• gm_boreas beta release
    105 replies, posted
I recorded a run of this, hopefully the final version is as drivable lol Weeaboo version: [url]https://www.youtube.com/watch?v=WoiqN7grTf8[/url] [video=youtube;5u3IelJNb0k]https://www.youtube.com/watch?v=5u3IelJNb0k[/video]
I this map is an absolute masterpiece to be honest it is my new favorite map after gm_fork and the ineu valley maps. I love playing around with "the orb" to see which props I spawn will stick to it. I am excited to see this map completed. Just out of curiosity when the map is complete will the player spawn location move from inside the base to a spot on the surface? Because I do not like noclipping through the map and claiming I spawned on the surface.
This is the masterpiece of mapping! I very like cold war themed maps! Cannot wait when you make possible to run the rocket engine or make possible to use teleporter! I have already seen what job you have done after beta release,and i cannot wait when you add all of this stuff into map!
I'm extremely excited for the next release so every server migrates to it for a week again.
I can't wait for the next release
Probably the best map I've ever seen made from Gmod. I've always wanted something that had the same kindof setting as gm_underground_v4. This map takes that map and makes it 150000000% better. Keep up the good work mate.
Thanks for the kind words, everyone. The map has been on hold for a while due to a lack of energy, but I've started working on it again recently. Hoping to release another beta soon. In the meantime, here's another pic: https://steamuserimages-a.akamaihd.net/ugc/918052678139825774/2B425A309E3B4648F0FFDCC5C8F117D4224CB463/
https://files.facepunch.com/forum/upload/2450/c8034e28-577f-4a4b-8cae-3ffceb2775f2/meme.png Anyway nice map,this will be nice because there is not a lot of big snow maps.
Working on the trees (old model for comparison): https://steamuserimages-a.akamaihd.net/ugc/918052948358801168/B21B499953A66626E8D1BFE8F774EC14CEB89AC0/ Just a quick test to see the lighting and such. The final version will have some size variation and probably won't be as densely populated (although I do like how this looks?).
It looks really nice. I especially like how the lighting looks underneath them.
I've got an idea for the map. What about an alarm system that can be activated from the security room or something?
This idea is probably already covered, but are there already some areaportal garages in the work? Also some small little paths through the forest would be fun to go through in small cars or bikes.
This would actually be an awesome feature. A button which locks down all the doors and puts on the sirens/lights.
Yeah.
This just crossed my mind while looking at your screenshots; you should probably redo that cliff texture. Its very black and dull and kind of mutes certain areas of the map. You should get a texture with a far more pronounced normal map - it could greatly improve certain angles. With the kind of stuff thats available on textures.com nowadays, you should have no problem finding a good material
I've thought about expanding the security room with alarm and camera systems and the ability to remotely lock/open doors, but the entity and texture work is too much of a hassle right now. Maybe later There are two areaportal garages right now, both seen in this screenshot. It's the last building on the left in the canyon checkpoint, and the yellow hangar next to the airstrip. I might add some more inside the bunker later if I can spare the brushes. Good idea. The current normal map is just a placeholder from Ep2 that doesn't even match the base texture, so I agree. I didn't realize that textures.com had so many 3D scans now, thanks for the heads up.
More work on the trees, and I thought I'd try using some detail props. Pretty happy with the result so far: https://steamuserimages-a.akamaihd.net/ugc/946202334138610069/3E158D4EC60561A8CEE0C3AFC5D25F92198AB9B3/ https://steamuserimages-a.akamaihd.net/ugc/946202334138610227/03D0A88C7605F24783CFEC1F160665EEC712509C/ Didn't think I'd be able to get away with this detail prop density throughout the entire map, but then I remembered that I'm using my custom compiler with increased limits But GMod seems fine with it, fortunately.
Absolutely looks great. The sprites add a lot to the overall ambience of the map. As a note, think your custom tree trunks are somewhat too thick. Also, in case you didn't know, detail props aren't nearly as optimised as sprites, so you could face slowdowns with that,
It looks amazing!
Not sure if it has been mentioned, but I found out an interesting fact about this map. The word "Boreas" comes from the name of the Greek god of Winter and the North Wind. Pretty clever naming it that.
Can't wait to see the next release of this map! If possible, I'd like to get in contact with you about this map and its future development. Here's my steam link: Steam Community
Jeez, has it really been like a year since the first beta release? Sorry about the delay, here's a new version: gm_boreas_beta02.zip (mirror) Just put the BSP in your maps directory and you're good to go. HL2, Episode One and Episode Two are still required for now. https://steamuserimages-a.akamaihd.net/ugc/2479683045223733521/E7EB5B7BD465905F5A82DAC066E3F7B201F04308/ https://steamuserimages-a.akamaihd.net/ugc/2479683045223733346/35A4403308C1FE438790916BE2728A7FE562D20E/ Most important changes since the previous beta: Added 3D skybox Fade and areaportal optimization Redone trees with proper collisions Added cubemaps Added soundscapes Added airstrip watchtower and hangar Added security checkpoint inside ravine Added radio outpost next to ravine Prevented physgun usage on doors and various other dynamic entities Fog changes and other minor visual tweaks Thanks, I made them a bit thinner. It's the old rule for any creative medium: When in doubt, steal from Greek mythology.
brb gonna go and play this map for 72 hours straight
werent there at least some cubemaps in the first version
Forgot to mention: the detail props from my previous screenshots aren't included yet. The func_detail_blocker brushes still count towards the engine limits even though they're only used by the compiler, so I'll need to find some way around that. You're right, I should've said 'proper cubemaps' The first version only had one cubemap in a pitch black room, and two stray cubemaps in the underground base that I forgot to delete.
Ah man, such a good map. Wish my computer could run it XD
Does it run poorly or not at all? What are your PC's specs? Enabling multi-core rendering should help, if you haven't done so already. To others as well: I'd love to hear how your performance compares to my previous map, and if there are any areas where your frame rate is particularly low.
Radeon R5 AMD A9-9420 8GB RAM non-upgradeable graphics card Also the 700 addons I have might be effecting it.
Ok. Something I've discovered here with the new map mate (and I've been needing to reporting this for a little while now). The big problem I have is that I actually can't pull the .bsp file out of the .zip file to well.... anywhere on both my main computer and my laptop. Every time I've tried to copy it to anywhere, even my 'Download' folder, it immediately comes up with a warning say an unspecified error is preventing me copying the file to where I want it to go. I've also downloaded the map from both links multiple times, and it's always the same error. The error code I get is 0x80004005: Unspecified Error. Is anyone else been having this issue when getting the new version of this map or am I the only one who has been 'blessed' with this bloody annoyance?
That's kinda weird. I was able to extract the map just fine with WinRAR. I'm glad you got it figured out, though.
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