[tab]Description:[/tab] It's a lot of water with land bits stuck in.
I made it to follow the same style as one of my other maps gm_excess_construct. It's a large construct map with scattered complexes which are mainly empty. Each of these areas is separated by water. Map includes ai nodes, a simple 3d skybox, and a copy of the newsroom from my other map.
All custom content is packed into the .bsp file, this includes the CSS skybox texture.
Extract the 'garrysmod' folder from the archive and put it in:
C:\Program Files/Steam/steamapps/<USER NAME>/garrysmod
If asked to overwrite, select yes.
These are mainly used for door control. All doors have built in buttons that don't require wiremod, the inputs are just in case you wanted to add more or wanted a key card scanner on the outside or something.
Most doors have multiple inputs, you only need to use one of them. They are fairly simple and with a bit of experimenting can be figured out quickly, however I will give an overview:
Door Control - 0 Closes the doors, anything over 0 opens
Door Toggle - 0 Does nothing, 1 toggles the door.
All coding for these is based on work by CFSworks. If you don't have wiremod installed these won't cause any problems.
The News Room
It's a room with a news-studio background. It has two buttons, one starts a broadcast and the other one ends it. The news will show up on any RT screen.
The news will aways show up properly on the TVs I made, but if you use some other RT surface, like the PHX TV model, chances are, you won't be able to see props and such. This is due to visleafs, to fix it, I made small boxes (I call them receptors) you can move around, just put one near the TV and it will display everything.
Any user-made RT cameras will automatically override the built-in news cameras.
If you have any comments or suggestions I would definitely like to hear them.