Gm_Aftermath_RC1

[release][tab]Name:[/tab] Gm_Aftermath_RC1a

[tab]Version:[/tab] Release Candidate 1a

[tab]Description:[/tab] A post-apocalyptic survival map for build, RP, and fallout gamemodes.

[tab]Requirements:[/tab] Any Source Engine Game

[tab]Download:[/tab] http://www.garrysmod.org/img/?t=dll&id=57969

[tab]Mirror:[/tab] http://static2.filefront.com/ffv6/graphics/b_dl_now.gif[/release]

RC1A has been released! Check the Changelog for Updates!

[release]Welcome, to

-==GM_AFTERMATH_RC1a==-
a map for FalloutMod,
RP, posing, and more

Gm_Aftermath is a post-apacolyptic land that has suffered from the traumatic effects of World War 3. However, rather than just a nuked landscape, some portions of the map are clearly bombed, some are almost totally intact, and there are plenty in-between. Gm_Aftermath boasts a wide range of environments, from a marsh to a harsh desert, all set in a cool, foggy atmosphere. There are hidden secrets to uncover at every turn: skybox missile launches, underground bases, even a working train. Gm_Aftermath was designed for Fallout-Mod, which can be found in Beta on this -DTH- server: 216.245.199.54:27015[/release]
[release]Pictures:

http://img261.imageshack.us/img261/7613/gmaftermathrc1a0001cz1.th.jpg||http://img71.imageshack.us/img71/1772/gmaftermathrc1a0000kk8.th.jpg||http://img211.imageshack.us/img211/4681/gmaftermathcompile0011nc7.th.jpg

Key Features:

-Huge map size - great for Build, RP, Posing, NPC Wars, and more.
-Highly optimized (90FPS average compared to gm_atomic’s 60FPS on my system)
-Fully Noded - Both ground and air, for full NPC compatibility!
-Relatively low filesize - No Custom Textures or Models
-No extra game requirements
-Varied Environments - Bogs, deserts, ruins, trailers, and more, with tons of secrets to discover
-Fully-Controllable Train
-Spawnroom With Teleporters- 30+ spawnpoints, a healer, and a prop remover
-For those who are interested in the trivia: this map took me over a month (two? lost track) to build, and has a 42 minute compile time
[/release]
[release]Video
Features gm_aftermath_rc1, gm_aftermath_rc1a, and Airslide’s Fallout Mod
NOTE: THE VIDEO IS CURRENTLY CORRUPTED. ONLY AUDIO WILL PLAY PAST ABOUT HALF-WAY THROUGH, WE’RE WORKING ON FIXING THAT!

[/release]
[release]Changelog:




RC1a (JUST RELEASED):
-Added: Basic Underground Complex. (Loosely Vault Based.) Currently only
one room, plans are for expansion for at least half of under the map.
-Added: Swamp buildings
-Updated: Lighting
-Added: Color Correction. If you're getting a low framerate, Pause, go to
Options -> Video and turn off color correction. This generally can give a framerate boost of up to 5-10FPS.
-Fixed: Several Bugs
-Fixed: Water to work without Ep2
-Updated: Textures in several locations
-Added: Anti-Teleporter Blocking: When someone teleports, they are pushed
slightly away from the teleport location (even though it also uses
offsets, I know, it's redundant) and any props immediately around the teleporter are disintegrated.

RC1:
-Released map.

[/release]
[release]Pictures from RC1:

http://img211.imageshack.us/img211/8851/gmaftermathcompile0010ga0.th.jpg||http://img70.imageshack.us/img70/7997/gmaftermathcompile0009zy8.th.jpg||http://img211.imageshack.us/img211/6742/gmaftermathcompile0013rr2.th.jpg||http://img211.imageshack.us/img211/933/gmaftermathcompile0012dy9.th.jpg

http://img211.imageshack.us/img211/2635/gmaftermathcompile0014wm9.th.jpg||http://img211.imageshack.us/img211/6928/gmaftermathcompile0015tj2.th.jpg||http://img211.imageshack.us/img211/1070/gmaftermathcompile0016ao4.th.jpg||http://img211.imageshack.us/img211/695/gmaftermathcompile0018qc0.th.jpg

Not Bugs:

-Simplified displacements, no prop physics, and doors that hurt “too much”: All for optimization - performance, filesize, entity data, etc.
-Map Edges - these will remain as is, they may be fixed in version two to look nicer.
-FullBright Train - Shadows get totally Messeded up with this.
-Door with switches AND +use activation - prevents jerks from blocking things off.[/release]
[release]Planned Version 2 Additions:

-Underground areas
-Factory
-Movie Theater
-Church

Known Bugs (to be fixed in next major release):

RC1a:
Minor displacement glitch near Underground entrance. How did I miss those…

RC1:
-Odd minor light glitch in spawnroom
-Messed up roof of a desert building
-If the elevator in the Tech Building is on the second floor and you break the doors open (hidden mechanism, not telling, figure it out yourself ;)) you can get stuck in the shaft.
-Water glitch at far corner - Water may also require Episode2, or wireframe might show up.

