1. Post #81
    Gold Member
    fergus9101's Avatar
    August 2011
    81 Posts
    Could you make the image of the sun a little higher in the sky its way to low:

    with the sun left where it is the shadows should reach me :(
    mabie not as extreme because i believe the garrys mod feel would be broken
    also i wanted to point out there are fuzzy blurs going on it the reflections and water
    is this the map,engine or something else
    the reflection is blury and fuzzy

    and the water is a little bit fuzzy and the bricks are fued up
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  2. Post #82

    February 2012
    195 Posts
    guy before me posted:
    and the water is a little bit fuzzy and the bricks are fued up
    Whenever I go swimming in a pool I see weird shadows like that...
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  3. Post #83
    ultradude25's Avatar
    June 2008
    1,523 Posts
    is it just me or is having the same old lighting scheme (over head lights) in all the rooms kinda boring it is suppose to be construction we should do something different. maybe a different light source (not just model but pos too) possibly something to add to the feel that its still under construction?

    flood lights in some places is one possibility but then again not all lights have to be on, could there be some burnt out/broken?

    the point is its kinda boring having the same lights to light everything the same way everywhere.



    Edited:

    More to the construction feel:

    in the apartments, the first floor should be almost completely done but the further up you get it should be less and less done until you have a bare skeleton of walls that still need to be plastered/dry-walled, (in this im also suggesting you make diff rooms in some f the floors instead of open space in all of them and being exactly the same on every floor)

    one small bug: while walking up the ladder in the apartments hold space... WTF!?!?!


    but so far Great job Highvoltage and Colton Rappe i love the map and really hope it get's implemented in gmod 13; you have my thanks , respect, and awe.
    But this map is also meant for building. You don't want to have prop clutter in the rooms.
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  4. Post #84
    Gold Member
    fergus9101's Avatar
    August 2011
    81 Posts
    this looks out of place :/ if its even ment to be there
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  5. Post #85
    Darkassassin0's Avatar
    January 2012
    216 Posts
    But this map is also meant for building. You don't want to have prop clutter in the rooms.
    construction was just a concept the main idea is the same old lighting is getting boring.

  6. Post #86
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    this looks out of place :/ if its even ment to be there
    What should I put there? Because just sticking concrete there looks out of place too :/

  7. Post #87
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,555 Posts
    What should I put there? Because just sticking concrete there looks out of place too :/
    Would it be too crazy to zip in a custom one? Like the one that's in there now but desaturated, i think it would look pretty.
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  8. Post #88
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    Would it be too crazy to zip in a custom one? Like the one that's in there now but desaturated, i think it would look pretty.
    Every time I included textures earlier they screwed up for people causing crashes and low FPS in the areas they were in. So I wasn't to stay away from them until I can figure out what I did wrong.

    Edited:

    The mirror's illusion would work far better if it didn't have the top trim. Functionally, the side trims aren't helping either. Also, if it was moved outward into the room you would have a reflection that seamlessly showed the side wall without a big grey doorframe in the picture.
    If it goes to the ceiling you get this black like that people will report as a bug.
    And the arch makes lit look like its a door frame to another room.
    This is kind of irritating.
    Its a step, not a ramp. Try running into the stairs leading to the top of the spawn building.
    Last but not least, the walkway over the water is just a tiny bit too low. By raising the bottom of it the full thickness of 1 phx plate the player will have just enough space to be able to sit under it but have their head/gun out of the water.
    I'll do this.
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  9. Post #89
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,555 Posts
    Every time I included textures earlier they screwed up for people causing crashes and low FPS in the areas they were in. So I wasn't to stay away from them until I can figure out what I did wrong.
    Hmm, that makes no sense. I've included all sort of things in my maps with pakrat without any problems.
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  10. Post #90
    Gold Member
    erik802's Avatar
    August 2010
    489 Posts
    This map rocks!
    No, this map mostly grass.
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  11. Post #91
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    Can people see out from those windows in the tenements?

    Edited:


    I tought that corner is bit boring, so here's my idea.

    Also it would be good if people are able to see trough the windows, or the window atlest, isntead of bare wall.

    Edited:

    Also you guys should add trims on bottom and top of those walls.

