1. Post #1
    Statua's Avatar
    January 2012
    27 Posts
    This is an update to rp_ineu_pass_v1b which can be found here: FP THREAD

    Mediafire Mirror: http://www.mediafire.com/?6bkkftljlrlf0os
    Garrysmod.org Link: Coming Soon
    Night Version: Coming Soon

    This is a wilderness/hl2 outlands style RP map geographically placed in the Ineu mountains of Romania (though the brushwork is not geographically correct). Designed for a community (no there are no ads or anything, its just a random area for overwatch). It's a combination of the Episode 2 maps "ep2_outland_10" and "ep2_outland_10a" with some of my own brushwork to merge the two maps (the pass) as well as fill in some areas to make the map less linear. The map has buildings in the town as well as a mountain relaxation fortress type thing erected on one of the hills. There are access points alongside the cliffs to climb up the cliff faces. The whiteforest station was converted into my own creation (the whole thing is my work aside from the outside entrance) of a bunker all destroyed similar to aperture sciences. There's an environmental/ weather control room where you can increase fog, add some rain sounds, and toggle a realistic thunderstorm (does lights and sounds). There's also a little underground bunker on the pass you can go in. If you don't have episode 2, no worries. As long as you don't mind a little purple and black with a few errors here and there. I packed some of the materials and models into the map.

    Here's a list of what the map includes:

    -high skybox
    -tons of walking space
    -verticalness to decrease linearity and increase "room"
    -soundscapes
    -underground bunker
    -overwatch outpost (hit use on the drop pod to teleport to the forest)
    -custom skybox
    -attempted optimization via z-clip plane and model fade distance
    -a couple refugee/rebel camps
    -tunnel
    -waterfalls
    -mountain relaxation type place
    -environmental/weather control room (fog, rain, thunderstorm)
    -Enterable buildings in the town
    -Small cave system
    -Anti-RSO spawn room

    Credits
    Valve - Brushwork "ep2_outland_10" and "ep2_outland_10a" and all Source Content (HL2, CS:S, EP2, L4D2)
    Komaock - Skybox Texture
    TopHATTWaffle - Waterfall Texture
    SgtSickness - Sink Model
    Unknown Artist - Foliage Pack
    Catalyst-Gaming - Giving me the idea and encouragement

    Pictures:


    CHANGELOG

    --MAJOR CHANGES--

    -Nuked the bunker
    -Added rooms to the inn and made buildings enterable
    -Fixed all known bugs
    -Replaced the 'stronghold' with a mountain relaxation type building
    -Rebuilt the combine outpost
    -Added an environmental/weather control room
    -Moved spawn to an Anti-RSO room and connected the spawn tunnel with the tunnel on the other side


    --FIXES--

    -Fixed all known floating items such as rocks and trees
    -Fixed a nodraw face on the bunker door
    -Fixed all cracks in displacements
    -Fixed the 3D skybox mountains so they wrap completely around the map
    -Fixed the error box in the minicave


    --MODIFICATIONS--

    -Raised the sun by 10 degrees for improved lighting
    -Replaced some low res tree models at the top of cliffs with tree cards for more optimization and more forest feel
    -Changed the wood planks on the road to just a road so vehicles no longer get stuck
    -Increased the fog of the lake water so it doesnt look as clear
    -Replaced the ladder brushes with info_ladder so its harder to fall off them
    -Flattened some of the mid level trails to make them easier to walk on
    -Got a nicer looking water texture for the river
    -Ran Buildcubemaps so shiny stuff actually reflects
    -Removed the lab and 'nuked' the bunker so it looks all destroyed
    -Replaced the stronghold with a mountain relaxation fortress
    -Added lights to the gas station and broken home
    -Removed the burning tanker from the tunnel
    -Gave a flourescent flicker to some lights
    -Changed a couple soundscapes
    -Removed the areaportals in the tunnel as they never worked in the first place
    -Removed the bright overlay at the end of the old spawn tunnel
    -Removed a lot of the old camps to give room for player built structures



    --ADDITIONS--

    -Added lights to the gas station and broken home
    -Added a sign for the inn
    -Map is now Day/Night ready
    -Created an Anti-RSO spawn room where you can teleport to either the west or east side of the map
    -Added ground to the 3D Sky for a larger feeling effect
    -Added a few new tunnels to the tunnel under the facility
    -Added rooms to the inn
    -Added rooms and doors to the unusable buildngs (now 100% more usable) in the town
    -Added an environmental control room (has buttons for two fog levels, two rain levels, and a thunderstorm toggle)
    -Connected the old spawn valley to the adjacent valley with a tunnel
    -Added an underground bunker nust a little west of the town on the pass
    -Completely rebuilt the combine outpost (now has 3 open heli pads, a better teleporter with no meta sound, a prison cell, and a planning room)
    -Added a dock and ladder for the camp in the ravine
    -Added a cottage to the lake level
    -Added two easter eggs you'll have to find out on your own (not the gnomes)
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  2. Post #2
    Gold Member
    THATCAKEISASPY's Avatar
    February 2010
    1,330 Posts
    I hope theres A.I Nodes!

    Looks like a huge improvement will give CC after DLing and touring!