OFFICIAL SERVERS:
DTH - Airslide’s Official-Fallout Server – 216.245.199.54:27015 – Fallout 0.5.0

CREDITS:

Primary Construction - Skyhawk (Nanospork)
Framework of Some Buildings - Petard (Da Fat Cat)
Inspiration - Airslide and Bigwig
Testing - Petard, Airslide, Stuky, Zhengiskhanh[/release]

Looks very nice, definitely a good release. I would like to see some things like AI nodes (not sure if you mentioned there are) for npc compatibility.

I love doing drive-bys on the train :v:

Yes, they’re all in there. I’m certain the land nodes work, I’m not sure if the air ones will, though they connected fine.

Awesome map for the server! Awesome Admins great game mode and awesome map!!! dude i love you! This map Rocks! I recommend it and also visit the server!

I really love this map and played it on the mod server. I think the swamp is worthless though and the map needs few more building to explore for the mod.

How can I override the gamemode back to sandbox?

To set the gamemode to sandbox, go to “Play Singleplayer” and go to the third tab on the right, where you normally select gamemodes. Then, set the override to sandbox.

Please, add a vault! So its just like fallout. That would make me happy! And also, when version 2 is out, you’ll see it on my server! Awesome!

Hmm… I’m working on RC1A, mainly some lighting and bug fixes, but I’ll try throwing in some more stuff. I don’t think a vault, as the idea wasn’t people hiding in the ground as everything was nuked, it was more or less just World War 3; so I’ll try just adding an underground complex.

I mean on my server (in server.cfg), I’ve set defaultgamemode and gamemode to sandbox, but it still changes.

Other than that, I LOVE this map, it’s awesome. Only thing is each build up bit seems a bit kinda cut off, as if there’s “bits” of stuff, then miles of nothing. Maybe more buildings scattered around, and a corner city/town would be f’in awesome. Hell, just re-create Fallout 3’s map on a smaller scale!

For now, try setting “gamemodename” to “sandbox” (without quotes of course.) I’m not sure if that will work either, that’s the keyvalue for the entity that controls it. You might need a lua script to do it. Even if that doesn’t work, you shouldn’t have to worry, as RC1A should be released sometime within the next 24 hours - I’ve removed the default gamemode setting, updated the lighting and color correction to give a more polished atmosphere, fixed the road joints to look a bit better, and made several bug fixes, including changing the water to a default HL2 Texture. I might also add either a factory, a movie theater or a church. Which one do you guys want to see first? The factory would probably be the biggest and have the most stuff to do, the movie theater would be caved in probably right after the lobby, and the church would just have the crap blown out of it. Tell me which you guys want!

Well, uh, never actually played it, so I wouldn’t really know… the release of Version 2 should have all the choices I put up for RC1a, along with several more buildings, maybe some houses, hopefully nicer edges to the levels, and I might even throw in a small city near one of the corners of the map if you really want.

Sexy

In your server config, have a line that says:


"sv_gamemode" "sandbox"

I think he tried that, the map resets the gamemode once you get in or something, I’m not sure how Garry set up the default gamemode to work, I should have removed it before the first compile. Anyway, RC1a should be out within an hour or two, and it has no default gamemode and a lot of bug fixes, along with a much improved atmosphere, the addition of the “vault” entrance in the marsh, and several other minor updates (i.e. clips so you can’t drive vehicles out of the level anymore.)

RC1A HAS BEEN RELEASED!!!

Since you are my friend, I give you mapping king!
Anyone say bad things about this map, I kick your ass!
Fix your crappy texture allignment. Everything else is fine.

Nah, don’t add a vault. just add someting like an abandoned military bunker underground or someting. More concrete and bars and such, no plain blue metal walls and sterile-ness. I LOVE vaults but it’s so hard to do them right and I’m kinda thinking this map has a slightly different feeling to it.

RC1a is now up! Featuring all these improvements:

-Added: Basic Underground Complex. (Loosely Vault Based.) Currently only one room, plans are for expansion for at least half of under the map.
-Added: Swamp buildings
-Updated: Lighting
-Added: Color Correction. If you’re getting a low framerate, Pause, go to Options -> Video and turn off color correction. This generally can give a framerate boost of up to 5-10FPS.
-Fixed: Several Bugs
-Fixed: Water to work without Ep2
-Updated: Textures in several locations
-Added: Anti-Teleporter Blocking: When someone teleports, they are pushed slightly away from the teleport location (even though it also uses offsets, I know, it’s redundant) and any props immediately around the teleporter are disintegrated.

Get it here, now:

http://www.garrysmod.org/img/?t=dll&id=57969

EDIT: Also, does anybody know how to set up the redirect for garrysmod.org files?

Yeah, the map kept resetting whatever. Anyway, RC1a is out now, thanks!

Might I ask what server you are running it on? I could sponsor it in the Official Servers part of the post, if you want. :slight_smile:

EDIT: 100 smartness, cool, hehe.

EDIT2: Getting onto FileFront now…

EDIT3: @Dvod: Respect is one word…:wink: