Garry's Mod
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Magna Vitae
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Movie, Scenic, Realism
ファイルサイズ
投稿日
329.169 MB
4月11日 7時18分
1 項目の変更履歴 ( 表示 )

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Magna Vitae

解説
Near the south border between City 17 and City 16 is Magna Vitae. Similar to Nova Prospekt, it was once a high security prison that was converted to a processing plant where prisoners are turned into Stalkers or Combine Soldiers. The place was taken over soon after the Seven Hour War concluded and established communications between itself, Nova Prospekt and other Depot's. Apart from that, not much is known about the Combine's operations within and for a very good reason.

The prison is located near a remote section of the Wasteland simply called "The Cliff" where the land suddenly dropped off as if near the edge of a mountain. It acts as a natural barrier where anyone that falls into it is doomed, and the Combine can focus on securing other areas. No one knows why it's there, what created it and what lies at the bottom. However some reports say they first spotted it during the Seven Hour War, heavily suspecting the Combine to be the reason. Even if someone did escape, the nearest settlement is 160km away, securing their doom.




I'm a huge fan of Raising The Bar: Redux and their new Division updates got me feeling a bit spicy lately, especially the Depot maps. It got me curious, inspired even and I looked back at the Wasteland and Depot maps from the leak to first gather my references. Unlike other leak-inspired maps that I have made, I wanted this to be less restricting. As in, I didn't want to pigeon hold myself into the leak aesthetic like I did with Erie Canal and Protodel. I wanted to implement retail ideas into this map as well to have that nice balance of ideas between leak and retail.

This was a very strange map to work on for a multitude of reasons. I knew that this had to be a large map with a huge focus on verticality, as many previous maps of mines were sorely lacking that. But since I had never done anything of this scale before, I decided to adopt a mixed approach of the layout. I first sketched the base floor using Inkscape while interiors and more higher up areas I left to improvisation which resulted in this really strange layout. This resulted in me spending 5 days in total of the 11 days on blockout. The map was horrifyingly long to compile at 6 minutes in total, and I had to cut the custom interior soundscape since it was causing issues.

Despite that, I still enjoyed it. Way more than Cinematic Air Exchange that's for sure.

Credits:

Valve - textures and models
Slartibarty's Slammin' Source Tools [knockout.chat]
Jacob Robbins' Skybox [jacobdeanr.github.io]
22 件のコメント
Chaos Star 5月8日 4時49分 
I genuinely love this, I like how well the tall structures work for a prison camp like this, makes them really imposing.
ׄ 4月25日 16時08分 
one question: is there a way to fix the massive lag when i look at the middle of this map? im in a server with this map and its unplayable, i have all graphics on the lowest and optimized my computer to the max
Autumnis 4月17日 6時21分 
Really like this map! Verticality is something you hardly see in most source maps, which makes this map pretty unique! Also love the environment of it being on a big cliff!

Also, for those asking, yes this map has both AI nodes and a navmesh. It's pretty simple to check, just ai_nodes or nav_edit 1 in console.
shortnamesalex  [作成者] 4月16日 9時34分 
There is a nav mesh
Mad Milk Producer 4月16日 9時02分 
we NEED navmesh for this im begging you
moth(like a straight up bug) 4月16日 4時28分 
the traintrack in the skybox is cool
Videogames 4月13日 10時12分 
Channel: Unreliable
George Smoke 4月12日 23時50分 
BUDGET APPROVED!!!
38forger 4月12日 22時28分 
baka mitai
WeWuzAsiansAnShieeeeeeeeeeeeeeet 4月12日 18時20分 
depot haters can go get eaten alive in real life