Garry's Mod

Garry's Mod

T-Revvington's RP_Downtown | V2C
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Update: 27 Jun @ 11:53pm

- Quick hotfix to add the thumbnail back when selecting the map in the main-menu.

Update: 27 Jun @ 5:19pm

V2C

- All PD Doors (except front doors) are now locked. Likewise with every vent on the map. This is to stop players on server resets from exploiting this while players get set-up again.

- Revamped the PD bathrooms and added a new vent-system. Mirrors included that properly toggle when in the room to save on performance. Yes, one of them is purposely missing one. It's under construction!

- Added new cliff textures for around the PD and the Construction Site by the Motels. This breaks up the extremely monotonous background of the city while also still allowing you to feel claustrophobic (and it's realistic, the construction site WOULD expand into the cliffside, while the PD is more of a historical site).

- Added SFX to every button on the map and relevant sounds to them. This took a lot longer than you would think, given the interactions on the map.

- The store with a garage door, between the college and the clinic (to the left of PD, across the bridge); has gained an additional window with shutters. It was noticed many of the buildings lack back windows to view the world, despite expecting players to spend a lot of time in them.

- Lowered Render FX on many skylights and particles.

- Additional bugs and errors fixed. Not limited, but include; garage doors opening literally the wrong way, certain doors still being considered doors instead of buttons so as to limit exploits.

- Numerous other small adjustments.

TLDR
Changes made (lots of bug fixes), credit to helpful commenters and discord users, map is now properly created and optimized for servers of DARKRP. Edited a few vendor stores, PD bathroom and added over 100 SFX.

Update: 10 Jun @ 12:23am

V2B

- All vents unlocked. This allows for property add-ons, server add-ons and other additions to dictate whether they start locked. This choice was made in favor of explorer players. They can still be owned and locked, all the same, if they're part of a property.

- All PD doors are unlocked. Previously, on V2A, all of the PD besides the front entrance, was locked. This was made to allow easy exploration of the map as a whole, and if doors must be locked on a server on start-up, the owner or developer is now aware that all doors are consistently unlocked.

- Retracting bridge added to the combine lab. Additional lights and functionality added. You can still access the lab even with a retracted bridge through the vents, however, this makes raiding a lot harder across the board; even without a shooting window.

- Vendor windows fixed across the board. Trade-windows found at the store beside the biker club, alongside the ones in the hospital have been fixed. They no longer glitch upon pressing.

- Sliding doors. Fixed a notable issue in the hospital where the doors were reversed and happened to go into the wall further, instead of closing.

- Numerous other small adjustments

Known Bugs/Issues

- Skybox rendering. Currently, when riding the hot-air balloon, and some areas that have line of sight, you can see through the skybox and into the map. This is not notable for the most part and takes a great amount of effort to notice and more luck to abuse.

- Sewer tunnels. The two descending from the railway catwalk have visual glitches. No solutions worked, including literally copy-pasting from other tunnels that did work. It broke when it got over there.

- A single window on the second floor of the hotel. The one in front of the two couches. Due to some unknown reason, the window must be 1 pixel from the roof and ledge, otherwise it forces no-draw on the roof and ledge. Once more, copy-pasting windows did not fix this.

TLDR
Changes made (lots of bug fixes), credit to helpful commenters and discord users, map is now explorable and functional. Works in sandbox, darkrp vanilla and heavily modded.

Update: 8 Jun @ 11:06pm

V2A
Initial Upload of Map.