Garry's Mod

Garry's Mod

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dm_boundless
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Fun
File Size
Posted
9.477 MB
9 Sep, 2018 @ 11:00pm
1 Change Note ( view )

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dm_boundless

In 1 collection by BallFondler06
Half Life 2 Deathmatch maps
237 items
Description
Note: This is NOT MY MAP! I am reuploading this for personal/community use. If the original creator or Valve want this taken down, I will without protest. I will also not make edits to any maps I reupload.

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An old HL2DM map. I couldn't do a better job explaining so I'll just paste the original description in:

"A hexagonal and infinitely repeating tower. The basic idea of the map was to create a tower that repeats endlessly and creates the illusion of infinite height. It has 3 floors that are designed in such a way that they can seamlessly be stacked on top of each other and thus in theory create an endless map. In practice this is obviously not possible. I created a single set of 3 floors and connected the bottom and top with teleporters. This is the only practical way to make a working map based on the idea. Unfortunately the illusion of a continuous space is mostly destroyed by the teleporters. I wish I had real portals (as in the game 'Portal') to connect the floors. With those the idea would work much, much better. Alas, there is no way to get portals to work in Half-life 2 multiplayer. It's a different version of the source engine. So I have to live with the 'simple' teleporters. I hope basic idea still becomes apparent when you play the map. Another unique element in the map is the architecture. Unlike most maps it was not build on the editors basic grid that creates a lot of 90 degree angles. Instead I used a 'fake' grid with a 60 degree angle between the x and y axis. That allowed me to create a hexagonal layout for the tower. With a hexagonal shape for the basic layout I could do some very interesting things. Three corners of the tower form big open shafts that allow sunlight pass directly to the center. The other 3 corners of the tower form 'usable' space where the player can walk. This partitioning of the space is extended by the vertically repeating layout of the tower. In the vertical direction the open and the walkable spaces alternate. This effect is achieved by the fact that the 3 floors are not designed to be simply stacked on top of each other. Each copy of the 3 floors also has to be rotated by 60 degrees to connect flawlessly with the lower set of 3 floors. So in essence the tower is an endlessly winding structure with 3 big shafts that alternate their orientation each 3 floors. I hope this doesn't sound too confusing."

There is no game requirements since this map uses custom content!

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Originally created and uploaded to Gamebanana by Radon_

You can view it here: https://gamebanana.com/maps/170039

Please notify me if you experience any issues!
5 Comments
Karate Walrus 31 Mar, 2019 @ 12:19pm 
Woah this map does feel like I have no idea what floor I'm on. Too bad you could not get portals working. Still awesome though.
BallFondler06  [author] 6 Oct, 2018 @ 3:33pm 
@TheOgre26 Thanks but I’m not even ready to understand your tutorial lol. You’re welcome to edit the map yourself, remember this is just a reupload.
TheOgre26 6 Oct, 2018 @ 3:29pm 
I've been using hammer since January 2016, and I have basic experience in AI noding. In the "tools" sidebar, click the entity tool, search through the entity browser for "info_node", then copy and place them anywhere where an npc is capable of walking. This acts as a network of linked paths (regardless of the Node ID) that npcs use to navigate the map. The last steps are to go to "map" > "Entity Report" > check the box saying "By class" and type "info_node" in the search menu. Select ALL the entities and move them any distance above the ground for them to work.
I hope I have helped enough, though AI noding can get very complicated sometimes.
BallFondler06  [author] 6 Oct, 2018 @ 2:06pm 
@TheOgre26 I’m sorry I don’t know enough about using Hammer to do that stuff yet.
TheOgre26 6 Oct, 2018 @ 11:02am 
Fantastic brush quality! I do recommend importing AI noding as separate content or built in the map, as well as a 3d skybox (maybe a future-city in the background?).