Garry's Mod

Garry's Mod

The Backrooms - Complex
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Update: 15 Mar @ 4:37pm

UPDATE 9.0 - Patch 4:

Gm_br_complex:
-Prop-based HDR and LDR cubemaps should be fixed now

Gm_br_pitfalls:
-Fixed missing envmapmask on the Lake House computer screen

Update: 13 Mar @ 1:47am

UPDATE 9.0 - Patch 3:

Gm_br_pitfalls:

-Improved navmesh
-Fixed missing envmapmask on cs_office sofa
-Fixed broken pit teleport triggers

Update: 10 Mar @ 8:02pm

UPDATE 9.0 - Patch 2:

Gm_br_pitfalls:

- Added missing electric guitar to the Transmitter Room
- Fixed entry pit to the Art Rooms
- Fixed issue where the skybox could be seen below the FF2 Pool Room chasm
- Models have cubemaps now (As always, you can switch reflections off with mat_specular 0 if you wish)
- Readjusted reflectivity on a couple materials

If by some chance cubemaps aren't working properly, type "buildcubemaps" in console

Update: 9 Mar @ 6:37pm

UPDATE 9.0 - Patch 1:

- Fixed missing assets

Update: 9 Mar @ 4:38am

“I’ve been trapped in this goddamn hell-building for hours, and you’re the first person I’ve actually found!”

UPDATE 9.0:

Added:

Gm_br_pitfalls:
- Found Footage #3 (With entry pits for the Classroom, Furniture Nooks, Junk Den, The Main Lobby, Park, Shelving Center, Apartment 5-9, Closet Tunnels, Transmitter Room, Park Tunnels, Cramped Attics, Filler Rooms, Maintenance Slums, Vacant Offices/Red City, Construction Den, Lake House)
- More interactivity
- Extra admin room to enable the FF3 Lake house destruction sequence

Both Maps:
- Ceiling hole from Lighting and Tile Survey
- Pitless Room from Static Dead End
- Cubemaps

Changes:
Gm_br_complex:
-Fixed backface culling on an inside joke prop
-Polished Peter Tench’s holding room
-Removed Timeskip Hall
-Decreased lightmap resolution to accommodate the Pitless Room

Gm_br_pitfalls:
- Propper, lightmap, and brush optimization to accommodate FF3
- Lighting overhaul in a couple areas
- Removed “Patrick Bateman Nextbot” area for the sake of canonicity
- Moved “Artrooms” region towards the Threshold Division
- Reworked Missing Persons Chamber
- Fixed missing washroom ambience in the FF1 Odd Basement
- Fixed a couple bugged func_brushes
- Relocated FF2 Tan Halls entry pit
- Fixed light switch animation bug
- Rebuilt AI Nodegraph and Navmesh

Additional Credits:
Time Passages cover - Corrupt

Note: Installations and some rooms in the A-Sync Facility (as seen in Static Dead End) will remain unchanged until we get a better look at them in future videos.

Update: 9 Oct, 2023 @ 11:55pm

UPDATE 8.0 - Patch 1:

- Removed some unused assets

Gm_br_complex:
- Fixed missing decal textures
- Fixed missing glass textures
- Fixed RF Cavity room problems
- Fixed a door in the Maintenance Wing
- Removed floating prop in a lab
- Recompiled map with additional static prop lighting parameters
- Fixed broken folding table texture
- Fixed missing windows on A-SYNC building

Gm_br_pitfalls:
- Reduced reflectivity on Hotel window frames

Update: 8 Oct, 2023 @ 10:58pm

“What we’re doing here is so much bigger than any one person. It is the work of a unified effort, and we need to ensure that that is never lost sight of.”

UPDATE 8.0:

The map has been split into two parts:
Gm_br_complex (Has all the new damage control stuff)
Gm_br_pitfalls (Modified, and if you want to keep playing the previous update)

Added:

- Rooms and hallways from Damage Control
- A few NON-CANON sections of the A-Sync Facility
- Surveillance Room with Alarm Switch (Solely for roleplay purposes)
- A mysterious sliding wall!
- More soundscapes and sounds
- Room outside the map that lets you toggle:
--- Room 14D Pitfalls Rails
--- FF2 Green Lightning Room
--- Damage Control Threshold Props
- The rest of Found Footage 1
- One extra mysterious transmission...

Changes:
- Updated Threshold (Keeping a balance between Pitfalls and Damage Control)
- Updated the Maintenance Tunnel
- Tweaked the Art Rooms
- Moved First Contact electrical room
- Minor soundscape changes
- Fixed outpost exit sign z-fighting
- Optimized ai nodes
- Fixed missing navmesh in Archive.tar zone
- Converted some func_detail fluorescent lights into props
- Minor soundscape changes
- Minor prop fixes
- Minor texture changes
- Converted some prop_physics to prop_static, and removed interactive facility phones (Needed to conserve entity
space + optimization)
- Removed Electrical Room overflow sequence (Ruined the atmosphere + buggy)


DRASTIC CHANGES:
- Rearranged A-Sync Facility to fit the layout shown in Damage Control. It is subject to change when the Backrooms Movie premieres, and if hammer editor allows for it.
- Moved Archive.tar section (again)
- Nudged Informational Video/Missing Persons section

Additional Credits:
Skybox material conversion - MrHenryWaffle
Ambient green light sfx - sauni2k
Extra models from other games and websites, credit goes to their respective creators

Thank you for your patience, sorry this took so long lmao

Update: 20 Dec, 2022 @ 12:45pm

UPDATE 7.0 - Patch 2:

- Fixed missing gate model in the Async Maintenance Tunnel

Update: 17 Dec, 2022 @ 1:02am

UPDATE 7.0 - Patch 1:

- Fixed missing texture issue with monitors and the door in the Threshold Outpost

Update: 16 Dec, 2022 @ 8:29pm

"You wouldn't want to be on the other end of any gun Marvin."

UPDATE 𝟟:

Added:
- Reunion Areas: Room 14B (Stump Room), Room 14C (Dark Passages)
- Pitfalls Hole Room (Room 14D), now with rails and platforms (Platforms are removable!)

- The Threshold
- Threshold Division Chamber
- Interactive Threshold Outpost and Control Room
- Maintenance Tunnel from Presentation
- Electrical Room from First Contact
- Orange Server Room from I Remember
- Heathrow Hotel now has pitfalls entrance
- Start up fade-in
- Smooth HDR Shadows and Cubemaps
- Mysterious Transmissions…?

Changes:
- Removed Hazmat walking sounds
- New pitfalls door model
- Minor soundscape tweaks
- Static prop optimization
- Tweaked Pitfalls town
- Changed the fluorescent light hum
- Converted lots of lights into models
- Polished FF2 green lightning sequence

DRASTIC CHANGES:
- Pitfalls Route completed and reworked
- Relocated Mar90Archive Areas
- Relocated AND Reworked the entire Informational Video/Missing Persons section, now routes back to the Threshold. Area is still subject to change


Additional Credits:
MLML Logo illustrated by TheAmazingNick