Garry's Mod

Garry's Mod

rp_2300_vnext
37 Comments
[TSF] Mason 1290  [author] 7 Aug, 2020 @ 11:32pm 
A good center piece to have other factions fight over the control of the Silo~ or give that section of Northern forest to a Follower's mini faction. or Children of Atom. idk. its ROLE PLAY! Make something up and go with it.
on break 7 Jul, 2020 @ 11:37am 
the people who get mad because the rocket doesent launch are retarded, It says clearly it only added a silo, not a rocket, what would it even do? cause i second war? with what? this is a really good map
[luciano] 19 Mar, 2020 @ 5:58pm 
this map is amazing
[luciano] 19 Mar, 2020 @ 5:58pm 
axu is a pissbaby
Unknow 7 Jan, 2020 @ 2:53am 
i read that you seem dont give just fuck about it what you say in description you cunt i dont now have to time to this shit
[TSF] Mason 1290  [author] 6 Jan, 2020 @ 4:10pm 
it was written there. it wasnt changed. you just didnt read the description. next time you should read the description.
Unknow 6 Jan, 2020 @ 3:30pm 
yeah next time you should write things right people can understand wrong
[TSF] Mason 1290  [author] 6 Jan, 2020 @ 3:11pm 
Northern Forest
-'added an ICBM silo to one of the towns that can be activated in the nearby bunker'

never said it will launch
Unknow 6 Jan, 2020 @ 9:37am 
YOU SAY THAT MISSILE SILO CAN ACTIVATE GUES WHAT I FOUND NOTHING ONLY SHITTY COMPUTER WHAT OPENS HATCH NOT LAUNCH THE NUCLEAR MISSILE THANKS A LOT DISAPOINTING SOME PLAYERS
Unknow 6 Jan, 2020 @ 5:51am 
OR SPACE TRAVELING THAT KIND MAP IM LOOKING I STILL HAVE FOUND YET WAY TO LAUNCH SILOS MISSILE
Unknow 6 Jan, 2020 @ 5:49am 
ALMOST PERFECT BUT NO SEA OR BEACH OR TRAINS OR SEVERS OR SNOW AREAS I MEAN MOUNTAINS BUT I NOT REMEMBER RIGHT WORD AND WHEN I TALKING ABAUT TRAIN IT IS THAT KIND WHAT CA USE LIKE BLACK MESA TRAIN OR BETTER
Unknow 6 Jan, 2020 @ 4:27am 
I HOPE THAT THERE IS WHAT PHOTOS SAY + THAT CAN LAUNCH MISSILE SILOS NUCLEAR MISSILE OTHERWISE YOU RUINED MAP WITH YOU LAZYNES BY REMOVING THIS JUST WHEN I FINALLY FOUND MAP WHAT I LOOKING FOR
[TSF] Mason 1290  [author] 24 Nov, 2019 @ 3:07am 
downgrade

The map has been downgraded, its kept all its optimization and other fix changes, but the latest play layer will be moved to a different release of the addon.

This was due to the issue that the map was crashing server host provider's consoles somehow. So, the map was simply reverted to the point when it wasnt doing such a thing.

Stay tuned for rp_2300_vFinal. Thank you.
[TSF] Mason 1290  [author] 9 Jun, 2019 @ 4:32pm 
then stop falling off the world then.

