• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Avatar of Colton Rappe
  • [IMG]http://i.imgur.com/chzI1.png[/IMG] [B][U]Official Map Developers:[/U][/B] [B][I]-[/I][/B][URL="http://facepunch.com/members/220931-highvoltage"][B][I][U]HighVoltage:[/U][/I][/B][/URL][B][I] (Eric Lowther): Lead Project Mapper[/I][/B] [B][I]-MaxOfS2D[I]: [/I]Assistant Lead Mapper[/I][/B] [B][I]-[/I][/B][URL="http://facepunch.com/members/72658-Colton-Rappe"][B][I][U]Colton Rappe:[/U][/I][/B][/URL][B][I] Assistant Lead Mapper[/I][/B] [quote="garry"]I’ve agreed that if it’s good enough it’ll replace gm_construct in the big GMod 13 update.[/quote] [B][U]Key Features:[/U][/B] :eng101: [I]-High-Detailed 3D Brush-based Multi-Level Enterable Buildings.[/I] [I]-Different shadow-casting in the world.[/I] [I]-More grass and slopes to build and play on.[/I] [I]-Lake size and depth increased. [/I] [I]-New Room under Garage to Build in (with Mirror!)[/I] [I]-New easter egg room. -Other great things![/I] [quote][B][I]Will you release the Source VMF for the map?[/I][/B][/quote] The source files have just been released, you can find them here: [B]gm_construct_13 Source Map Archive[/B] Download: [B][URL]http://www.mediafire.com/?0sa3r73p4sdvshy[/URL][/B] [B]gm_construct_13 Final Build[/B] Download: [B][URL]http://www.mediafire.com/?l9arcakn9axk5b1[/URL][/B]
  • Avatar of BBQ_Sauze
  • [QUOTE=danielmm8888;35206214]Are you gonna bring back the 4th building?[/QUOTE] Oh please, I passionatedly hate that building, as long as that building is gone, I'll rest assured I won't kill.. someone.. :eng101: [IMG]http://i.imgur.com/MEW6b.jpg[/IMG] Straight to the basics ; I turned off all the lights in the mirror room and it still appears as if they were on.
  • Avatar of Colton Rappe
  • [QUOTE=danielmm8888;35206214]Are you gonna bring back the 4th building?[/QUOTE] Eventually, yes, if garry still wants it there. HighVoltage is working on making the brushwork for it, but has a fiery passionate hate for it. :v: [editline]19th March 2012[/editline] [QUOTE=BBQ_Sauze;35206218][IMG]http://i.imgur.com/MEW6b.jpg[/IMG] Straight to the basics ; I turned off all the lights in the mirror room and it still appears as if they were on.[/QUOTE] They work correctly in Episode Two, we are not sure why they dont work in Garry's Mod 13.
  • Avatar of BBQ_Sauze
  • [QUOTE=Colton Rappe;35206282]HighVoltage is working on making the brushwork for it, but has a fiery passionate hate for it. :v:[/QUOTE] This reminds me of someone... :suicide:
  • Avatar of Colton Rappe
  • [B]Garry, can you redirect the link on garrysmod.com to this thread now, and update the image on garrysmod.com to the main image in the first post of this thread? Much appreciated![/B] Also, please test the map and give some feedback when you can. Edit: Link has been redirected. Just the image left.
  • [img_thumb]http://dl.dropbox.com/u/21048340/gm_construct_130002.jpg[/img_thumb] Small lighting bug Also perhaps change the texture of this, for some reason it doesn't quite suit a balcony, perhaps a glass texture?: [img_thumb]http://dl.dropbox.com/u/21048340/gm_construct_130000.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/21048340/gm_construct_130001.jpg[/img_thumb]
  • Avatar of Powback
  • Are the shadows on the outer wall are reflecting too much? Or perhaps the sunny parts of the wall are too dull? Either way, it seems wrong... They look wet... Oh! And by the way: I LOVE the map! It's brilliant! I believe the mapmaking is in good hands. Keep it up!
  • Avatar of #NaN
  • [QUOTE=Colton Rappe;35206282]They work correctly in Episode Two, we are not sure why they dont work in Garry's Mod 13.[/QUOTE] You have to change the skin of the lamp model per input (the light switch button).
  • Avatar of HighVoltage
  • [QUOTE=danielmm8888;35206214]Are you gonna bring back the 4th building?[/QUOTE] I hate it, its so annoying trying to remake it [QUOTE=Adzter;35206532][img_thumb]http://dl.dropbox.com/u/21048340/gm_construct_130002.jpg[/img_thumb] Small lighting bug Also perhaps change the texture of this, for some reason it doesn't quite suit a balcony, perhaps a glass texture?: [img_thumb]http://dl.dropbox.com/u/21048340/gm_construct_130000.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/21048340/gm_construct_130001.jpg[/img_thumb][/QUOTE] I'll fix that up [QUOTE=pennerlord;35206756]You have to change the skin of the lamp model per input (the light switch button).[/QUOTE] Which is what it does, but it doesn't work in Gmod [editline]19th March 2012[/editline] [Rage] And dammit Colton, I should of made the thread [/Rage]
  • Avatar of Lesovikk1
  • [QUOTE=highvoltage;35206816][Rage] And dammit Colton, I should of made the thread [/Rage][/QUOTE] I was thinking the same thing, when i saw the first post, why didnt you make it first rofl
  • Avatar of HighVoltage
  • [QUOTE=Lesovikk1;35206880]I was thinking the same thing, when i saw the first post, why didnt you make it first rofl[/QUOTE] I don't mind, Colton is being a huge help
  • Avatar of Darkassassin0
  • [QUOTE=Garry]I'm a huge fan of this room, but not really a fan of the lights.[/QUOTE] the lights (old round ones in basement): replace models with florescent tube lights? possibly make them so you can shoot them out? reposted because of 21 agrees but no response [t]http://img94.imageshack.us/img94/2630/gmconstruct130000.jpg[/t] this never got fixed i think. [QUOTE=Darkassassin0] your stairs are way smaller than garry's could you make them bigger? [t]http://cloud.steampowered.com/ugc/487752896013720090/8CDB1670C009B817A30544CF59E7FAA277D9F645/[/t] [t]http://cloud.steampowered.com/ugc/487752896013719457/C62605356644E7390C9BD393C72BE8758E607FEA/[/t][/QUOTE] [QUOTE=Highvoltage]I'll change them anyways to match the rest of the stairs[/QUOTE]
  • Hey highvoltage, can you do a tutorial on how to map for the beta like how to set it up for mapping?
