged are a different colour to the skybox, which looks terrible
    - This is a pretty big one, but I was thinking maybe you could have a button near spawn that cycled citizens patrolling? So have a button and make it onpressed npc_citizen startpatrolling onpressed npc_citizen stop patrolling, meaning if you spawned a bunch of citizens you could then press a button and just have them randomly walk around, which is nicer than just having them stand there and not do anything. However that's a pretty out there suggestion and might not fit with the desired simplicity of the map.
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  34. Post #2314
    Most likely to die within the first 10 seconds of any Jaykin match
    Pyth's Avatar
    April 2010
    2,038 Posts
    Also this decal is clipping onto a brush that sticks out, so maybe move it right a bit
    It's graffiti, not a brick. It lays on the wall surface, so as long as the faces all line up, it could be over 5 or more brushes and technically be correct.

    Also, gm_construct from GMod 11 / 12 had it like that as well.

  35. Post #2315
    highvoltage's Avatar
    May 2009
    1,541 Posts
    *Cubemaps*
    Now that I've started college its going to be harder for work on this then before but I'm going to tackel the cubemaps next. I'll have to find a balance between having enough cubemaps to make the map look good and not having a massive file size from them.
    I'd also say turn down the brightness, because the floor outside has basically hit gamut
    Thats also on my to-do list, I'm going to mess with the HDR first to see if it helps.
    Also some very minor points but if you want this good enough to ship for retail, maybe do something about the visible seams in the skybox mountains:

    (To the left of the Mossman balloon. I fucking love that there's a Mossman balloon)
    Thats going to be a bit of a pain to do because I didn't make the skybox, but I'll have a go at it.
    Also this decal is clipping onto a brush that sticks out, so maybe move it right a bit
    I don't think if your tagging a wall that you would care if it wasn't a perfectly even surface.
    A couple of other suggestions:
    - Change the skybox so that instead of a gradient, there's a solid colour and then set skybox fog to that - the mountains when fogged are a different colour to the skybox, which looks terrible
    The skybox texture and fog was Garry's doing and as far as I know he doesn't want it changed so it matches flatgrass.
    - This is a pretty big one, but I was thinking maybe you could have a button near spawn that cycled citizens patrolling? So have a button and make it onpressed npc_citizen startpatrolling onpressed npc_citizen stop patrolling, meaning if you spawned a bunch of citizens you could then press a button and just have them randomly walk around, which is nicer than just having them stand there and not do anything. However that's a pretty out there suggestion and might not fit with the desired simplicity of the map.
    I think that should be up lua coders on not something that should be included in the map, I don't think it would be easy to implement anyways.
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  36. Post #2316
    Gold Member
    Splurgy_A's Avatar
    February 2006
    1,106 Posts
    Cool, thanks for replying. What did you think of the idea about making windows on the northeast corner building func_breakables/func_illusionary etc etc? I'm aware that could be an issue if you want to keep the ent limit low but it'd look so so much better than the random views inside the building every third floor (or alternatively remove all the false windows, which would also save on cubemaps and allow you to get onto every balcony from each floor)

  37. Post #2317
    highvoltage's Avatar
    May 2009
    1,541 Posts
    Cool, thanks for replying. What did you think of the idea about making windows on the northeast corner building func_breakables/func_illusionary etc etc? I'm aware that could be an issue if you want to keep the ent limit low but it'd look so so much better than the random views inside the building every third floor (or alternatively remove all the false windows, which would also save on cubemaps and allow you to get onto every balcony from each floor)
    I'll mess around with the idea of every window being open on the balcony's but I'm not going to make every window have its own floor because that would just be way too much floors and there wouldn't be any building space.

    Also I'll ask this again because I only got one response.
    Whats the best way to place nodes in big open areas? The way I had it before was in a grid style just far enough for the nodes to connect together diagonally but I don't know if that's the wrong way to go about it or not.
    And a late reply to that response:
    Use the gm13 addon to refine the node graph
    As far as I know I can't get the node graph I make with that addon into hammer.

  38. Post #2318
    highvoltage's Avatar
    May 2009
    1,541 Posts
    Here's a quick preview of what the outside would look like:

    And here is one idea for the inside:
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  39. Post #2319
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Here's a quick preview of what the outside would look like:

    And here is one idea for the inside:
    Take that and lower the light brightness inside the building. Also reduce some of the yellow in the light. lets see how that looks, it should make it less obvious from the outside.

    another idea is a fading illusionary "door" that black/greys out the doorways when the player is far away. (as seen in gm_wire_construct at some train track entrances)

  40. Post #2320
    highvoltage's Avatar
    May 2009
    1,541 Posts
    For some reason I don't like the idea of the fading doors, they just don't seem fitting for a map like this.

    Edited:

    Also, since Garry is on vacation and doesn't seem to be pushing the maps updates to the beta when we ask should I bring back the workshop download and use if for the newest revisions of the map? This way less people will report things that have been fixed already, like the HDR Colton fixed a few days ago and some of the major node graph holes.
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