Garry's Mod

Garry's Mod

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Facility's Nigh Fracturing (Friday Night Funkin')
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Comic, Fun
File Size
Posted
Updated
200.224 MB
27 Mar, 2023 @ 1:47am
12 Apr, 2023 @ 2:57am
2 Change Notes ( view )

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Facility's Nigh Fracturing (Friday Night Funkin')

In 1 collection by Anachronistic ALLOS
ALLOS Aperture Videogame Maps/Props
68 items
Description
"And if you see Doctor Breen, tell him I said BEEP YOU!" ~ Benry "Passport" Calhoun

===== Map Introduction and Origin =====

Like two years ago or summat, this new li'l game called Friday Night Funkin' came out; it's, like, a keyboard-based DDR-type game where you play as a miniscule blue-haired boy who only speaks in boop-beeps, who must musically-battle many folks to win the heart of his equally-miniscule girlfriend, who is also part-demon or something. Also there's lots of mods for custom songs and that's about the extent of what I know about the game myself.

===== Map Details Summary =====

While I've never played FNF myself and have seen very little of the actual canon campaign, I've seen a lot of the mods made for the game, and a lot of them are cool and really well-done! And I can appreciate that. One mod in particular I'm particularly a fan of--Seek's Cool Deltarune Mod, which, as the name suggests, is based after Deltarune, and as of the time of me writing this description blurb, includes twelve songs! (My favorites are Hyperlink and Boingo-Doo) The coolness of their mod inspired me to make my own Source Engine take on the game! …..it's also kinda terrible, but, is to be expected when trying to make Source do something this far outside of its intended range.

Map features included:
~ The basic Friday Night Funkin' arrowboard experience--perhaps a bit barebones
~ FourTwo different songs to "perform", each with a different pair of characters
~ A sort-of interactive menu to select the songs from
~ A rudimentary scoring system--the bottom-of-the-screen-bar tracks your general active performance, while the menu percentages track how many of the notes you hit
~ A Botplay mode is available, though its performance for the player is a little shoddy
~ Ft. Yet Another Combine Vs. Resistance Story from ALLOS (But this time, completely and totally implausible to fit into canon lore) (yes i am implying that maybe you could somehow fit aperture flip into the lore better than this)

This map is EXTREMELY in prototype territory, so expect jank from the get-go and you should be fine. Things of note:
~ This is a single-player experience; no multiplayer contingency
~ I was unable to integrate both "players" being able to sing at the same time without the game counting it as the AI side's points
~ Held/extended notes are not implemented
~ The Botplay mode sounds kind of stuttered for the player, but it /will/ hit all your notes most of the time
~ I made the charts myself, but I am not the most musically-inclined person and am working without proper music-creation programs--I basically used my video editor to chart this
~ From my guessing, the way actual FNF chromatics work during songs is that each character basically has a midi track of them singing, and notes only play out if you hit the arrows associated with them--with my methods and Source limitations, I cannot do this, so each arrow direction instead has a specific soundbyte that is played when hit correctly
~ Also most of my audio samples chosen for the characters kind of suck--the Combine possess the best-sounding samples I could nab, in my opinion (If you are an experienced FNF chromatic creator, or just good with audio sampling, feel free to suggest new clips to use for the chromatics)

AN IMPORTANT NOTICE: Due to several reasons, including but not limited to my innefficient methods, I have decided to release this map before it is fully complete; the last two songs have yet to be implemented, and I will have to add those in future updates. If y'all could help me try to figure out more-efficient methods by then, that would be greatly appreciated~

So, yeah. It's not my cleanest work? But it works at all? So it's got that going for it. Got that going, at least. And I finished some of it! So there you go. Also, shoutouts to Seek's Animations and Stuff for making a cool mod. Without you, I would not have wasted time on making this! :papyruswacky:

===== Support me, maybe? =====

Aperture's a bit short on budget after the government fell to the alien invaders, so why not open up your multiversal coin purses and contribute to science?[ko-fi.com]
Popular Discussions View All (1)
0
12 Apr, 2023 @ 3:04am
===== [UPDATE LOG] =====
Anachronistic ALLOS
67 Comments
Anachronistic ALLOS  [author] 1 Aug @ 3:57pm 
That would require me to know how to actually script (I can't script at all)
Vlazislau 1 Aug @ 9:10am 
hey can you make it more moddable? ( customizable idk ):steamthumbsup:
PepperoniByte 4 May @ 12:35pm 
damn, i had a gut feeling ye tried that stuffs already :steamsad:
Anachronistic ALLOS  [author] 4 May @ 10:57am 
My method for """charting""" is similar to your suggestion, except I use my video editor to plot down the notes and their timestamps. It's an incredibly cumbersome process, which is part of why I have yet to finish this map, but I don't have much to work with since I have the budget of a peanut vendor. (Also, I separate the notes into bunches because having them all under one logic entity would be a heckuva mess with a ginormous list of outputs under one entity)

And I tried doing the thing of having the chromatic volume muted whenever the player misses, but due to how Source handles sounds, that didn't work--the player's sounds would still end up not playing when prompted, so you just don't hear anything. (I also tried tying the player's sound to an entity that is moved away from the camera when you miss, but, same thing)
PepperoniByte 4 May @ 7:18am 
Also for chromatics, is there a way to have a separate audio file that is parallel to the song that would start playing at the same time as the music? You could have a logic case with Case01's value set to 1, and Case02's value set to 2, with a math counter that will change whenever a player hits or misses a note. If it misses or hits, the math counter would change to either 1 or 2 depending on if it is a miss or hit, which triggers OutValue to do InValue to a logic case, which feeds the math counter's number into it. If it is 1, it triggers Case01, and it will set the chromatic's volume to 0. If it is Case02, it will set the chromatic's volume to 10. I don't think the enemies would need to have their chromatics in that same audio file along with the players, as the enemy team never misses.
PepperoniByte 4 May @ 6:06am 
I've an idea I came up with whilst sleeping! Open up something like Audacity, and put the song you want to make in it. Then create timestamps where you want a note to be played. I'm pretty sure there's something like that built in, but I prefer to add a sound that plays so I know when it's being hit. Then, around the top will tell you the time that occurs. Take note of where the timestamps are on the timeline.

In Hammer, create notes that are delayed to those timestamps. I know that it is timed to instead create the note, and not timed to where the note is actually hit, so for any timestamp you'd have to subtract -5 seconds, or however long it takes for the note to reach the top.

I saw how you create each series of notes separately, and not all in one entity. It is helpful, but this means you cannot add the timestamp normally, it's inaccurate to when the series of notes are activated. So, take the time that the entity is activated and subtract that timestamp by it.
Anachronistic ALLOS  [author] 11 Apr @ 9:24pm 
Trust me, there's a reason why I haven't finished this map yet :papyruswacky:
PepperoniByte 11 Apr @ 6:48pm 
i want to know how the fuck he didnt lose his sanity after looking at the decompiled map, there is not a SINGLE lua in here and every note is manually timed to spawn.
rovrieweusu 12 Feb @ 11:05pm 
YOOO THIS SHIT STILL FIRE
rovrieweusu 29 Sep, 2023 @ 5:33am 
YO THIS IS FIRE