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gm_buildthing_remade
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Fun
File Size
Posted
Updated
72.792 MB
2 Sep, 2021 @ 6:12am
13 Feb, 2023 @ 12:33am
4 Change Notes ( view )

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gm_buildthing_remade

In 1 collection by Well-Rounded Wildcard
7/11 gaming
561 items
Description
a decently sized sandbox map with an emphasis on npc pathing and support and a few random things

lessons from past mistakes, failures, a broken hammer, idiocy, and embarrassments

-AI nodes, pretty much every walkable surface has ai nodes, except the bottom of the uh lake pond thing, unless you want me to
- strider nodes, now you can have decent engagements with striders, instead of them brainlessly standing around shooting you
-air nodes, birds and scanners will fly around semi properly now, though sometimes the birds fly into walls
-working helicopter/gunship pathing
-FRIGGIN CRANES, 3 FRIGGIN CRANES, now for all your uh... crane needs, shut up its cool and fun, 𝒂𝒍𝒔𝒐 𝒖𝒔𝒊𝒏𝒈 𝒕𝒉𝒆 𝒑𝒉𝒚𝒔𝒊𝒄𝒂𝒍 𝒑𝒓𝒐𝒑𝒆𝒓𝒕𝒊𝒆𝒔 𝒕𝒐𝒐𝒍 𝒂𝒏𝒅 𝒉𝒂𝒗𝒊𝒏𝒈 𝒕𝒉𝒆 𝒎𝒂𝒕𝒆𝒓𝒊𝒂𝒍 𝒕𝒚𝒑𝒆 𝒔𝒆𝒕 𝒕𝒐 𝒎𝒆𝒕𝒂𝒍 𝒚𝒐𝒖 𝒄𝒂𝒏 𝒖𝒔𝒆 𝒊𝒕 𝒕𝒐 𝒂𝒍𝒍𝒐𝒘 𝒕𝒉𝒆 𝒄𝒓𝒂𝒏𝒆 𝒎𝒂𝒈𝒏𝒆𝒕𝒔 𝒕𝒐 𝒑𝒊𝒄𝒌 𝒖𝒑 𝒑𝒓𝒐𝒑𝒔 𝒂𝒏𝒅 𝒔𝒕𝒖𝒇𝒇 𝒕𝒉𝒂𝒕 𝒂𝒓𝒆𝒏'𝒕 𝒎𝒆𝒕𝒂𝒍, 𝒐𝒓 𝒔𝒕𝒖𝒇𝒇 𝒕𝒉𝒂𝒕 𝒔𝒉𝒐𝒖𝒍𝒅 𝒃𝒆 𝒎𝒆𝒕𝒂𝒍 𝒃𝒖𝒕 𝒊𝒔𝒏'𝒕 𝒄𝒍𝒂𝒔𝒔𝒊𝒇𝒊𝒆𝒅 𝒂𝒔 𝒎𝒆𝒕𝒂𝒍
(d2_coast_04 would like a word with me)
-a big mirror in a room, and the infamous color room, as well as a sizeable underground basement thing with a ramp thats shrouded in darkness and terrible shadows.
-a 3d skybox that kinda looks wierd, and the funny env_skypaint entity so that the sky actually has color instead of not having color (gm_justanocean *cough* *cough*)
-uh a hilly thing in the corner that has ai and strider nodes and some air nodes, if you're into that sorta thing
-a semi deep pool of water, where 2 out of 3 cranes are near
-HDR
-climb nodes on the outside corners of the buildings, which in theory should work, but i haven't gotten a zombie to climb one due to being out of aggro range
-doesn't cause you to puke your eyeballs out because of terrible texture choices
-a few secrets hidden around the map, though they aren't really anything special, but have fun i guess (yes they work and aren't botched like the 5 something lambda's in gm_justanocean)
-added ladders for easier access to some rooftops
-added a way to get to the hidden room without noclip
-updated lighting
-updated the skybox a little bit
-FIXED THE MISALIGNED TEXTURE ON THE ONE BUILDING
-added some stuff to the hidden room
-cleaned up the inarticulate mess of ai nodes and redistributed them better to improve performance
let me know if theres some gaps for ai between node or if something wierd happened with ai

