Garry's Mod

Garry's Mod

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Places From Film
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Content Type: Addon
Addon Type: Map
Addon Tags: Cartoon, Movie, Scenic
File Size
Posted
Updated
401.875 MB
26 Feb, 2024 @ 7:54pm
18 Feb @ 8:11pm
3 Change Notes ( view )

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Places From Film

In 2 collections by QuantumDylan
Film Photography Maps
3 items
QuantumDylan's Maps (Finished)
5 items
Description
If you like the music, here's the OST![soundcloud.com]

Also if you'd like to see the photos that inspired some of the areas I've made a little album here![photos.app.goo.gl]

2025 UPDATE: Added a full navmesh around the map, also managed to get pretty much every texture packed properly!

This is the more or less finalized version of that WIP build I uploaded a little while ago, did some polishing and added a bit of detail here and there.

Places From Film started as a complete do-over of a failed map that I borked so hard it doesn't compile in anything other than fast, whoops. It's main goal was to learn some of the basics of Hammer editing and also make small vignettes based on random photos I've taken on film and the like, as well as to play around with creating some novel spaces as well. It's all very dreamlike for the most part, I just wanted to make a barely coherent map where you end up looping back on yourself and crossing over paths from different perspectives some times.

All music in this map is made by myself and is fully excluded from youtube content ID and the like, I don't like the idea of it so I never actually put my music into its database. If you stream or make videos or any of that funky stuff you're all good to go. You'll find most of the music by pressing use on radios and jukeboxes scattered around the map.

Includes such fun features as:
  • Random back room areas for various buildings
  • Weird concrete spaces
  • Hopefully decent music
  • Photo gallery somewhere
  • Euclid weeping
  • Architecture that I just think is neat
  • A funky TV
  • Breakable glass
  • Packed files for your enjoyment
  • NO ENTRY
  • A fairly reasonably large map in general with lots of weird connections between areas

I'm probably going to keep an eye out for any serious bugs and fix em as time goes on, but this is a more than stable enough release so feel free to check it out! I'll probably move on to a new map after this, and I might actually pack and upload that terribly optimized map that predates this one. It's kinda cool in a janky way lmao

Thanks librarian :D

Uploaded with gmpublisher[github.com]
Popular Discussions View All (2)
0
29 Jun @ 7:29am
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bogdanyakovenko646
0
29 Jun @ 7:29am
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bogdanyakovenko646
46 Comments
QuantumDylan  [author] 14 Jul @ 9:06am 
♬♫~Joe Blaze~♫♬ I belieeeeeve I added those several months back, yeah note at the top says so, so it probably does. Don't expect great pathfinding performance, the teleports really mess that all up
QuantumDylan  [author] 14 Jul @ 9:04am 
stealthi26 Hmmm I can't imagine this one would ping anyone's RAM since it's only 400 MB, the only other thing I can think of is trying the x86_64 branch but I know for a fact that I actually was staying away from that branch when I made this a year or two ago. Could try that but unfortunately without an error log or anything else there's not many diagnostics I can do
♬♫~Joe Blaze~♫♬ 6 Jul @ 10:27pm 
AI Nodes too? :3
stealthi26 6 Jul @ 4:11pm 
Map literally will not load, is this a RAM issue? If not, how can i fix it?
Zsombor99 6 Jun @ 2:06pm 
@QuantumDylan I doubled the x and y scale values (as you wrote) and aligned the texture top-left and it got worse in-game. Then I restored those values and divided them by 2 instead. This somewhat worked, but I needed to fiddle with both x and y "texture shift" a lot, because now somehow the image's outer corners were in the middle of the brush face. 😶
Context: the original problem was only the top-left quarter of the image showed up on the brush face. Can you tell me what can I do to avoid the wrong texture shift when I adjust the scale values? How'd you do it? 🤔
QuantumDylan  [author] 5 Jun @ 4:45pm 
@Zsombor99 ahaha that's my favorite trick lmao, easiest way to confuse people is to change geometry and seamless teleportation.

And what I usually do to fix it is apply the monitor texture to my func_monitor (or whatever the brush entity is called), go into the texture application tool, hit "fit" to scale it to fill the entire brush face, then take the x and y scale values out to a calculator and double them. Put those back in, then align top and left. It'll look all messed up when you compile the map, but when it's packed and uploaded it works. Absolutely no clue why, but so far it's fixed it for me for the other maps I've done. Kinda wish you didn't have to do all this to make it work right lmao
Zsombor99 1 Jun @ 3:43pm 
It's a bit freaky at various places the map is literally changing behind me to prevent me from backtracking (going back) or something! 😦 At first this map not looks too complicated, but the trickery with player teleportation can get quite confusing pretty quickly. 😵‍💫
@QuantumDylan Can you tell me how you gonna fix that TV with 4 images? 🤔 I have a similar problem, but in my case only the upper left ¼ of the image is visible.
Goth Kitty 29 May @ 8:37pm 
@QuantumDylan You're welcome, I'm glad I said something! :)
QuantumDylan  [author] 29 May @ 8:04pm 
@Goth Kitty Oh yeah there's a weird glitch where the tv screen scale oddly when I pack the monitor texture. I'll throw this on the recompile pile and fix it this weekend if I can, thanks for the heads up!
Goth Kitty 22 May @ 5:50pm 
The TVs are showing four of the same image at once instead of one. I don't know if this is a problem with this map or if something else is causing this.