Also are you removing that pointless building room off to the side in the tunnels?
EDIT: One bad thing is that I don't know if it was just me but construct 10 was very small and didn't really fit that much when you had about 10 people trying to build epic contraptions. But I do also agree as it is right now it is way too cluttered. Gah so conflicted.
i really dislike the skybox cards, they just border on unnecessary and doesnt even look good
So your saying you prefer the old floating building skybox?
no but id rather not see giant blurry low res pixelated cards surrounding me
What do you want to see in the skybox? Would you like it to be open fields or pretty much what it is now but just without the skybox cards?
Those cards wouldn't be that bad as long as it was kept really far away, to sort of fill up the rest of the space.
What about keeping the ones on the very outside edge?
Just to clarify: In the most recent iteration of the map, the ones I was working on with the new skybox earlier today; I already removed the underground build room, and the tunnels. The only "tunnel" left is the staircase from the surface to the darkroom, and even that might be removed.
The Submarine room is still intact, until further decision on it's existence is confirmed by highvoltage.
I took out a lot of brute work, so HighVoltage can focus on what he wants to do rather than spending his time needlessly.
It is sad that I hardly get 1:1 time with HighVoltage live; we mostly communicate though PMs on FacePunch. Hopefully, as I am sure everyone is anxious as hell about, we will get garry to give his final words on the map at some point near its developmental finale and get the darn thing thrown into gmod as the stock map. That would make everyone's day. (Well, mostly everyone's)
Also, for anyone who needs to make maps for gmod13 / gmod, and doesnt want to keep testing in Ep2, or doesnt want to bother configuring Hammer, you can append this batch file onto the end of your "Expert Mode" compiler launch settings. (Keep in mind, you need to de-check the launch game part of the compiler, as the batch file handles that.)
We use this for gm_construct_13 to make things go faster.
Code:@echo off COLOR A TITLE Garry's Mod 13 Map Script ::Script created by Colton Rappe. ::Modular Copy and Check BSP. CD %sourcesdk%\.. ::Check that compiler successfully placed the BSP in the EP2 maps folder. :RETRY IF EXIST "half-life 2 episode two\ep2\maps\gm_construct_13.bsp" GOTO :COPY echo "Map not found in ep2. Press any key to retry... PAUSE GOTO :RETRY ::Copy the map from the ep2 map folder to the Gmod 13 Beta Maps Folder. :COPY COPY /Y "half-life 2 episode two\ep2\maps\gm_construct_13.bsp" "garry's mod beta\garrysmodbeta\maps\gm_construct_13.bsp" GOTO :VERIFY ::Checking that map successfully copied to Gmod13 Maps Folder. If not, re-copy it from ep2. :VERIFY IF EXIST "garry's mod beta\garrysmodbeta\maps\gm_construct_13.bsp" GOTO :LAUNCH_GMOD echo Map not found in Gmod 13 Beta Maps Folder. Press any key to attempt to re-copy from EP2... PAUSE GOTO :COPY :LAUNCH_GMOD @echo Launching Garry's Mod 13 Beta... CD %sourcesdk%\..\..\.. steam.exe -applaunch 4010 -dev -console +map gm_construct_13
I like the tunnels and the sub room, keep them, they'll be helpful for some players, it's not interfering for those who don't want them.
Besides, source isn't really capable of making realistic submarines in the first place.
I'm beginning to think that maybe the tunnels and the submarine room are a bit overkill, too.
If you do insist on keeping it, why not make it bigger and make a building in the skybox for it?
I made a sloppy mock-up in hammer to show what I mean.
When sitting in the map proper, you can look out and in the skybox there would be a building corresponding to the submarine room, shown here in orange.
Then you can have more room for it to be useful.
Because as it stands, it's way too tiny to do anything neat with.
When does the version on workshop gets updated with that awesome-looking 3D skybox in which mountains and buildings suround the map?
Well, as it stands, people have had many mixed opinions on the tunnel systems. At one point when a vote was cast, the majority wanted the tunnels removed, and now, more recently, the majority wants them to stay.
This brings us to Part 2:
-We don't have a version of the map with the new skybox and old tunnel system, only the new tunnel system and the tunnel system removed. The Old vote on whether or not to keep the tunnel system was probably misleading to many people, because we have two differently styled tunnel systems, one made of stone and dirt with wooden support beams, and one made of concrete and metal I-beams supporting the tunnels. (as seen in the workshop version of the map)
We dont know exactly which system people prefer more at the current time, but the last time we did a vote, people seemed in favor of the Wooden beamed stone/dirt tunnel system. If you want a particular tunnel system style, please comment and give a reason why you vote for one or the other, assuming you are in favor of keeping the tunnel systems intact.
Other than that, I can compile and release a non-workshop version of the map, with the new skybox in all 3 variations: Old tunnels, New Tunnels, No Tunnels. And see which one everyone overall prefers, but I will need the written consent from HighVoltage before I continue work on any of it/converting the old tunnels version of the map to have the new skybox.
(The Workshop version currently has the old tunnels, for information sake).
I dont use Pakrat like how HighVoltage does, so it would require some manual work copying the skybox texture cards to the materials folder of gmod 13 beta, but if you can't do that, you probably shouldn't even have the beta in the first place.
