Garry's Mod

Garry's Mod

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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Fun
File Size
Posted
Updated
3.497 MB
31 May, 2021 @ 7:24pm
9 Jun, 2021 @ 10:48pm
9 Change Notes ( view )

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gm_vandal

Description
gm_vandal is a multi-floor map with secret doors and rooms and a sprawling labyrinthine basement. The place is abandoned and dilapidated with graffiti everywhere.
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Requires: Counter Strike Source
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Features:

AI nodes for NPCs and SNPCs.

Nav mesh for Nextbots

A working breaker box to turn the lights on and off.

4 Hidden doors

2 secret rooms with one way mirrors to spy on people

4 Teleport tiles (they look like vents, think Among Us.)

A death room

4 security cameras with live feed

8 spawnpoints.

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About the map:

The rooms are decorated while the bigger, more wide open areas are kinda bare for building. The props are a mixture of static and physics props.

Hidden doors are activated with "E"

The teleports are activated manually by pressing "E" on the tile. After teleporting, they deactivate after 2 seconds. You can teleport again if you wish. There are 8 tiles that look like vents on the map. But only 4 will teleport you while the other 4 are just destinations.

The breaker box has a 3 second cooldown between uses. If it sparks, that means it can be used. It turns off all of the lights except for the chandeliers because they're um, lit by candles.

Most of the walls and all of the one way mirrors are thin enough to shoot through. Use CSS weapons to shoot through them. Base HL2 weapons can't penetrate walls. Custom weapons are probably on a case by case basis. A good set of weapons to be able to shoot through the walls with would be this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=108720350

To use the death room, just walk inside of it. You'll get locked inside and you'll start dying in 10 seconds. The death room deactivates after 100 seconds upon initial activation. It can be used again.

I tested the nodes with Amnesia NPCs and some VJ base SNPCs. They should roam around independently.

Nav mesh tested with DRG base nextbots and RE7 Nextbots.

Even though this just a standard Garry's mod map, I made it with TTT in mind.
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If you have any complaints or questions, i'll answer ASAP. The map will be updated if need be until I'm satisfied.

Feel free to use and edit the map for your own purposes. You can upload your edits to the workshop. Just be sure to credit me.

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UPDATES:

Version update 1.1: Improved lighting. Added 3D Skybox. Added 1 additional teleportation tile. Removed redundant nodes. Removed explosive barrels in the basement because they were cause lighting anomalies that I've yet to resolve. Added small details such as railing for the stairs and frames for the mirrors.

Version update 1.2: Added nav mesh.

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CURRENT ISSUES:

Physics props turn black under certain lighting conditions. Specifically explosive barrels.

Texture issue with camera 4.




Popular Discussions View All (2)
0
7 Jun, 2021 @ 3:11pm
Secret doors and teleport locations.
Press K
0
3 Jun, 2021 @ 12:16am
Issues thread
Press K
8 Comments
Press K  [author] 7 Jun, 2021 @ 2:46pm 
I fixed all nav mesh issues. I added triggers that open the doors which can only be activated by NPCs. All of them, not just nextbots. It'll look a little goofy, but it works.
Press K  [author] 7 Jun, 2021 @ 12:37pm 
Saddam Hussein abd al-Majid 7 Jun, 2021 @ 12:20pm 
What model is used in the third screenshot?
Press K  [author] 6 Jun, 2021 @ 9:07pm 
I fixed the nav mesh in most cases, but I'm still having an issue with Nextbots walking into closed doors. I've been seeking guides on how to deal with this problem to no avail and I'm beginning to think that nextbots can't open doors. So I'm gonna have to experiment with a workaround.
Press K  [author] 4 Jun, 2021 @ 1:46pm 
I'm gonna start working on optimizing the map. I basically have a NASA supercomputer, so I don't notice dips in FPS. But I know not everyone has that luxury.
smuggle [7] 3 Jun, 2021 @ 10:53am 
hi
Press K  [author] 3 Jun, 2021 @ 3:06am 
I'm currently reworking the stairs so I can fix the nav mesh. The level will appear different as a result. And I'll see if I can fix the door issue. That appear to be a problem with the nav mesh itself.
TheHatMan1965 2 Jun, 2021 @ 8:38am 
AMONG US