Garry's Mod

Garry's Mod

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gm_cyan_dreampools
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Content Type: Addon
Addon Type: Map
Addon Tags: Scenic, Realism
File Size
Posted
Updated
319.603 MB
14 Apr @ 11:06am
20 Jun @ 10:32am
15 Change Notes ( view )

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gm_cyan_dreampools

Description
Big thanks to all who have engaged with my map, whether that is positive or providing advice. It's taken many years for something I have made to be so noticed and I am touched and humbled to see people from many places and your words of encouragement.
I put my all into this map and it will be difficult for me to surpass, and I have responsibilities to many other things both creative and not, but I will try to honour you again someday with such a thing.

Soundscapes are currently not allowed by gmpublish.exe, so the custom soundscapes will not work.
All other required content should be packed into the map.
Also, this map has only HDR lighting to save on download size.

gm_cyan_dreampools is a sprawling, interconnected complex of around 100 rooms and corridors of many sizes and shapes, arranged to disorient and inspire exploration.

There is somewhat of a puzzle, but it's mostly just exploring, interpreting what you see and hear and collecting stuff.
I was inspired by demos of upcoming games such as Dreamcore and Pools after being impressed by their photorealism and environment design, but something that stood out to me that could possibly be improved on by the Source engine was how these use real-time ray-tracing and how it can lead to odd artifacts sometimes. I wondered how doable it would be to try to create such a photorealistic experience in Source. Knowing where to get very high quality textures and the best possible mapping tools helped with that!

But let's be real: if you're here, you probably already know what to expect.

Features
  • Large complex of interconnected rooms and corridors of a variety of shapes and sizes
  • Significant amount of verticality
  • Very high resolution textures and careful selection of higher lighting quality in many places
  • A light puzzle element and stuff to find and collect
  • Custom soundscapes (i.e. setups for ambient sound) which reuse base HL2 assets
  • A handful of vanilla sounds warped beyond recognition into unsettling ambiance
  • AI nodes & nav mesh (though not manually tuned)
  • Color correction
  • A lot of cubemaps
  • No entities
  • Easter eggs
  • Optional soundtrack using QR code links with in-game fallbacks
  • Some parts of the map converted to models (not the railings as you might think though, those are displacements) to free up resources so the map could be made larger
  • Surreal lighting model subverts standard Source environment lighting for a unique vibe

A common problem with Source in poolrooms maps is that you can't have more than level of water height on-screen at the same time without the graphics bugging out. I've had to structure the entire map around trying to avoid this without having large, boring expanses or contrived winding and dry corridors all over the place. Combined with trying to avoid having dead ends, this was a challenge. There are a couple of places where you can experience water rendering problems still, but for the most part you have to go out of your way to find this.

I've been mapping since 2007 so know how to work with Hammer well and do stuff to get out that extra 10%, like setting advanced VRAD settings and deeper .vmt editing with detail textures and such. This map is very close to the Hammer limits and these are even already extended by the tools I'm using, so until these can be worked around further there isn't going to be any kind of V2 which would extend the map. The only updates at this point would be ones that don't involve significantly changing the map geometry.
The development of this map also spans a PC upgrade, I went from an i7-6700k/LGA1151 to i5-14600KF/LGA1700 which is no slouch! This helped a lot with being able to compile with the high lighting quality, at one point the map compile was just terminating early and unfinished with no error message because of too much lighting data because I made it so high quality. This illustrates that it got to a point where engine limits were more of a problem than time taken to compile.

Credits
Popular Discussions View All (6)
6
20 Jun @ 10:39am
Skybox is missing and there's no lighting
armpit2011
15
28 Apr @ 12:29am
Q&A
Cyan
9
19 May @ 4:16am
How to get into the hidden room?
GerOtaku440
162 Comments
Tf2IsAGame 10 hours ago 
I've entered the hidden room, explored and didnt notice the mirror. Then I went to the buttons, then did notice the mirror and thought it was another room. So i walk towards it and jumpscared myself by seeing myself-
sillykitty 11 Jul @ 1:35pm 
sick map :3
Engie 3 Jul @ 4:45pm 
soundscapes are whitelisted to be packed via bspzip iirc, it does only allow scripts/sounscapes*.txt i think
Cyan  [author] 2 Jul @ 8:45am 
I hear you, but it's hard to know where to start when I don't experience the problem. Not even when running the map with a fresh install on another PC that rules out anything in the garrysmod/ folder. There are a few things I could try regarding finding out if a specific location in the map causes problems or specific workshop addons causing the problem with this map specifically, but I'd need hours of time from someone that is experiencing the problem for that, and there is no guarantee it would uncover the cause of the problem.
AlexFranma 2 Jul @ 7:15am 
perhaps looking a bit further into why the map seems to turn off HDR after loading the first time might help.
Cyan  [author] 29 Jun @ 8:56am 
The map only has HDR lighting, so if you have HDR turned off then there will be no lighting. If you have HDR on and still no lighting, then some users have found turning HDR off then on can fix it.
sodium free goose 29 Jun @ 8:36am 
hey, idk if people already mentioned this, but the lighting seems broken, it's like fullbright is constantly on with no way to disable it. it's a really big issue as it not only removes the atmosphere but also makes some geometry hard to see as the textures are mostly the same
AgentKforKooky 28 Jun @ 7:42am 
Understandable, Cyan. Have a nice day.
declan_austin 26 Jun @ 11:47pm 
backrooms
SmolPotatoTv 22 Jun @ 10:45pm 
it seems to only affect drgbase npc anytime i go up any stairs the stop following me i have to get really close for them keep chassing me. sry it took me awhile to respond.