Garry's Mod
59 voti
[TTT] Cripplecreek | Fistful of Frags
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Comic, Fun, Scenic
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138.897 MB
25 nov 2022, ore 17:30
28 nov 2022, ore 21:46
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[TTT] Cripplecreek | Fistful of Frags

In 1 collezione di WAX | Hillrop
Hillrop's TTT Maps and Ports
14 elementi
Descrizione
Cripplecreek from fistful of frags

I was unable to decompile and recompile this map so this is directly copy and pasted from fistful of frags with a rearm script. If you are looking to add this to ur server I recommend using mappatcher to add a kill trigger at the end of the waterfall area where you are supposed to fall and die.

32 Player Spawns
8 commenti
Zsombor99 31 mar 2023, ore 13:53 
This map is probably good for some "hide and seek" with ≤ 10 players (to be fair for the map's size). 😉
WAX | Hillrop  [autore] 1 mar 2023, ore 8:38 
Since the map is a direct copy and paste there is no way for me to fix the bug. :( I have tried decompiling the map in the past but the decompiled vmf gets corrupted so there is no way for me to make direct changes to the map.
Kirby Puffles 13 feb 2023, ore 11:16 
the map crashes the game for me when throwing a grenade in the middle part and the fences set on fire any fix?
geznervik 7 dic 2022, ore 15:50 
Don't forget the hillbillies playing Cripple Creek on their banjos.

As a native to Appalachia (West Virginia/WV, the state- not the west part of Virginia/VA), I can tell you that I have every right to say this and then some. I can also say that us Appalachians could survive anything, even zombies. We adapt and we overcome- even if it's via unconventional methods.
Duckanator9000 3 dic 2022, ore 17:23 
How do I change the speed of the train?
CollChuuk 25 nov 2022, ore 22:55 
No problem. It was a fun experience though. Somehow got a navmesh to generate under the map.
WAX | Hillrop  [autore] 25 nov 2022, ore 21:56 
i can pack in the navmesh! my bad for not doing it in the first place
CollChuuk 25 nov 2022, ore 20:59 
Beautiful Map. Tried to generate a nav-mesh but the game threw out a "No valid walkable seed positions. Cannot generate Navigation Mesh." Doing some searching brought me to this thread that says I should use "nav_mark_walkable", so I might end up making my own nave mesh.