Garry's Mod

Garry's Mod

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USS Darkstar
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Roleplay, Scenic
File Size
Posted
Updated
81.636 MB
23 May, 2023 @ 9:58am
11 Dec, 2023 @ 10:54am
3 Change Notes ( view )

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USS Darkstar

In 1 collection by Azzy
testing stuff
77 items
Description
USS Darkstar - Zoological Research Vessel

A recreation of a HL1 Mod called USS Darkstar, which was orginally made by Neil Manke and his team (Black Widow Games) in 1999.

This map consists of a sandbox version of the USS Darkstar vessel as a whole with few added areas and pathways.

Doesn't require Half-life: Source

The map features:
- Interior and exterior of the vessel in space.
- Multi-level zoo for alien species (In this case there are HL1 monsters chilling around using monster_generic entity)
- Skybridges and windows to view in and out.
- Research Labs
- Hangars
- Cargo holds (One has a small ship.)
- Bridge
- Quarantine (Medical bay)
- Containment cells (Spooky)
- Maintenance corridors (Dark)
- Cafeteria
- Cabins
- Teleport Terminus (Teleports to 3 different loctions on the vessel)
- Train tunnels with functional people movers. (Use E to toggle controls while standing near the control panel, works otherwise similarlly to a HL1 train)
- Interactive objects, such as buttons, doors, elevators.
- Custom Soundscapes and sounds.
- Basic Nav Mesh
- Ai nodes

Let me know if you find any bugs or have suggestions.
44 Comments
Azzy  [author] 6 Mar @ 1:00am 
It has ai nodes
GDSK09 5 Mar @ 5:45pm 
ai nodes?
Azzy  [author] 16 Dec, 2023 @ 12:56am 
Well all of those 4 spawn points lead to that sky bridge currently, it was the intention (if the map ever was used for roleplaying purposes) Although in sandbox it would make more sense to have them spawn in different areas. But there is also teleporter that teleports you to 3 different locations onboard the vessel.

Yes, it was hell to get it optimized, required alot of func_viscluster + hints/skips and turning detail brushes into models.

I suggest you add me on steam to discuss more about the .vmf file.
Cpt.Haxray 15 Dec, 2023 @ 5:47pm 
Outside of the Praise + Suggestion, i'll like to put forward a request.

Would you be willing to give permission to let me do a No More Room in Hell port of this map as a NMO(And if so, would you be willing to provide a .vmf file to avoid having to decompile and fix leaks/decals/optimization). No worries if not.
Cpt.Haxray 15 Dec, 2023 @ 5:45pm 
This is a genuinely fantastic remake and I'm impressed at how well it runs, this must have been hell to set up optimisation for.

I do have a small suggestion, if its possible could you label the spawn point portals so its easier to tell where each goes?
ROGΞR 14 Dec, 2023 @ 6:50am 
Okay, thanks for the explanation anyway)
Azzy  [author] 14 Dec, 2023 @ 1:23am 
I'll relay this issue to facepunch, since this seems to be someshort of bug with gmod
Azzy  [author] 13 Dec, 2023 @ 11:58pm 
Not that I know how to, you just need to reload the map then if you decide to clean it up. Because cleaning up the map resets the map entities.
ROGΞR 13 Dec, 2023 @ 4:16pm 
Oh... and there's no way to fix this?
Azzy  [author] 13 Dec, 2023 @ 4:01pm 
Map cleanup appears to mess up soundscape_proxy entities, seems to happen on other maps as well that uses them.