    Edited:

    Atleast in interiors.
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  12. Post #92
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,555 Posts
    Can people see out from those windows in the tenements?

    Edited:


    I tought that corner is bit boring, so here's my idea.

    Also it would be good if people are able to see trough the windows, or the window atlest, isntead of bare wall.

    Edited:

    Also you guys should add trims on bottom and top of those walls.

    Edited:

    Atleast in interiors.
    I disagree about the pavement but i like the concrete area up there.
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  13. Post #93
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    Uh oh, those apartment interiors needs serious reworking.

    If i i'm playing on this map, i would want to make (ingame) a nice apartment with nice view over the map and light flooding from windows. But those doesn't even have windows inside them... And now they're just vertical empty space with the same old textures...

    Edited:

    I disagree about the pavement but i like the concrete area up there.
    I wasn't sure about that pavement too
    But the main thing was to make that corner more interesting.
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  14. Post #94
    Blitz967's Avatar
    January 2012
    26 Posts


    This is amazing. I hope Garry agrees to make it official.

    (User was banned for this post ("Image macro" - postal))
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  15. Post #95

    January 2012
    125 Posts
    I thought that was already confirmed. I can't see them spending so much time editing it if there is a chance of Garry saying "No, we're using the current gm_construct".
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  16. Post #96
    Gold Member
    AGMadsAG's Avatar
    December 2006
    1,044 Posts
    Yeah those apartmens really need some work.
    I love having fun in the freespace apartments, however - the maps are too huge for 6-12 players to have fun together in the apartments.

    This size map with those flats from freespace would be awesome!
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  17. Post #97
    Gold Member
    kimr120's Avatar
    March 2010
    5,291 Posts

    This is amazing. I hope Garry agrees to make it official.
    http://garrysmod.com/post/19417750979/new-gm-construct
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  18. Post #98
    Blitz967's Avatar
    January 2012
    26 Posts
    I saw that, but he said IF it's good enough.

    It looks really good to me. If I were Garry, I'd add it to Garry's Mod in a heartbeat.

  19. Post #99
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    I'll also think that textures should be reworked too, but keep the colorscheme.
    We'll need cleaner and less repeating textures than those orginal HL2.

  20. Post #100
    Blitz967's Avatar
    January 2012
    26 Posts
    I'll also think that textures should be reworked too, but keep the colorscheme.
    We'll need cleaner and less repeating textures than those orginal HL2.
    Some custom textures would be nice.

  21. Post #101
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    Also, is gmod 13 going to have some kind of engine update?
    If yes, we could use the global light if possible?

  22. Post #102
    gordenfreeman's Avatar
    February 2009
    64 Posts
    Also, is gmod 13 going to have some kind of engine update?
    If yes, we could use the global light if possible?
    i have always wanted to say this to you... Read the blog http://garrysmod.com/

    Please dont ban me ;__;
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  23. Post #103
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    I kind of want to stress this point. The map is supposed to be simple, not have an apartments with thousands of floors and lots of garages. Construct is supposed to be a cheap map using very little resource. If you want a map that you can RP in then use another map, not a sandbox map.

    I'm sorry, but this is brought up a lot and it bugs me.
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  24. Post #104
    gordenfreeman's Avatar
    February 2009
    64 Posts
    -snip- These arent the droids you are looking for!
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  25. Post #105
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    could you think about even flattening the area? Just saying...
    Why flatten that area? There is a perfectly good flat area in lots of other places, one just on the other side of the building. And besides, Garry wanted the grass to flow down like that.

    Edited:

    Why want another, smaller flat area?
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  26. Post #106
    phabeZ's Avatar
    November 2008
    1,153 Posts
    I kind of want to stress this point. The map is supposed to be simple, not have an apartments with thousands of floors and lots of garages. Construct is supposed to be a cheap map using very little resource. If you want a map that you can RP in then use another map, not a sandbox map.

    I'm sorry, but this is brought up a lot and it bugs me.
    I can understand your point, and simplicity is a very important thing to keep in mind and I admire that you're trying not to stray too far away from that, however what I think the suggestions like that are more asking for is to allow for more diverse building scenarios with map-based structures, e.g. a scene poser could probably make use of an empty apartment building. That's not even covering the secluded building they'd provide and cool base opportunities. I'm sure there's much more as well that I can't even think of.

