This is a map I’ve been working on in my free time over the last two years. It started out as a bridge near a river fork (hence the name) and I’ve been adding to it ever since, with little to no planning. I never made it with any specific purpose in mind, so I figured that it would be best to release it as a GMod map and see what the community does with it.

Download via Steam Workshop

gm_fork features lots of roads, a high skybox and a reasonable amount of details. It fills nearly the entire grid and has a massive 3D skybox to make it look even bigger. I tried to optimize it as well as I could, but a high end PC is recommended!

The map supports regular ground NPCs and NextBots, and has both LDR and (subtle) HDR lighting. All of the non-stock content is included, so no additional games need to be installed. The source VMF is available here and may be used freely for all purposes.

looks really nice. I’ll try it out.

It’s really fucking awesome how you put so much effort into this map.

Anyways, if there’s one building that I feel deserves an interior the most, it’s the warehouse right next to the town. Would it be possible to give it an interior, or are you already pretty close to the brush limit?

Server up with this yet?[/t]

I should be able to give it an interior, since it wouldn’t have to be too detailed.

I did hit a brush face limit at one point, which is why I had to scrap a sizeable underground bunker below the mountain base. Consequently I also sealed off the train tunnels, preventing the tracks from making a loop.

Thanks, looks like something fucky is going on with the large func_lod I’m using for the town area. I guess the compiler doesn’t like it when there’s a ton of brushes tied to one. I’ll change some of them back to func_detail, that should fix it.

Not sure what’s causing the seam in the water. I’ll look into that as well.

This is awesome. But it is a pity that there are not many buildings where you can go inside
And I’ve do a super jump here ^^

In this tunnel :

Jumppppp :

First of all, i love it, the whole atmosphere. You can really see a lot of time and effort was put into this map. So thank you.
Looks a tat unrealistic
Your boat sank (don’t know if intentional)
Texture problems?
Decal problems?
Missing window (don’t know if intentional)
Decal problem
Might want to nodraw a portion of this
Texture problems?
Just curious, are you going make a tunnel, or leave it like that ?

Thanks! Some good finds there.

The fence on the right is actually supposed to use a different model, but Gmod seems to load a different one than Ep2 does. Should be fixed when I embed/include the right model. Same goes for the blend texture problems.

Oops, I forgot to move it when I raised the water height. The ‘Start asleep’ flag is enabled so it stays at the bottom until you touch it.

The flickering windows are regular materials that I lazily applied as overlays. Will fix. I removed that last window since I didn’t want the corridor to be a dead end, but I’ll see what I can do to make it more apparent that it’s intentional.

Good calls, will fix those.

The ladder hidden between the rocks originally lead to the underground bunker that I had to cut. There also used to be a freight elevator in the room that you can reach through the curved tunnel.

Would you mind describing how you did the terrain and roads for this map? Most methods that I know of would take weeks and weeks to accomplish.

I made a road tutorial a while ago:
For the terrain, it’s pretty much basic displacement editing. Usually I painstakingly manipulate each vertex individually for extra control. I try to create smooth, flowing lines for this type of terrain. If you hold shift and the left mouse button, you can drag displacement vertices by moving the mouse, which makes it easier to reach the desired height.

That’s pretty much what I’m doing, and yeah, it’s painstaking.

Really great work, the high skybox is perfect for dog fights

Pure awesomeness. This map is so much fun to drive. Those roads are perfect, and there is so many of them, and this map works so smooth.
10/10 and it’s not even finished. I’m so impressed.

That feel when you’re driving your car and watch an entire map from the hill.

Only bug i found is some gate model missing. I have Ep2 & Ep1 content mounted.[/T]

So much win, we have GTA V already :wink:

I think you should go ahead and remove that ladder since some people are probably going to be irritated when they find out that the only thing the ladder leads to is a pile of rubble rather than a kickass bunker that they were expecting when they saw the ladder.

Speaking of which, what was the bunker that used to be there like?

This is fucking win man. Good job. Can’t wait to see your finished product.

The skinny roads kinda get annoying but I think its a little late to fix that. I also suggest using expensive water. Cheap water really takes away the beauty of this map.

I’m curious about how you did the diagonal buildings. Did you just manually vertex-edit the corners and make them look rotated or did you make the buildings regularly on the grid and then rotated them by 45 degrees, or a hybrid of those two?

He used the first method to make all of the roads and displacements, so I’m guessing that would be it. Rotating them normally would cause them to go off the grid and become unaligned with the sidewalk.

That’s a good point, I’ll remove the ladder. Here are some bunker shots from an older build. Would be a shame to let it go to waste, so I’ll probably release it as a separate map some time.


There used to be expensive water and I agree that the cheap water looks, well, cheap, but I feel that the performance hit was too big otherwise.

Correct, just vertex manipulation.

Before I forget, there’s one thing that’s been bothering me.

It’s seemingly impossible to move the gate shown below with the gravity gun (Works fine with the physics gun), and yet it takes little effort to move those “pit doors” or whatever you call them with the same gravity gun. You can even gravity-pick them up.