Garry's Mod
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gm_cyan_dreampools
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Content Type: Addon
Addon Type: Map
Addon Tags: Scenic, Realism
ファイルサイズ
投稿日
更新日
319.603 MB
4月14日 11時06分
6月20日 10時32分
15 項目の変更履歴 ( 表示 )

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gm_cyan_dreampools

解説
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
人気スレッド 全て表示 (7)
15
4月28日 0時29分
Q&A
Cyan
6
6月20日 10時39分
Skybox is missing and there's no lighting
armpit2011
9
5月19日 4時16分
How to get into the hidden room?
GerOtaku440
171 件のコメント
The Dark Lord Sauron 6 時間前 
Cyan, this map is so gorgeous, and calming. I really love this map, I was on this map for 11 hours, and there are so many things to do while playing it. I really love Liminal Sublimity.
Cyan  [作成者] 8月1日 12時46分 
I have no experience with SFM so no idea if I have to do anything special to make it compatible, will look into it after I finish the update
vineRizon gaming[fez] 7月31日 0時39分 
I'd love to see this in SFM if at all possible
Cyan  [作成者] 7月26日 13時56分 
It warms my heart to see people still finding and enjoying this map after so long, thanks all! :Hapi: :heart:
I'm thinking of doing a small update to celebrate over 20,000 concurrent subscribers by making the puzzles a little clearer, reverting the map to use stock soundscapes, adding fog and maybe adding a room.
Also entirely unrelated but you all should try the game Kitten Burst, it's a really special game (not made by me)
EmilBatStorm™ 7月26日 13時22分 
It's a neat map. i'll keep exploring at some point, got a bit scared a few times but i like it
Combine 1680 7月25日 5時54分 
good
Emir765 7月23日 4時21分 
the best poolrooms map
Dragon's Furry 7月20日 11時55分 
How to disable preventing secret room from teleporting you out noclip?
Cyan  [作成者] 7月13日 8時18分 
Jebaited ( ͡° ͜ʖ ͡°)
Tf2IsAGame 7月12日 14時18分 
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-