    Also I like Oskutin's use of that corner in his diagram, because it's a corner that otherwise probably wouldn't be used due to how awkward it would be to build on, and his suggestion provides a potentially attractive and potentially useful alternative.

    Personally I don't mind too much one way or the other, but I can just see where they're coming from. I'd probably agree that having some more "accessible" rooms, providing that the simplicity is maintained, would overall be more beneficial.
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  27. Post #107
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    For me those tenements doesn't ruin the map, i'll think that they're great addition to it and adds much more opportunities. But that one in middle of grass area is out of place.
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  28. Post #108
    Lesovikk1's Avatar
    June 2011
    112 Posts
    Can people see out from those windows in the tenements?

    Edited:


    I tought that corner is bit boring, so here's my idea.

    Also it would be good if people are able to see trough the windows, or the window atlest, isntead of bare wall.

    Edited:

    Also you guys should add trims on bottom and top of those walls.

    Edited:

    Atleast in interiors.
    Thats a good idea, that space needs to be filled. So i decided to take your idea and combine it with my own idea in gmod12 using phx props. Its not perfect because it was a slightly lazy build but to get my point across.



    Since the others are the same size, and me not wanting to spam huge images on this thread, here are the direct links for more detail:
    http://i644.photobucket.com/albums/u...20_00002-1.jpg
    http://i644.photobucket.com/albums/u...20_00003-1.jpg
    http://i644.photobucket.com/albums/u...20_00004-1.jpg
    http://i644.photobucket.com/albums/u...3-20_00005.jpg
    http://i644.photobucket.com/albums/u...3-20_00006.jpg
    http://i644.photobucket.com/albums/u...3-20_00007.jpg
    http://i644.photobucket.com/albums/u...3-20_00008.jpg
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  29. Post #109
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    Is there any change that i could edit this map?
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  30. Post #110
    dev02ify's Avatar
    March 2012
    56 Posts
    I'm sure you guys are waiting on Garry's call about the cave behind the brick wall. If you do add it, maybe add a parking dock for submarines? It could lead to a door leading to a ladder to the spawn building. Just a quick suggestion. Keep up the good work on the map.
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  31. Post #111
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Is there any change that i could edit this map?
    Decompile the last build if you want to edit it. We have a list of constant changes that are being made and having someone else work on the main branch would clutter things up.

    If you want to design a building or whatever for the corner, and people really really like it, then we will take your vmf and merge the building with the main branch.

    Edited:

    Still waiting on garry's own feedback in regards to these suggestions that are being made among the current status of the map.
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  32. Post #112
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    Decompiling often screws the map.
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  33. Post #113
    Lufttygger306's Avatar
    August 2010
    5,489 Posts
    I don't think there should be more buildings than there are now, there would be a lack of building space
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  34. Post #114
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    I'll going to move the tenement from the middle to that corner.

    Edited:

    I'm making new texture set now.

  35. Post #115
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,114 Posts
    You guys should distribute a VMF.
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  36. Post #116
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    You guys should distribute a VMF.
    For what purpose?
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  37. Post #117
    Gold Member
    DiscoBiscut's Avatar
    June 2008
    2,236 Posts
    I'm glad that you guys are holding your ground about keeping it simple and not having a lot of interiors like an RP map. The map looks great so far too.
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  38. Post #118
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    You guys should distribute a VMF.
    We will when the map is finished, but if we release it now there will be lots of similar maps released and that would confuse a lot of people
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  39. Post #119
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,333 Posts
    Can you PM it to me?

    Edited:

    Here's some custom textures for this:
    http://leet.cc/construct.zip

    Edited:

    Forgot to make new brick texture, going to make it later.

    Edited:

    If you PM me the .vmf, i'm not going to distribute it, and i'll only give the finished product to you.
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  40. Post #120
    da space core's Avatar
    March 2012
    1,297 Posts
    Yeah those apartmens really need some work.
    I love having fun in the freespace apartments, however - the maps are too huge for 6-12 players to have fun together in the apartments.

    This size map with those flats from freespace would be awesome!
    this map is to be simple, although i belive the apartments could use a bit of work, we dont need lights and tables and all that unneeded stuff clogging up this map
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