Garry's Mod

Garry's Mod

Rp_City17_District47
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Update: 5 Sep, 2015 @ 8:19am

Fixed the issue where the map was downloading the wrong version!

Update: 5 Sep, 2015 @ 7:46am

Null

Update: 3 Sep, 2015 @ 3:30pm

[Patch4]

-Fixed Combine door clipping near execution chamber.
-Fixed the ability to block the lifts in the Combine execution area.
-Fixed a few textures.
-Moved some of the spawnpoints forward in an effort to stop people spawning in the wall.

-Added some small detail to executaion area.
-Added a load more AI nodes around the map. Only rough and not fully tested.
-Added sounds to the buttons that activate the lift to Breen's office.
-Added a stage to the empty dark room.
-Added stairs to the small shops on the main street that go to an upstairs storage room.
-Added a displacement on the ruined rooftop to help cover some prop popping as well as move a skybox brush slightly to stop a prop disapearing.
-Added some other minor details.
-Added an extension to the ruined office rooftop to make use of space.
-Added a large skybox brush on top of the apartment building next to the nexus.
-Added a clip over the shield that blocks the control room buttons.
-Added an areaportal to help section more of the map.

-Removed/cleaned some pointless brushes.

-More lightmap changes.
-Scanners shouldn't get stuck (at least according to the nodegraph.)

-Map name on updates will no longer change (save server admins having to re-allocate the map.)

There are some strange lighting issues which I spent ages trying to fix, but have not found a solution (this is why the update has taken so long.)

Update: 23 Aug, 2015 @ 8:33am

[Patch3]

-Fixed decals seeping through wall into the sewers.
-Fixed playerclips in the trash compactor; you can't escape death anymore.
-Fixed trigger in the trash compactor; can no longer be spammed.
-Fixed the small gap in the white area that makes Breen's window.
-Fixed Nexus entrance door's areaportal closing before the door is fully closed.

-Added playerclip behind 'Café Baltic' sign to stop people "climbing" it and seeing nodraw.
-Added a Blocklight brush over door in secret sewer room.
-Added env_cubemap in part of the sewers where the transitions were ugly.
-Added trigger_hurt in the pod room drop, as that is a fall that you shouldn't be able to survive, yet do.
-Added an unlock button to the pod.
-Added lock output on the prison 'force enter pod'.
-Added text over pod controls which explains what each button does.
-Added AI nodes around the streets, these are only roughly added and will be inproved soon. (Yes, will "make_nav"...)

-Changed some HDR lighting scales and the intensity of the surface light in the Combine control room.
-Changed the sound of the button the enabled/disabled the control room shield as it didn't seem to exist.
-Changed some Combine walls in the nexus to 'cheap' or less shiny.
-Both Combine gate doors are now snapped to grid and the gate too the booth now rotates on the correct axis.
-Very minor lightmap optimization.
-Some movement of env_cubemaps.

-Removed a few airnodes.
-Removed hint/skip brushes that did nothing.
-Removed a debris prop that pretty much wasn't visible.
-Removed (clipped) a displacement that extended further than necessary.
-Removed areaportal in Breen's window that was left there from an older version.
-Removed a few decals.
-Removed a fog trigger that was left in from an older version by mistake, making the fog go orange.

Update: 22 Aug, 2015 @ 1:17pm

[Patch2]

-Re-done more of the sewers by removing more crawling pipes.

-Added a dynamic button-prop to the master control-panel in Breen's office to make it more obvious.
-Added a dynamic button-prop to the scanner monitor interface.
-Added a dynamic button-prop to the interface which disables the combine shield protecting the alarm buttons in the control room.
-Added a holographic interface to the Breencast activation button.
-Added onscreen text that appears when walking next to the Combine Controlroom announcement buttons that tells you what each one will say.
-Added a playerclip over the small black hole in the train tunnel.

-Changed the combine street shield to a playerclip when enabled, this allows NPC's to pass through it.
-Fixed overlapping text in admin room.
-Some minor lightmap optimization.
-Moved some airnodes around in an effort to stop the scanner getting stuck.
-Pakratted the radio song.
-Removed 2 areaportals that seperated 2 areas for no reason.

Update: 20 Aug, 2015 @ 5:34pm

-Cubemap issue fixed.
-Improved layout of part of the sewers and cleaned some brush issues.
-Removed the large chimney on the Northern Petrol building.
-Fixed a gap in the doorway of one of the hotel rooms.
-Adjusted some HDR lighting scales.

Update: 20 Aug, 2015 @ 3:57pm

Test 3.

Update: 20 Aug, 2015 @ 3:29pm

Test 2.

Update: 16 Aug, 2015 @ 11:29am

Test 1

Update: 14 Aug, 2015 @ 10:35am

First upload. Cube maps broken.