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
Tamanho:
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319.603 MB
14 de abr. às 11:06
20 de jun. às 10:32
15 notas de alterações ( ver )

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gm_cyan_dreampools

Descrição
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
Discussões Populares Ver todos (7)
15
28 de abr. às 0:29
Q&A
Cyan
6
20 de jun. às 10:39
Skybox is missing and there's no lighting
armpit2011
9
19 de mai. às 4:16
How to get into the hidden room?
GerOtaku440
171 comentários
The Dark Lord Sauron Há 3 horas 
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  [autor] 1 de ago. às 12:46 
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] 31 de jul. às 0:39 
I'd love to see this in SFM if at all possible
Cyan  [autor] 26 de jul. às 13:56 
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™ 26 de jul. às 13:22 
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 25 de jul. às 5:54 
good
Emir765 23 de jul. às 4:21 
the best poolrooms map
Dragon's Furry 20 de jul. às 11:55 
How to disable preventing secret room from teleporting you out noclip?
Cyan  [autor] 13 de jul. às 8:18 
Jebaited ( ͡° ͜ʖ ͡°)
Tf2IsAGame 12 de jul. às 14:18 
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-