Garry's Mod

Garry's Mod

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THE CLIMB: REMASTERED
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Content Type: Save
Save Tags: Courses
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107.290 KB
17 Oct, 2021 @ 3:02pm
1 Sep, 2023 @ 7:34am
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THE CLIMB: REMASTERED

In 1 collection by 80Hg
The Climb Full Collection
3 items
Description
REQUIRES EPISODE 2 INSTALLED + MOUNTED (IF YOU'RE MISSING CONTENT TRY MOUNTING EP1 AS WELL) AND THE ADDONS ON THE RIGHT!
Fade Distance Tool is optional but recommended.
For the best and intended experience, please play the save with only the required content enabled.


Old Version Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1692956247

The Climb: Prologue
A couple of years after the first superportal was closed by the resistance, the majority of the Combine forces left on Earth have been hunted down and terminated. No one has seen Gordon and Eli since they departed for the Borealis.

Lore:
At an old Soviet-era factory in the outlands, a rumble shakes the ground violently in a range spanning miles, followed by a deafening boom...

A new superportal is opening.
Whether by miscalculation, chance or another mysterious power, the portal is opening horizontally, which might prove advantageous to the resistance. The resistance does not have the resources or time to build another rocket, but thanks to the positioning of the portal, they might not need one. In a hurry, new agile resistance units are being trained. They have one task - Carry the new, improved and miniaturised versions of the portal signal obfuscators once used in the now legendary Magnusson rocket, get to the portal as quickly as they can, and close it. In the limited timespan the resistance has had to prepare, they've trained 7 of these units so far.
You are one of them.
After a long, humid, bloody and painful journey through the Antlion-filled mines, you find yourself in front of the exit as the cave collapses in on itself just as you leave. Lying wounded on the ground and gasping for air, you remember you dropped your radio while running from an Antlion Guardian. With no way to contact White Forest and an aching gash on your abdomen, you let out an audible sigh, pick yourself up as best as you can, and continue your mission.

Description and Improvements
Phew, that was a lot of text, time to type some more.
I've been hard at work these past couple of weeks, trying to make a definitive version for this special save of mine.
Always thought it was too short, too unpolished and too easy. So with my (somewhat) newfound knowledge of StarfallEX, and with more years of experience, I think I did some good work with this, but ultimately you'll be the judge.

What's new you might ask? Well, here's a small list:
  • Reworked Parkour - The parkour is now fully dynamic! You can grab all appropriate ledges, not just preset ones. You can jump off ledges, move from one ledge to another, and more! This also means no more airboat seats, no more Wiremod rangers, gates and pod controllers.
  • Immersive Animations - The parkour system has some custom animations made by me to improve the feel of the climbing. This includes ledge hanging/looking while hanging, jumping and ziplining.
  • Extended Length - An entirely new puzzle setpiece has been added to the forest area right before the trains. The area before the cave entrance has been reworked as well, you now have to climb up a traincar hanging off the side of the broken bridge.
  • Checkpoint System - If you happen to break your legs, or fall into a kill trigger, you will be quickly respawned at the nearest checkpoint.
  • New Secret Collectibles - There are now 4 secret collectibles for you to find in the save. If you've played the old version, you might even have an idea of where one of those might be. Collect them and you will be rewarded in the next part!
  • Reworked Lighting - The save now has proper clouds, the superportal glows in the sky, the fog has been adjusted, and most importantly - There is now toggleable dynamic lighting in the save. This eliminates the need for the big Soft Lamp that was used in the old version, which really killed performance. If you don't like the dynamic lighting, or you just want more FPS, you can disable the feature in the save's start screen.
  • General Optimization - I recall people complaining about bad performance in the old version, so I did my best to remedy that while keeping the visuals pretty. Some unnecessary effect props have been removed and a lot of them have fade-out distances set up thanks to my Fade Distance Tool.
  • Soundscape System - A new proper soundscape system to replace the old Wiremod sound emitters. Improves the atmosphere of the save by a lot.

Optional Console Commands:
  • sv_sticktoground 0 - Helps with jumping off unfrozen physics objects.
  • mp_falldamage 1 - Realistic fall damage, up to you whether you want it.

Enjoy!
Made by MercuryHg

[ko-fi.com]
95 Comments
80Hg  [author] 6 Feb @ 1:21am 
Code
how did you do the sliding and zipline and wallruning ?
80Hg  [author] 22 Jan @ 12:36pm 
it's not a map it's a save
blazendis 22 Jan @ 12:25pm 
I can't find map in list
𝕃𝕪𝕜𝕜𝕚 26 Dec, 2024 @ 4:08am 
GREAT
Removed. 23 Aug, 2024 @ 1:48am 
okie
80Hg  [author] 20 Aug, 2024 @ 3:25am 
@Removed. If you just wanna look at the "map", you can do "ent_remove_all starfall_processor" in the console. There won't be proper lighting or soundscapes though.
Removed. 15 Aug, 2024 @ 5:03am 
...wha... will there be one without most of the coding, just the atmosphere, the terrain, and just the "map"?
80Hg  [author] 20 Jul, 2024 @ 1:53am 
codimng
GLITCHEDGT 19 Jul, 2024 @ 7:30pm 
HOW THE HELL DO YOU DO THIS?????