    Edit:

    Unfortunately, there was no A.I nodes, but theres just a high level of detail. I don't know how you guys even work with maps these large as well, I also get a much better FPS on this, before I was getting some 15 FPS in some areas, but that has been greatly improved to 30-50. In all you have really improved since the last version, hopefully in the next version we will see A.I nodes.

  3. Post #3
    Statua's Avatar
    January 2012
    27 Posts
    Added AI nodes to my revision list. Thanks. You can expect a new version in a few months, maybe. I got a few other projects in the queue first.
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  4. Post #4
    Chase827's Bitch
    SexualShark's Avatar
    January 2012
    956 Posts
    Ohmygod- i love this!

    This is absolutely breathtaking.

  5. Post #5
    Sinic's Avatar
    May 2012
    55 Posts
    Is there a way for any upcoming version for the light that comes from the sun to be disabled in the weather control room? When the fog, thunderstorm and rain is enabled, the only thing that ruins the great feeling is the bright and joyful light coming through the fog.

    Otherwise, this map is great!

  6. Post #6
    Statua's Avatar
    January 2012
    27 Posts
    Is there a way for any upcoming version for the light that comes from the sun to be disabled in the weather control room? When the fog, thunderstorm and rain is enabled, the only thing that ruins the great feeling is the bright and joyful light coming through the fog.

    Otherwise, this map is great!
    I wish. I don't know how to get a day/night script into the map. However next revision I'll try to find someone to make me a good script and include it with the download.

  7. Post #7
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,906 Posts
    Naturally, I expect this to require ep2. Or did you pack the materials in?

    If not, does it require Ep1 too?

  8. Post #8
    Statua's Avatar
    January 2012
    27 Posts
    I packed a fair amount of EP2 materials in, hence why the unpacked size is 164mb. However I only packed the materials you would need to make the map at least playable.
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  9. Post #9
    I love you Danny <3
    Chessnut's Avatar
    August 2011
    2,690 Posts


    Seems like it could use a little more detail, and the lighting is rather odd.
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  10. Post #10
    Statua's Avatar
    January 2012
    27 Posts
    Yes I agree the underground bunker is utter shit. I checked it off on my to-do list, then decided to change it, then forgot to change it. Added it to my next updates to-do list.

    So yeah. I'm a tad embarrassed to have left it in its state of blocky, disproportional, boringness..
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  11. Post #11
    Gold Member
    Jeffman12's Avatar
    July 2005
    467 Posts
    Can something be done about the orange or red shadows and the cyan ones that appear under props and players?

  12. Post #12
    Statua's Avatar
    January 2012
    27 Posts
    Can something be done about the orange or red shadows and the cyan ones that appear under props and players?
    Added to my to-do list. Thanks. It bothers me occasionally but I always forget to add it.

  13. Post #13
    IAOEGIJaKe's Avatar
    May 2011
    88 Posts
    Keep getting engine hunk overflow on my server so I have to run it on a listen server. Any idea as to what is causing this?

  14. Post #14
    Statua's Avatar
    January 2012
    27 Posts
    Keep getting engine hunk overflow on my server so I have to run it on a listen server. Any idea as to what is causing this?
    Not sure. Works on the server I play on as well as TnB. And +r_hunkallocbytes 1 isn't needed. I can run it without it.

    In fact, it runs on stock. Check your gmod?

  15. Post #15
    Gold Member
    Jeffman12's Avatar
    July 2005
    467 Posts
    Keep getting engine hunk overflow on my server so I have to run it on a listen server. Any idea as to what is causing this?
    I was getting this too. Also, the server's practically on a fresh install.

  16. Post #16
    Into The Lasagnaverse
    brickbox's Avatar
    October 2008
    1,501 Posts
    Where exactly is the Weather Control in this map?

  17. Post #17
    Statua's Avatar
    January 2012
    27 Posts
    Where exactly is the Weather Control in this map?
    The room is almost directly above the service room in the big long tunnel. Its in a circular shaped room with dev textures on it. Its kind of a beta thing.

  18. Post #18
    DatPolishGuy's Avatar
    July 2012
    157 Posts
    Really nice map. But can you un-nuke White Forrest and make it bigger? Also by Day/Night ready does that mean we can decompile it, Change it to night and recompile it?

  19. Post #19
    Into The Lasagnaverse
    brickbox's Avatar
    October 2008
    1,501 Posts
    Really nice map. But can you un-nuke White Forrest and make it bigger? Also by Day/Night ready does that mean we can decompile it, Change it to night and recompile it?
    He means it has support for a day to night script.

  20. Post #20
    DatPolishGuy's Avatar
    July 2012
    157 Posts
    He means it has support for a day to night script.
    Ah ok

  21. Post #21
    Gold Member
    maxalate's Avatar
    November 2009
    37 Posts
    awesome!! :)

  22. Post #22
    Gold Member
    Marlwolf78's Avatar
    August 2008
    2,679 Posts
    From your Catalyst Gaming signature:



    This is likely to do with the lack of area portals, because anyone with a less-than-supercomputer configuration of rig lags the fuck out when they look in any given direction. Adding those would improve the map tenfold, particularly one of such advertised size.
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  23. Post #23
    Darthveamon's Avatar
    October 2007
    232 Posts
    Love the new map....but you kind of killed all the fun of the bunker by nuking it. I'm all for giving it a damaged look, but at least leave all the cool stuff inside so we have room to do some great bunker RP
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