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
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319.603 MB
2024년 4월 14일 오전 11시 06분
2024년 6월 20일 오전 10시 32분
변경 사항 15개 ( 보기 )

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gm_cyan_dreampools

설명
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
인기 토론 모두 보기(7)
15
2024년 4월 28일 오전 12시 29분
Q&A
Cyan
6
2024년 6월 20일 오전 10시 39분
Skybox is missing and there's no lighting
armpit2011
9
2024년 5월 19일 오전 4시 16분
How to get into the hidden room?
GerOtaku440
댓글 171
The Dark Lord Sauron 6시간 전 
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  [작성자] 2024년 8월 1일 오후 12시 46분 
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] 2024년 7월 31일 오전 12시 39분 
I'd love to see this in SFM if at all possible
Cyan  [작성자] 2024년 7월 26일 오후 1시 56분 
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™ 2024년 7월 26일 오후 1시 22분 
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 2024년 7월 25일 오전 5시 54분 
good
Emir765 2024년 7월 23일 오전 4시 21분 
the best poolrooms map
Dragon's Furry 2024년 7월 20일 오전 11시 55분 
How to disable preventing secret room from teleporting you out noclip?
Cyan  [작성자] 2024년 7월 13일 오전 8시 18분 
Jebaited ( ͡° ͜ʖ ͡°)
Tf2IsAGame 2024년 7월 12일 오후 2시 18분 
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-