  • Avatar of Darkassassin0
  • [QUOTE=Mr.D.M.C;35207060]Hey highvoltage, can you do a tutorial on how to map for the beta like how to set it up for mapping?[/QUOTE] nothings different then mapping for gmod 12 it uses the same system.
  • Avatar of Mrcookiejar
  • Wow, amazing, stunning AND AWESOME LIKE COOKIEZZZZZZ! :dance: Edit: Lol my comment ain't dumb :(
  • Avatar of DinoJesus
  • Are you guys going to try and reduce far off texture repeat patterns. It isn't a big deal but I figure it would make the map prettier. If you couldn't do that for optimization reasons then maybe you could just try to vary the grass textures a bit in certain spots. It looks like you've done it a bit already but I mean to a more noticeable degree. I'm no mapper though so if any of this is just stupid wishful thinking then just disregard it.
  • Avatar of HighVoltage
  • [QUOTE=Darkassassin0;35207035]the lights (old round ones in basement): replace models with florescent tube lights? possibly make them so you can shoot them out? [/QUOTE] I replaced the models with florescent one, I didn't earlier because I couldn't find the model for some reason. [QUOTE=Darkassassin0;35207035] reposted because of 21 agrees but no response [t]http://img94.imageshack.us/img94/2630/gmconstruct130000.jpg[/t] [/QUOTE] The problem is that doors wouldn't change colour with the room. [QUOTE=Darkassassin0;35207035] this never got fixed i think. -Stairs-[/QUOTE] I'll do that right this second, I must of been messing with something else at the moment when i said that.
  • Avatar of Colossal
  • Water should be expanded a little. Not saying an entire ocean, but a little larger than it is.
  • As far as I can tell a lot of people liked my submarine area suggestion in the last thread so I'll just leave it here as a reminder. [QUOTE] [IMG]http://cloud.steampowered.com/ugc/505767596138293187/0C38F6A2C909BC4DBD2551B12C7BA7B534C37AD8/[/IMG] There's this massive brick wall here, it'd be cool to have a little area for submarines to go into. Maybe one of Garry's tunnels could lead round into a little room underneath here.[/QUOTE] [url]http://facepunch.com/threads/1168260?p=35190922&highlight=#post35190922[/url]
  • Avatar of Colton Rappe
  • [QUOTE=ColossalSoft;35207442]Water should be expanded a little. Not saying an entire ocean, but a little larger than it is.[/QUOTE] Semi-Major changes like that should be left up to Garry's discretion when he gives feedback on the map.
  • Avatar of Darkassassin0
  • [QUOTE=highvoltage;35207390]The problem is that doors wouldn't change colour with the room.[/QUOTE] make them the same as the walls,is there a flag to nocolide with player or something like that?,mat the out side with something different (just to tell its there and to see thru) (no buttons to move them just have then permanently there.) [editline]march 19 2012[/editline] [QUOTE=Chippiewill00][t]http://cloud.steampowered.com/ugc/505767596138293187/0C38F6A2C909BC4DBD2551B12C7BA7B534C37AD8/[/t] There's this massive brick wall here, it'd be cool to have a little area for submarines to go into. Maybe one of Garry's tunnels could lead round into a little room underneath here.[/QUOTE] i agree it would be nice to have like a gloomy under water cave that leads up into an air pocket (possibly with stairs or some other means of transport into the spawn building or garage) and maybe access to the air vents. and by cave i mean no straight edges make it completely out of displacements.
  • Avatar of HighVoltage
  • [QUOTE=Darkassassin0;35207491]make them the same as the walls,is there a flag to nocolide with player or something like that?,mat the out side with something different (just to tell its there and to see thru) (no buttons to move them just have then permanently there.)[/QUOTE] I mean that they won't change colour at the same time as the wall. Also it would colour the other side of the door making it look bad.
  • Avatar of Darkassassin0
  • [QUOTE=highvoltage;35207567]I mean that they won't change colour at the same time as the wall. Also it would colour the other side of the door making it look bad.[/QUOTE] ah then maybe make the other side of the door nodraw? and couldent you just make the hole wall just 1 brush then make the wall brushes as they are now to stop you walking thru it anywhere but the doors? [b][[/b] = door | = NC'd wall (colorable) I =Norm wall (invis) I| [b][[/b]| I| I| I| I| [b][[/b]| I| so just make the wall as it is now completely invis, add 1 more brush over the hole thing make it colourable and NC'd you could even leave space for spectators: [b][[/b] = door | = NC'd wall (colorable) I =Norm wall (brick) I | [b][[/b] | I | I | I | I | [b][[/b] | I | [video=youtube;RlX2PtIpZxo]http://www.youtube.com/watch?v=RlX2PtIpZxo[/video] i think the one with a gap would be better tho so you can walk thru any spot on the wall not just the doors
  • I'm really going to miss the old gm_construct, but then again we do need something new. Either way I'm going to save the old gm_construct just in case :) Either way pretty cool map! Keep the good work!