Garry's Mod

Garry's Mod

TTT_Whitehouse
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Update: 5 Feb, 2021 @ 3:51pm

Decided to drop HDR. Too many issues with lighting and reflections

Update: 23 Apr, 2018 @ 4:15pm

Changed map name to prevent an error if a subscribed player joins a server with an outdated version of the map.

Update: 23 Apr, 2018 @ 3:57pm

  • Added player clips along the lobby railings so you should no longer get stuck when moving up the stairs while walking against them
  • Added a parented kill trigger to the base of the elevator for servers with modified tick rates

Update: 22 Apr, 2018 @ 6:44pm

Initial upload.

Changes from ttt_whitehouse_b2 to ttt_whitehouse

  • Added shadows to the map
  • Added HDR Lighting
  • Added another room and hallway in the basement
  • Added a Traitor button to shut off the basement lights to replace the breakable lights that used to be there
  • Added a Traitor button to the main basement door to give Traitors a chance from camping Innocents
  • Added ambient effects to windows and lights
  • Fixed and packed cubemaps
  • Fixed a bug with an area portal leading to the other portion of the map
  • Fixed a number of compile errors which would lead to broken lighting in the basement
  • Fixed a compile error which would lead to
  • Fixed steam vents not activating when breaking a pipe in the basement
  • Removed excess map geometry which wasn't needed
  • Removed entities which were no longer needed
  • Removed the mines from the lobby
  • Removed the explosion from the wall console
  • Removed the inaccessible area when going down the elevator, and from in the basement in favor of higher FPS.
  • Reworked complex geometry to properly func_detail it
  • Replaced the fireplace
  • Re textured a few areas and walls to be more consistent
  • Changed all the lights on the map from near white/light gray to a light yellow
  • func_detail'd geometry which should have been a func_detail
  • Made the glass upstairs and in the lobby breakable
  • Expanded the pit underneath the elevator to prevent fps issues and crashing when entities got trapped underneath it
  • Made the elevator do damage if a player decides to block it
  • And a number of other things I'm probably forgetting