--ignore that previous point, i screwed the ai pathing bigtime UNTIL NOW, IT IS FULLY FUNCTIONAL AND 10x BETTER THAN BEFORE

--moved the color room to the basement
--added a quake 1 slipgate i made (with some creative liberty taken with the teleport texture, its just a modified version of the original warp texture, except its now an animated cubemap, which is a pain to make, takes up a bit of space, but looks cool)
--added a second way to get to the secret room
--implemented random objects to hopefully improve combat scenarios (there's jump nodes)
--implemented an experimental respawning props thing (please inform me if any bugs or something pops up because of this, or its behaving as it shouldn't)
--adjusted lighting here and there
--added fog
--some other optimizations
--added a garage door and a lightswitch to the main building
--did a bunch of other stuff that adds up

--for some odd reason the spawnpoints for the respawning props aren't where i placed them, so half of them are in the middle of nowhere instead of near the main building

uh what else do i have to say about it, its a map...

uh credit to Valve for uh making the cranes i guess, even though i modified them a fair bit and whatnot but that doesn't matter because they still made the cranes
credit to some invisible blue balls for forcing me to work even more, otherwise this map would be complete garbage
uh credit to some of my friends for putting up with me for all these years and motivating me to work on stuff again
what else
uh credit to players like you for throwing rocks and stuff through my window for all these years so that maybe just maybe i could learn stuff and improve as a person.

--credit to ID software for making Quake, the respective textures i ripped and ported, and for making plenty of awesome games (especially quake 1 and 2)

let me know if theres any issues or bugs and i'll see what i can do
Popular Discussions View All (2)
0
2 Sep, 2021 @ 6:51am
The Spam Dome
Well-Rounded Wildcard
0
2 Sep, 2021 @ 6:50am
Bugs and stuff
Well-Rounded Wildcard
9 Comments
Well-Rounded Wildcard  [author] 13 Feb, 2023 @ 1:21am 
unscrewed the nodegraph, and improved upon it bigtime, added functioning helipaths, and other stuff
Well-Rounded Wildcard  [author] 8 Jul, 2022 @ 10:17am 
updated and optimized the map a little bit
Well-Rounded Wildcard  [author] 20 Feb, 2022 @ 8:37am 
i should do some optimizations or something to this map, maybe expand the underground area and either move the random room, make the random room smaller, or outright delete it, maybe even add more details to buildings or something, maybe even experiment with train tunnels or something, road tunnels. so i don't have to fight with the skybox anymore than i've already done i could probably come up with an idea for underground stuff, its probably going to be an interior area if its added on, and i have a decent amount of extra space to work with since the map isn't max map size. optimizations to the amount of ai nodes i hwunked down could definitely help with framerate and the speed at which its processed in hammer
Well-Rounded Wildcard  [author] 26 Sep, 2021 @ 8:40am 
im gonna be honest im kinda proud of this map, ofcourse it could always be better in someway, ofcourse it could've never been finished, ofcourse theres a texture on the side of one building that has different values and i should really fix it but i don't want to stare at hammer for 45 minutes compiling the map because of a single texture but hey i'll do that eventually, and maybe after all of this i can make a new map that isn't just a remake of a map i already made
Germey82738 4 Sep, 2021 @ 5:15pm 
Great for npc battles
Well-Rounded Wildcard  [author] 2 Sep, 2021 @ 12:58pm 
alright so problem mostly fixed, albeit the cubemaps are horrendously bright if you load up the map from the menu with hdr enabled, which it seems i am too braindead to figure out how to fix it yet
Well-Rounded Wildcard  [author] 2 Sep, 2021 @ 12:22pm 
figured out the problem, just a matter of making hdr not too nightmarishly bright
Well-Rounded Wildcard  [author] 2 Sep, 2021 @ 10:45am 
has to do with starting the map with hdr enabled instead of enabling it ingame, i'll see what i can do about it
Well-Rounded Wildcard  [author] 2 Sep, 2021 @ 10:38am 
strange lighting bug that i've encountered a few times has popped up, usually compiling the map again fixes it for me but im not exactly sure what causes this, though i do think it has something to do with hdr