• gm_apocalypse
    577 replies, posted
  • I go on hiatus for almost a year, and come back to find this map finished. Bravo. This map has the potential to be used for some pretty fun and amazing stuff, and it also has the potential to be amazingly atmospheric.. but nothing else. I guess it all comes down to the server.
  • Well it's been a year or so, and I said to people I would release the .vmf around this time. You can do whatever you want to these vmfs. [b]You have permission to edit and release new versions of the map. All you need to do is give proper credits if you do release[/b] (Down near the download section) [highlight][b]I am dropping all support to this map (like I had much before). This means I really won't answer questions or much of anything, I'm releasing this vmf as a sign that I'm completely done with this map and moving on[/b][/highlight] I recommend reading all of this before downloading [b]The .vmf is ugly and wasn't really meant to be user friendly. So I'll try and explain the most of it hopefully.[/b] [img]http://www.1337upload.net/files/apoc02.jpg[/img] [b]I am releasing 4 vmfs:[/b] -rp_apocalypse -gm_apocalypse -rs_apocalypse -tr_wasteland -rp and gm are the bsps originally released. Don't use the gm version for anything because I don't think it runs on gmod anymore -rs is the radioactive sandbox version that was never released (or finished). It is even more optimized than rp in edicts. It contains more static props (they don't affect edict values), no dust clouds, uses Sky6 (doesn't work well with the default color corrections). [highlight][b]This should probably be the version a person should edit as it's probably the most stable[/b][/highlight] -[b]The rs version also contains DoD:S content which is not included with this download[/b] -tr is a version for a mod that was never released. It was supposed to only use hl2 textures and models. There are still ep2 models and textures in it though (just not as many). All the houses except for the gas station and hotel use natural lighting in this version instead of lightbulbs, and most houses contain dirt inside them. [b]Now lets talk about the vmfs themselves[/b] If you opened up any of the vmfs you'll see that it's really ugly (before I learned the techniques I use today) Some blend textures are reversed in hammer due to the $detail in the .vmt [img]http://www.1337upload.net/files/apoc12.jpg[/img] I don't recommend messing with the blend textures unless you know what you are doing [b]Now the visgroups[/b] [img]http://www.1337upload.net/files/apoc01.jpg[/img] -Wind and Debris are the Triggers and the trash that would have been pushed around the map (It was never finished) Don't ever turn these on -Buildings are some of the buildings in the city (I don't know why they are a separate visgroup) -Sky5 is the main skybox (pink), this is on .vmfs rp, gm, and, tr versions -Moveable Props are prop_physics, turn it off to decrease the amount of edicts used -Sky6 is the other skybox unused (green), it's turned on in .vmf rs_apoc (The skyboxes will be explained later) [b]Weathers and Day/Night cycles[/b] This is located above the city [img]http://www.1337upload.net/files/apoc03.jpg[/img] The middle timers are the timers to switch between night and day [img]http://www.1337upload.net/files/apoc04.jpg[/img] The other timers on the side are the weathers for either night and day (Day weathers on the left, Night weathers on the right) The logic case is to make the weathers chosen randomly [img]http://www.1337upload.net/files/apoc05.jpg[/img] [b]The Skybox textures[/b] sky_apoc05 (know as sky5 in the visgroups) is the main skybox as stated above. It's the pink one. sky_apoc06 (sky6) is the green version. Sky 5 is located in the city next to the day/night cycles. [highlight][b]Sky5 is light_environment in not set to the visgroup Sky5 for the vmfs rp, gm and tr. If you want to use sky6 for those versions of the map make sure you place it in that visgroup or delete it[/b][/highlight] [img]http://www.1337upload.net/files/apoc07.jpg[/img] Sky6 is located in the small town (If you turn on the visgroup) [b]Sky6 lighting doesn't work well with the color correction (weather effect)[/b] [img]http://www.1337upload.net/files/apoc06.jpg[/img] [b]Other stuff[/b] [highlight][b]The map is around 1 brush away from the limit[/b][/highlight] There are many things a person can make into models (with propper) to combat this You will notice that in the auto visgroup some things are turned off [b]Leave it like this[/b] If you turn these on the map won't compile due to too many brushes [img]http://www.1337upload.net/files/apoc09.jpg[/img] [b]COMPILING[/b] Leave VVIS on fast as full is not needed and will takes days to compile [img]http://www.1337upload.net/files/apoc08.jpg[/img] [b]Images[/b] rs_apocalypse (added props) [img]http://www.1337upload.net/files/apoc10.jpg[/img] tr_wasteland (natural lighting and dirt in buildings] [img]http://www.1337upload.net/files/apoc11.jpg[/img] [b]I am now dropping all support to this map (like I had much before). This means I really won't answer questions or much of anything, I'm releasing this vmf as a sign that I'm completely done with this map and moving on[/b] [b]Credits[/b] If you release edited versions of this map please give proper credit too: St33m - Textures (Paintings) Phonebooth and Tin Can Hitman - Textures (Detail sprites (not released), posters) Insight - Textures (Brick and glass) Hazard24 - mapping/textures I'm sorry but if I forgot any credits please contact me and I'll add you [b]DOWNLOAD[/b] The download contains the