Garry's Mod

Garry's Mod

TTT_DegrootKeep
Showing 1-8 of 8 entries
Update: 13 Oct, 2022 @ 3:48am

[Update 1.4] This addon was previously only 15MB but is now 44MB. This is because previously the addon was missing certain properties that should be expected out of maps, hence its small filesize. These should be normalised now.

  • Added a lot of new cubemap entities. Previously there were not cubemaps added to locations that were uniquely explorable in ttt_degrootkeep compared to cp_degrootkeep, such as the interior of the keep or inside of some houses.
  • Built cubemaps. For all previous versions the gma that shipped to the workshop did not have built cubemaps, meaning reflections and lighting looked absurdly strange. This was due to it being my first map so mistakes happen. Hopefully this has been fixed.
  • Similarly, the gma now has been shipped with a the node graph for the map. This means NPCs and AI can navigate on the map, but more importantly, you don't get alerted the node graph is out of date when you first load the map.

Update: 13 Oct, 2022 @ 1:37am

[Update 1.3.2] Extremely minor update.

  • Changes in geometry regarding an easter egg.

Update: 12 Oct, 2022 @ 11:36pm

[Update 1.3.1] Very minor tweaks. Nothing significant.

  • Changed the 'red dustcloud' effect from the fire T trap to be slightly less opaque. Previously it obscured vision slightly more than desired.
  • Changed the 'dustmotes' effect by the catapult to be much more visible and prominent. Previously it was more or less invisible and thus was taking up processing power for no good reason. Perhaps might now might be too unsubtle.
  • Trimping catapult now launches the player at 6000Hmu/s, whereas previously it was 6500. Also adjusted the angle to be slightly more predictable.
  • Some brushes with nodraw faces are now textured.

Update: 2 Oct, 2022 @ 11:10pm

[Update 1.3]

  • Added a Counterstrike C4 prop underneath the explosive brazier Traitor trap, to visually indicate which brazier is the T trap and make it more obvious that it's dangerous. This prop is removed when the trap is activated to also indicate when it is now safe to be around again.

  • Updated the aforementioned fire explosion T trap by adding an env_explosion entity to make it more visually and audibly punchy, and added red dustclouds that appear for the duration that the trap can deal damage which very obviously indicates exactly where damage is dealt to make it less ambiguous how far you need to be from the Trap to escape its range. Dustcloud can also obscure any bodies so any victim who died (trap is not an instant kill!) cannot be immediately identified just by their custom playermodel if any exist. Also buffed the damage output of the trap by exactly 1 hit point.

  • Added more overlay indicators by the catapult in the central boulder to make it even more obvious exactly where is the catapult and where isn't. (I consider the quantity of these overlays to perhaps be overkill and ugly and so are subject to change with the next update). Also added a particle effect that fills the same 3D space to give an even more clear indication. Currently these particles (dustmotes) are too subtle to my liking, will likely make it more dense in the next update.

  • Added more barrels in the upstairs hallway inside the keep, as well as inside some hamlets, to provide better cover for firefights.

  • Fixed a clipping issue inside the Dark Room hamlet, and added a small fragment of a barrel to make getting outside of the barrel cover easier without double jump installed.

  • Fixed some prop directories that were still not corrected in the previous update. See below.

  • Added some small aesthetic details and fixed some textures to make some of the walls look a little nicer.

  • Added a little more ammo in the map.

  • Fixed some spawn locations.

  • Slight adjustments to world geometry for both aesthetic and gameplay reasons. Unlikely to be noticed.

  • Made an entrance to the hamlet with a wooden barricade by Point A no longer non-solid: instead it is breakable by hitting it with a crowbar.

  • Updated the Glorious 20-Sided Polygon.

Update: 2 Oct, 2022 @ 5:49pm

[Update 1.2]

  • Changed the prop directories of many props added to to the interior of some buildings. Previously these directories were wrong (props/props_medieval/* as opposed to just props_medieval/*) and would show up as errors, regardless of whether TF2 was correctly mounted or not. This should now have been fixed.

  • Also changed the catapult trigger by the central boulder that flings you such that it is smaller in size, and also added two indicators on the floor to its left to very roughly suggest the size of the catapult trigger. Previously some players ended up dying due to the catapult and felt they were unfairly affected. Hopefully this reduces that feeling.

Update: 29 Sep, 2022 @ 11:18pm

[Update 1.1.1] Fixed an issue caused by previous update.

  • Gates now close on beginning of TTT's PREPARATION phase, not the ROUND START phase. This previously caused unintended behaviour.

Update: 28 Sep, 2022 @ 5:05pm

[Update 1.1]

  • Changed map logic so the fort gates will automatically open at the start of the round when map spawns and then immediately close at the start of a TTT round. Should make the map better for non-TTT gamemodes. Previously due to a major oversight the fort gates would remain closed indefinitely if not playing on TTT.

Update: 25 Sep, 2022 @ 3:28pm

Initial addon creation.