[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
RC1A has been released! Check the Changelog for Updates!
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: 126.96.36.199:27015[/release]
-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
-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
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!
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]Pictures from RC1:
-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:
Known Bugs (to be fixed in next major release):
Minor displacement glitch near Underground entrance. How did I miss those…
-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.
DTH - Airslide’s Official-Fallout Server – 188.8.131.52:27015 – Fallout 0.5.0
Primary Construction - Skyhawk (Nanospork)
Framework of Some Buildings - Petard (Da Fat Cat)
Inspiration - Airslide and Bigwig
Testing - Petard, Airslide, Stuky, Zhengiskhanh[/release]