Garry's Mod

Garry's Mod

rp_venator_vfinal
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Update: 4 Nov, 2020 @ 3:16pm

cleaned up left over bits of the map that where missed

Update: 6 Oct, 2020 @ 7:31am

minor fix

Update: 6 Oct, 2020 @ 6:45am

changes:

-DB recolored
-added gravity generator
-Physical shield for SHB controlled by aux generator
-Grav gen and Aux gen have been given 10sec lock releases, buttons located on bridge blue pit
-ER blast door release added
-Core plug socket now larger for easier plug-in
-removed kill trigger at bottom of map due to many requests
-improved the quality of the hyper space tunnel
-added spawn room door lock indicator
-added lock to Env-Sim door
-added lock indicator to Env-Sim door
-added lock system for 2nd floor sims
-added shutters for 2nd room sim privacy.
-2nd floor observation floor now see-through both ways
-Gamemaster room rehauled
-widened skygate more
-added forcefield door enforcement to all blue-ray (Atmosphere) shielding. -needs bridge controls still
-remade the floor sounds
-added light Digital Signal Processing (Echo system) to the map
-cleaned the bridge textures a little
-tweaked the bridge pits to be wider
-moved DB and Event Starting soon call buttons to DB
-relocated quick responce hall from bunks entrence to training room.
-fixed MHB access doors from 2nd floor lobby.
-hyper map optimization (A technique where you create render blocks for nearly every room or area of the map)
-slight improvement to env-sims (different map sector, different optimization, its still rendered by itself away from the main ship though)
-removed windows looking into showers and bathrooms for optimization... and they just arnt needed.
-made barrier glass around MedBay main desk
-relocated OOC lounge out of map to not disrupt the main section of map
-added a theater to OOC lounge.
-made slide rail for cantena grill in OOC lounge
-made privacy stall for jail cells
-slight edit to brig
-added official supply room
-remade the medical station on 2nd floor
-removed player block in jail
-made Admirals room larger
-added airlock outside bunks area
-changed skybox to a new, higher quality skybox, voted on by several communities.
-made ship destruction event.
-made it so normal gravity guns (not the physgun) can pick up reactor plug, for engineers (normal players) to reinstall it.
-removed windows on grav gen and power gen rooms for security optimization.
-tweaked bridge textures
-added Unique Sim, The Citadel. Remade brush-by-brush from my thf venator By Hotel, Spyshadow, Visto.

Update: 16 Apr, 2020 @ 7:57pm

Cut Content Update 2(?)

This update is to re-add some cut-content to the map.

Somehow the last .vmf got oversaved by a version with less cut content in it and had some prototyping in it that came out to look like bugs. Soo. cool.


Changes:
-faster medical dispenser on 2nd floor
-DB revamp (as it was intended to be, not halfass)
-added a door to security checkpoint, at the white-red stripe line, moving the lockable function to that door rather than to the front door of security area.
-Court room revamped to fit a 'jury' behind the judge's stand.
-immediate access to the plaintiff and defendant's personal meeting area connected to the court room
-area outside court room pulled in closer to lessen that deep unneeded space.
-area in jury room ontop of court room also made smaller
-Core meltdown activation is no longer an RP function. it is now a GameMaster function that has the ability to be saved by the players in RP. The meltdown switch is now located in the GameMaster's room. (this change was made to further avoid minges from killing the ship, or people not knowing what theyre doing with the engine room. Now the meltdown is an event all in itself)
-made the env-sim corner fillers invisible from the spectating platform so spectators dont need to take a hike to see the sim.


Fixes:
-fixed the DB cut walkway (from the revamp of the DB the first time)
-fixed the skybox when the jump is activated
-quarantine light in security room now turns off when quarantine-lift button is pressed
-some rocks and trees where better placed in the Env-Sim rooms.
-a broken optimization system for MHB that wasnt fully fleshed out in the version of the map that was previously uploaded, now its fixed and working
-sound systems for shields, computers, electric systems, and vents are now fully functional giving a better soundscape to the ship in specific areas.
-fixed the lighting of the env-sim room at night time to better light some area still rather then just all always pitch black

Update: 3 Mar, 2020 @ 12:24pm

Cut Content Update

This update is to re-add some cut-content to the map. This is most likely the last content update to the map, bugfixes might keep coming in if any are found.

changes:
-2nd floor ramp, revamp.
-adding a separate central ATC for both SHBs.
-added SHB to MHB ATC walkways.
-SHB connection port and SHB entrance shield buttons moved to central SHB ATC.
-DB revamp.
-further optimization for the changes.
-3D skybox enlarged.

Update: 4 Jan, 2020 @ 8:17pm

Several fixes

-Player clipping wasnt activated in cells, it now is
-sounds in both utility rooms where not playing, they are now.
-sounds for 1st floor atmosphere-shielding wasnt playing sound, it is now.
-somewhat fixed the flashing ceiling in the sims.
-readjusted the lighting on 2nd floor a bit

-added more lighting to 2nd floor sims
-added a 'top' to the top of the spectating area of the sim room to fix the lighting

-Prep to add in SOME cut content.

