Garry's Mod

Garry's Mod

Leviathan Valley
Showing 1-10 of 26 entries
< 1  2  3 >
Update: 25 Jul, 2023 @ 1:24pm

Update: 25 Jul, 2023 @ 11:48am

Update: 27 May, 2023 @ 9:24am

- Removed snow from that one area (rip bozo)
- Major bunker additions
- Made more progress on the WIP building in the old village (not a lot tho)
- Added cubemaps to the whole lakeside village
- Added cubemaps to the bunkers
- Recompressed BSP
- Other things? I forgor.

Update: 19 May, 2023 @ 9:14am

- Lakeside village has been completely removed. It will be rebuilt overtime.
- The lakeside village area is now covered in snow.
- There is a WIP structure there, it will be finished soon.
- A small bunker was brought over from rp_desolation to this map.
- Rebuilt cubemaps, repacked content, etc.
- Other stuff I probably forgor
- Compresed the BSP so it's not 300 mb, so that's nice

Update: 19 May, 2023 @ 9:10am

- Lakeside village has been completely removed. It will be rebuilt overtime.
- The lakeside village area is now covered in snow.
- There is a WIP structure there, it will be finished soon.
- A small bunker was brought over from rp_desolation to this map.
- Rebuilt cubemaps, repacked content, etc.
- Other stuff I probably forgor

Update: 17 May, 2023 @ 8:32am

- Made a decent bit of progress on the new bunker, still heavy WIP of course.
- Various faces have been given the nodraw texture
- Made a fair few things into func_details
- func_visclusters in a few places
- Optimized the grove crypt to reduce visibility calculation
- Added the 'framework' for a night version of the map. Still need to do a lot of lighting additions/adjustments for this before I'm comfortable releasing a night version.
- Rebuilt cubemaps
- Repacked AI nodes

When I started working on the map, I compiled with ~27,000 numportals. That number is now down to ~17,000. I'm one step closer to being able to do a full vvis compile, which means (hopefully) better performance.

In addition, I compiled this version of the map with the same name as what you all see in the final product (rp_leviathan_valley). Previously, I compiled it with its original name based on the edit, as to avoid conflicts so I could develop it and still join the server using it. The server it's made for has an issue with data saving, and I'm thinking that maybe this is why, but we'll see.

Update: 14 May, 2023 @ 9:46am

- removed trees
- fixed wallpaper in a house
- bunker additions (unfinished)

Update: 13 May, 2023 @ 8:41am

- Added in part of a new bunker that will be expanded upon overtime (Currently leads to the void)
- Changed up materials in the house near the original dam
- Tweaked skybox positions a bit (Has no impact on gameplay, done to allow for bunker creation)
- Fixed some various map seams. Probably created more, not sure.
- Crypt lighting updates
- Marked a few things as func_detail in the sawmill factory
- Fixed a minor oopsie woopsie in the sawmill factory that nobody noticed

Update: 12 May, 2023 @ 9:36am

- Rebuilt cubemaps again.
- Added a crypt to the grove.
- Tweaked displacement painting in the grove
- Added a room to the sawmill factory
- Fixed a minor displacement edge clipping into a tunnel
- Flattened the grove expansion
- Added two doors to the grove house
- Fixed the messed up displacement in the grove expansion
- Some other things? Not sure. I do a lot of really small things over the course of like twelve hours.

Things I am aware of that I discovered while compiling:
Displacement seams in the center village & near the crypt entry. I will fix these for next compile.

Update: 11 May, 2023 @ 12:02pm

- Rebuilt cubemaps
- Added area portals to the inn, not done. Major FPS improvement while in it, though.
- Included the .ain, no more node graph out of date.