Garry's Mod

Garry's Mod

Leviathan Valley 2.0
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Update: 8 Apr, 2024 @ 8:33am

Map Version 1.8.0

[ LIGHTING]
- It is now day again.
[ CLIFFSIDE VILLAGE ]
[ MANOR ]
- Added doors to three rooms in the manor.
[ HILLTOP VILLAGE ]
[ WHITE FOREST INN ]
- Removed a fake door to a back room.
- Opened up the shed. Kinda. It has a fake door.
[ MISC ]
- Another event box

Update: 26 Mar, 2024 @ 8:08am

Map Version 1.7.0
Hopefully you won't need a flashlight to go down the street now. Here are all the changes. Hopefully I've included everything, but I probably missed a few things. I believe this is technically the largest update yet, at least in terms of changelog size.

- Edited lights. That's an understatement.
- Slightly increased ambient brightness
- Added in a lot of light sources
- Most buildings now have exterior lights
- Important curves on the road are given at least one light
- The upper village has had a major overhaul with exterior lighting
- Lit a car on fire (It looked at me funny)
- Properly illuminated the cliffside bar backrooms
- Added in some additional lights leading to the 'manor' house at the cliffside village
- Fixed the signpost light at the cliffside village
- Edited the lighting in the central building of the map. Shouldn't be overly dark anymore.
- Major changes to the White Forest Village
- Swapped the old, broken combined house prefab with the fixed one seen in the cliffside village
- Added in two houses
- One is a duplicate from the cliffside village
- The other is 'new', it's ripped from a prototype .vmf of an EP2 level. It has no optimization done to it.
- Added a watchtower
- Added a cargo container next to the White Forest Inn
- Adjusted vegetation
- Minor edits to the White Forest Inn for more rooms in the future
- Expanded the kitchen area of the WFI
- Added a light to the lightbulb in the basement of the WFI
- Rounded the corners of the WFI basement bar.
- Added a set of clips on some broken boards above the porch/patio/idk of the WFI. It previously had no collisions.
- [WIP] Changes to the sawmill area
- NOTE: The plan for this area is to go from logging to mining the deeper into the woods you go
- Moved the main building to be closer to the actual sawmill itself
- Added a dark box over a hole in a tunnel
- Expanded a fenced in area in the cliffside village. Also added some wire into the fences.
- Minor optimization tweaks
- Fixed a few displacement errors
- Aligned various textures
- Corrected some prop locations
- Some nodegraph work. Only in very specific areas;
- Some changes to the cliffside village
- Central building in the map & exterior
- Interior of radio station
- Interior of gas station (NOT bunker)
- Watchtower. Dunno if these will work since it's a prop, but I guess we'll find out.

Update: 22 Mar, 2024 @ 2:37pm

Map version 1.6.0
When the map is fully released, I'll provide both a day & night version. For now, only one at a time. Day time will return when the players get tired of darkness. This update is focused on the cliffside village, as it's where the players of the server this map is made for are congregated.

- A thick fog has swept over the region, and the time of day has shifted to night.
- Various lights have been added, will add more as time goes on.
- Completely rebuilt the nodegraph in the cliffside village. NPCs should be semi-competent in it now.
- Regenerated navmesh
- Overhauled one of the homes in the cliffside. Kept the layout the same, updated it to fit the more modern image I hold for the map.
- Foliage!
- A small alcove near the cliffside stream has been made. It comes with everything you'd need! A lantern, a glowing mushroom, and a bedroll.
- Optimization. As the map grows, it'll get much more computationally expensive to run. I play on a fairly good system, so I don't notice the minor framerate drops. Let me know if there's much of a change.

This compile was done with '-final' parameters, meaning it has proper vis calculation & the lighting is at its peak. Took about ~6 hours to compile. Framerate should be better in this update, but it's possible that it got worse.

Update: 16 Mar, 2024 @ 12:42am

Map version 1.5.0

- Various minor lighting tweaks across the map
- Tweaked bunker lighting
- Scrap camp edits (mostly lighting)
- Manor Optimization Pass #1
- Swapped out some textures in the manor
- Overhauled the lighting in the manor
- Added more detail around the manor

Might have done more, can't remember.

Update: 11 Mar, 2024 @ 12:14pm

Map version 1.4.0

- Spruced up the cliffside village a bit, such as;
- Decorated an interior next to the bridge.
- Added some more foliage around the small creek.
- Completely overhauled an empty space next to the creek bridge.
- Added... road signs?
- Added in a few AI nodes on the cliffside village road.
- Chopped down a few trees.
- Micro optimizations.
- Fixed various displacement seams. (Thanks, Trade!)
- Other things, maybe? Can't really remember.

Update: 7 Mar, 2024 @ 10:12am

Map version 1.3.0
This update is focused around general immersion & improving visual fidelity. Performance shouldn't change too much- if anything, you should get better performance now.

- fixed some more displacement seams (there are so many in the central area. god help me.)
- optimization attempts
- ive added some area portals to the central building, should boost performance a bit
- messed with some occluders
- nodraw'd a ton of surfaces, still have a ton to go
- made map *slightly* brighter & a little bit warmer
- tree edits
- added some more variety
- made the central areas' trees removable, looks worse but its worth it for now
- disabled self-shadowing on almost every tree, it does cause lighting to be a bit flatter overall, but it helps make the pine trees not super dark
- swapped out a grass texture in the upper village to reflect a more 'manicured' patch of grass. Might revert this, but I like it.
- added some decor around the map, mostly roadside stuff
- fixed mobile office doors being linked
- added a water tower next to the mobile offices, as well as a little utility building for it.
- the tower was in the original map, i forgot to re-add it until now.
- painted a few paths in places that needed them
- added in three toggled states for the radio station
- pressing E on the notebook will fix up the roof
- pressing E on the broom will clean up the trash
- pressing E on a nearby electrical thing will toggle the lights
- some more stuff i probably can't think about
- rebuilt cubemaps
- repacked & compressed map
- did not rebuild navmesh. saving that for the next truly major update

Update: 3 Mar, 2024 @ 9:28am

im dying. NOW the bridge is fixed.

Update: 3 Mar, 2024 @ 9:21am

bridge fix.... real. i forgot a prefix LOL

Update: 3 Mar, 2024 @ 9:17am

bridge fix?

Update: 3 Mar, 2024 @ 8:40am

despite me doing very little, my compile times have almost doubled. it used to take 11 minutes to do a quick compile, now it takes 20.

- minor optimization
- misc texture fixes
- misc soundscape fixes
- added in a new area, very small, just two trailers atop a cliff near the center
- added in a lil wooden bridge w/ a rope to connect two areas near the lake
- fixed some more floating trees
- fixed some more seams