Update: 29 Dec, 2019 @ 10:55am

Bug Fixes

fixed the compiling issue with the door in Medbay and the ledge in the DB room.
fixed the lighting on 2nd floor a bit, so its not too bright
increased lighting in the cooler/freezer in the cafeteria
fixed the sound effects in the 1st floor utility room

Update: 24 Dec, 2019 @ 8:11pm

This is the Role Play update.


all changes are as follows:
-added bathroom and shower rooms to 1st and 3rd floor
-added utility rooms located on 1st floor and 3rd floor
-Mega-sim added
-more vents added
-added jedi archive
-added jedi vault
-added new room for jedi hall
-added kill trigger to map located outside the ship, activates when hyperspace is active
-windows have been implemented
-added small bar to cafeteria
-added small stage to cafeteria
-added shutters to multi-purpose rooms
-added targets into long firing range in training room
-Bacta tanks added to medbay
-star charts added to bridge
-added medical dispenser to 2nd floor
-added player-clip barriers on connecting bridge to VIP cells from brig
-added some props in brig
-added some props in ER
-added some props to Medbay
-added ray shield on first floor to block radiation leaks into the upper section and training room
-added togglable physical shield to port between MHB to SHB
-added a bit better lighting to 3rd floor and 2nd floor

-Removed Citadel Sim due to lack of people interested
-removed all easter eggs and sounds linking to them
-removed the texture of the skygate and moonpool looking out into space, this was due to complaints of obstructed view outside the ship. its now back to the regular blue shield from v1,2,3
-removed some walls in brig making it less clausterphobic

-re-arranged city sim, making it into a killhouse
-just about doubled the height of all Env-Sims for aircraft and tall structure spawning
-cleaned up quick response hallway
-simplified alot of corridors
-re-arranged spectator boxes in the side sims on 2nd floor and removed the one in the middle sim
-made heavy doors on bridge toggle security doors accessible through buttons next to door or security room
-remade security desk's window
-MASSIVE optimization pass
-redone all first floor lighting
-retextured the 1st to 2nd floor stairwell
-Remodeled the bridge's window design
-reduced the size of the court room's private meeting areas to its left and right

have a happy holidays!

Update: 1 Sep, 2019 @ 8:08pm

The 'Final' Update

I need to thank the devs, the communities, the staff and the players. Feedback, Communication, Communication, Testing, Communication, and Feedback to get us to where we are right now.


This is our largest update yet. Bringing in alot of changes and updates to current features. Things that where even right there at the end of our finger tips, or right in front of our faces that should have been obvious. But made apparent thanks to the feedback and ideas of all those who have helped provide it. Thank you.

===================================

Medbay received love that it really needed. The Medbay had alot of space in it that wasnt being utilized or was just too large to be used proficiently enough. So, in the expansion of the medbay, there where 2 sectors that we could improve upon. That is the massive space in the back, and the lower section.

https://strawpoll.com/gss3yx3e
The Medbay as received x2 dedicated surgery rooms located in the back, this cuts off one of the medical rooms and cuts the medical bunks in half. As both where not being used too much, this seams to be what people wanted.

The sub floor of the Medbay was changed up as well. The quarantine room has been thicken, pushed back to the back wall, and an annex built around it. This was from the idea of people wishing for a 'lab' or a more RP way for medical battalions to RP without other players. Now they get a big white clean room!

-
So a function of the CR room that was added a wile ago was to prevent people from escaping the room by 'alt-e'-ing on the 3d2d text screens and getting off, to glitch themselves through the walls or ceiling. To combat this, we added in kill barriers in the balls to kill CRs from trying to exploit out. But the staff of multiple servers got pissy that they could no longer noclip into the CR room. so demand for it to be removed. after a vote, https://strawpoll.com/1bwk9zdd
we did so.
-

More:

-Added more observation to the multi-purpose rooms
-Added a second floor to the VIP bunks
-Added alot of new features to the Desert Env-Sim
-Added more cover for the Citadel Sim
-Added railing infront of the door leading from MHB to 2nd floor
-Added kill trigger to the bottom of the map
-Added indicator lights to every silent alarm button around the ship to show that its on
-Added a security door to Medbay for a bit of extra RP reasoning

-Fixes the terrain and cover in the Snow Env-Sim
-Fixed the doors in the Snow Env-Sim
-Fixed the Alarm for Medbay
-Fixed lighting in MHB
-Fixed the Elevator kill system a bit more

-The CR Door now starts unlock on map start due to many requests and no one confronting the issue.
-We increased the size of the Jedi's dedicated Multi-purpose room by x2.
-Increased hangar door size in MHB's ceiling door, can now fit LAATs through
-Raised the roof in the brig

Other Changes:

-Readded some of the crap outside of the ship, but only around the ports of the SHBs where people can see them.

Cut Content (ALL):

-Venator destruction mechanics (performance issue)
-Venator getting broad sided by a CIS Ship (optimization issue)
-Venator exploding (not needed)
-Push mechanics to push players and ships to the back of the map really fast and kill them when venator enters hyperspace. (didnt work with the ships)
-windows looking outside the ship (no place to put them)
-airlocks (no place to put them)
-turrets (not needed)

Update: 10 Jun, 2019 @ 2:28am

Emergency Update

removed the damage from elevators. and made a kill trigger under the elevator instead.