vmf's and most of the models, sounds and materials. Some were not added due to respect for the creators and their requests It's a 7zip file [b]Look at edit 10/1/15 below[/b] If you don't know how to install this then you really shouldn't open it. drag and drop the materials, models, scripts, and sound to the base folder. Put the vmfs where your vmfs are. I don't know why I added the lights.rad file, maybe I edited it a bit [b]I am now dropping all support to this map (like I had much before). This means I really won't answer questions or much of anything, I'm releasing this vmf as a sign that I'm completely done with this map and moving on[/b] Anyway do what you want with the vmfs I don't care. They are very ugly to look at and hard to work from, but if someone is dedicated enough they'll probably work something out [editline]24[/editline] I was just reminded that I worked with the vmf for a year and 2 months, reversed textures, sizing issues, ect... :l Edit 10/1/15 [url]http://files.1337upload.net/Apoc_vmfs-40b0c5.zip[/url] These are just the VMFs and are missing the textures and models files which you'll have to rip out of the bsp yourself, sorry! Also from what I know modern VBSP.exe compilers cannot compile this map, if you can find an older one that work please contact me. Thanks
  • [QUOTE=Max of S2D;31188988]I feel like porting this map to TF2 :v: am I crazy[/QUOTE] Would be unfitting as hell, waste of time
  • [QUOTE=Max of S2D;31188988]I feel like porting this map to TF2 :v: am I crazy[/QUOTE] If you did, it would be a sniper haven with the wide open spaces. The hard part would be finding a suitable gamemode for it.
  • Hmm...Just tried porting it to the l4d2 engine but I have purple-black checkerboard overload in hammer... Anyone know of a fix?
  • L4D2 doesn't have all the Half-life 2 textures. You will have to include then into the .bsp or .vpk yourself.
  • [QUOTE=highvoltage;31491626]L4D2 doesn't have all the Half-life 2 textures. You will have to include then into the .bsp or .vpk yourself.[/QUOTE] I actually tried that but they came purple-black checkerboard in the vmf. But then again, that is what happened when i decompiled the map last year to try and port it. (the author gave me permission at the time)
  • It seems the blend textures arn't working for me, there's like straight seems all over the place and there's this black and white rubbley texture where there should be desert sand. How can I fix this?
  • [QUOTE=Ghostballs;31512039]It seems the blend textures arn't working for me, there's like straight seems all over the place and there's this black and white rubbley texture where there should be desert sand. How can I fix this?[/QUOTE] Did you even read Hazrd's huge post explaining everything? [QUOTE=Hazrd24;31162179]Some blend textures are reversed in hammer due to the $detail in the .vmt [t]http://www.1337upload.net/files/apoc12.jpg[/t] I don't recommend messing with the blend textures unless you know what you are doing[/QUOTE]
  • [QUOTE=highvoltage;31512341]Did you even read Hazrd's huge post explaining everything?[/QUOTE] This issue is happening in game, I've never even edited the .vmf let alone download it.
  • Why is it when i play this like for 10 minutes it crashes? im using the rp version
  • [QUOTE=aussiedropbear;34009182]Why is it when i play this like for 10 minutes it crashes? im using the rp version[/QUOTE] Bump of the day award
  • [QUOTE=Hazrd24;34213451]rp_apocalypse is finally on toybox again[/QUOTE] Nice to see you still working on this map.
  • For some reason, this map and GM_Atomic have been completely laggy to the point where they are unplayable, but only in multiplayer. In singleplayer, the maps load relatively quickly and I encounter no problems. Has anyone asked you about this problem before, and if so, do you know what the root cause might be? It's only this map and Atomic, and I've heard that Atomic's problems were caused by Color Correction and various skybox effects being loaded into the map, and the effects are only just now being seen for whatever reason.
  • I can't even play apocalypse anymore, i don't know if it's because of gmod updates but the game crashes everytime i try and load it.
  • Please, I know it's a bump and it deserves to be bumped. But please could someone reupload this on Gmod 13? Otherwise this would be a big waste because it's a really awesome map and it deserves to go on.
  • [QUOTE=Hardarm;37313754]Please, I know it's a bump and it deserves to be bumped. But please could someone reupload this on Gmod 13? Otherwise this would be a big waste because it's a really awesome map and it deserves to go on.[/QUOTE] gmod 13 still uses a bsp format doesn't it? Why would apocalypse suddenly stop working on gmod13?
  • I meant uploading it on workshop. Some say that the code will be broken or something, And it should be with colour correction and some other stuff that stands with the .bsp .
  • [QUOTE=Hardarm;37315151]I meant uploading it on workshop. Some say that the code will be broken or something, And it should be with colour correction and some other stuff that stands with the .bsp .[/QUOTE] Only thing that would break is the day/night cycle. And why do you need it uploaded on the workshop? Just install it like any other map.
  • The map breaks hardcore for me on gmod 13. Missing textures mostly, and i assume all the weather/day-night cycle. It says in the workshop entry that .ain files cant be uploaded, but there is no way to fix it posted. I have tried using the gmod 12 addon and it is also broken. Is there any known fix for gmod 13?