I await word from HighVoltage via PM in the thread, or him posting in the thread.
I can try compiling the map with LDR and HDR settings with the old tunnel system with the new skybox, and see if HighVoltage would pakrat it for me, then he could upload it to workshop.
I wont be home for several hours until after I get home from work. Kind of wish we had more people on-board with the project, but HighVoltage has to handle that.
-People need to make up their minds on whether they want the tunnels or if they dont want the tunnels, and they need to choose either the current concrete/metal tunnels (as seen in workshop), or the dirt/wooden support beam version tunnels.
-HighVoltage may take out the tunnels all-together and remove the submarine room from the map, and just polish up what is already there in the map. (as I have seen him already make progress on on the 26th of June using a copy of the (New Skybox, No Tunnels) (No SubRoom) branch.[/release]
You're the man, Colton! Keep it up!
As it is quite evident in the vote poll cast here: http://facepunch.com/showthread.php?...1#post36471764
You can see that it was a 26:10 ratio. 16 more people preferred the tunnels to not having the tunnels.
Now comes the second poll:
Do you want the Concrete / Metal Tunnels currently seen in workshop? Vote:
Do you want the Dirt/Stone/Rock Tunnels with Wooden Support beams concept art'd here:
At this point, it is obvious enough that the majority of contributors to the thread want the tunnels to stay, but the ultimate choices lie with garry and HighVoltage. If we keep the tunnel system (chosen by the vote here), with the new skybox, that is how it is going to stay unless garry says there is a problem.
Keep in mind that HighVoltage may opt to remove the tunnels completely without the consent of the community, that is his choice, it is his map; if garry likes it without the tunnels, you may just have to live without them.
[h2]I also added new screenshots to the OP / Main Post / First Post in the Thread[/h2]
Wow, these new screenshots are awesome. But is there a way to remove fog in skybox? It looks kinda weird.
Oh and by the way, that second tunnel looks epic, reminds me of episode 2 for some reason.
Okay guys, I had to work today so no work has been done today but I'm free tomorrow morning so I'll have another go at the map then.
So here is my plan, I'm going to update the workshop file with the version of the map with the new skybox and without the tunnels and the sub room to see what everyones reaction to it is. But first Colton with have to do a full compile for me because the compiler keeps crashing on me whenever it gets to the HDR.
After it get uploaded I'm then going to completely redo the AI nodes around the map, possibly including the new helicopter paths. I'm hopefully going to make it so birds just don't drop from the sky and just fly to a new location when startled and make it so headcrabs and antloins burrow into the grass when they are left alone. I'll also add fastzombie climb nodes in reasonable locations along with jump nodes.
Is there any other AI entities I could add that would useful for NPCs?
I would also like to make sure people realize that the picture Colton posted just above me isn't actually in the map, but that is just concept art that was posted by somebody and that I haven't been able to recreate it myself successfully.
It is with OVERWHELMING knowledge that most people want the tunnels and they want the newer concept variated version of the tunnels, and yet HighVoltage wants to remove the tunnels, so please bear with us during this test we are performing.
I am going to compile the map that has no subroom and no tunnels, under HDR and LDR, and will have HV pakrat the necessary objects into the map and he will upload it to workshop for everyone else to test.
The problem with the tunnels that that they don't have any use and that they are really repetitive. I agree that the concept art tunnels look amazing would remove the repetitiveness but it doesn't fit with the simplicity that the original construct has and that's what the aim of this map is.
Its the same with the submarine room. What extra functionality did it add? A place to build in? There is plenty of water and land to build on and you don't have to be enclosed in a room and have a underwater tunnel to make submarines. They lake is larger then what the subroom was and there is an entire flat building surface right next to it to build on.
I'll say this again. Why exactly does everyone want the tunnels and subroom? The only person to give a reason the last time I asked only said that its useful and underlined the word. And when I asked what it was useful for I never got a response. One other person right after said that they liked the idea but why do you like they idea? I can agree that the concept are tunnels look sweet but once again do we really need them?
So, I ask you for the last time. Are the tunnels actually necessary to the average player and why are they so necessary when there is more then enough space to do all you want to do in them elsewhere?
HighVoltage is currently uploading the map to workshop.
I have uploaded a non-workshop version to Mediafire and have it tracked with bit.ly, HighVoltage will post information regarding the workshop update and will also post my link to the file on mediafire for people to look at in the meantime while we wait for garry to fix the valve update that broke the game.
Because I'm a tool like that I have decided to update the workshop file while Gmod is down so nobody can use it. Muhahahah!
But here is a MediaFire link courtesy of Colton anyways: http://MzcwiZ
The workshop file is untested in Gmod for obvious reasons but it should work in theory. The only problem that there could be is missing textures in the skybox, but I'm sure I included them properly.
This version has the tunnels and subroom removed and has the pretty new skybox included.
It just brings up the question that HighVoltage brought up, since the Submarine Room has been removed because of it's trivial existance (among other reasons), where would the tunnels go? A giant underground garry-cave?
Drawings, design concepts, something; we need something to go off-of, without that, there is no point to having tunnels in the first place; They need to go somewhere and we need some community-driven influence on where/what that somewhere is..
Seems like the tunnel is causing way too much brain ache - maybe we should get rid of it completely and focus on the rest?