that section is just a hint at what will come in the future.
yolobaker_coffeemaker 9 Jun, 2019 @ 3:37pm 
In the atomic section, in the regular bunker from atomic if you turn to the left door you will fall out of the world
sermen 25 May, 2019 @ 7:32am 
i so a few parts of gm_atomic
Blear 23 Apr, 2019 @ 10:02pm 
Alright sounds good, though I'll miss Ghosthunt. Maybe some other time seeing as Garry's Mod is fixing a lot of the Source Engines limits with the latest updates.
[TSF] Mason 1290  [author] 23 Apr, 2019 @ 7:44pm 
lol howd you know i love the ghosthunt series!?
nah. thatd take me too long. id end up shelving it, and reworking on it, shelving it, starting over. then after 3 years, finally finishing it. thats just because TSF looking to make maps much larger. SCP map on the way though!
@Blear
Blear 23 Apr, 2019 @ 3:57am 
This is a great map! So, next gm_ghosthunt when? xd
general riot 9 Feb, 2019 @ 7:00pm 
Oh okay then.
[TSF] Mason 1290  [author] 9 Feb, 2019 @ 4:07pm 
you didnt read what i posted. ill highlight it then.
"found that the hatch used was not visable for some odd reason, on Public Release, this Hatch was still not removed in development"
so its there. but invisable.
general riot 9 Feb, 2019 @ 7:57am 
Yeah the thing is that i have problems of finding it.
I was running for a hour and found nothing.
[TSF] Mason 1290  [author] 8 Feb, 2019 @ 8:21pm 
added a hatch to the corner town in the top left corner, this is an ICBM hatch. (Launch Release found that the hatch used was not visable for some odd reason, on Public Release, this Hatch was still not removed in development. though, it is one item that just doesnt change much of anything.
general riot 8 Feb, 2019 @ 4:07pm 
Where exactly is the hatch?
I can't find it.
[TSF] Mason 1290  [author] 23 Jan, 2019 @ 8:25pm 
adding nodes to just one map though would increase this by about 80~100% ontop of the 200~300% that its already got going.
Though, this doesnt effect the players much, when a map starts to overflow entdata too much, itll crash servers or run higher CPU and RAM of said server. only if the entdata points are all active at the same time though. most the time entdata on a map of even 500% over the limit would still use only about 50~80% of that entdata. meaning doors, special lights, triggers, ect. now if its NODED. when ONE NPC is on the map, all the entdata used is for mapping out a path for that NPC is activated. weve noticed that with VJ Base NPC in particular, they add alot to the mix.
But the size of this said map can easily overflow.


NOW if i was to take the individual areas. and release them individually, which i wont do, as they belong to Visto to a point. i would have nodded the hell out of it.
[TSF] Mason 1290  [author] 23 Jan, 2019 @ 8:25pm 
id love to node just one of these maps. but theres 3 maps here. and the map as it stands is at about 200 or 300% standard ENTDATA. which is anything like props, doors, special effects, lights, ect. alot was already pulled out to get it down to this said point. like the fuse system in the Vault, the Gnome in Atomic. and the such. some lighting was cut from the added and existing bunkers. like Depot Hotel (the big bunker in Atomic) had alot of lighting changes. some doors removed. and the like.
♬♫~Joe Blaze~♫♬ 22 Jan, 2019 @ 9:50pm 
And i've seen maps that are nodeable on certain props, VJ NPCS can actually walk on this. I tested it. As long as it's properly noded. I know you wanna keep things optimized. But I was thinking about an invasion of some kind where you had to fight off a bunch of soldiers.
♬♫~Joe Blaze~♫♬ 22 Jan, 2019 @ 9:49pm 
I actually tested the VJ base NPCS. They do not patrol without nodes.
♬♫~Joe Blaze~♫♬ 16 Jan, 2019 @ 9:53pm 
Thanks. I was asking because I use VJ Base SNPCS.
[TSF] Mason 1290  [author] 16 Jan, 2019 @ 8:48pm 
AI Nodes where not used due to the Salem map being made completely out of props. And NPCs dont like to walk on props very far or sometimes at all. if you have a prop platform thats a single unit above the platform the NPC is on, then the NPC will not move to it.

We also liked to make some optimization out of it, make the map focus on the players, so we pulled off the NPC Nodes in Atomic to keep things optimized.

Lastly, most NPC mods like VJ-Base dont use the Nodes much other than hunting and charging at you. VJ-base and iNPC still patrol a small distance and the like.
♬♫~Joe Blaze~♫♬ 16 Jan, 2019 @ 7:46pm 
AI nodes?
Picklebigrick 6 Jan, 2019 @ 7:06pm 
Thanks for the credit brother great map!
[TSF] Mason 1290  [author] 2 Jan, 2019 @ 7:58pm 
the fog was pulled back from 3000 to 3500 i think it was. and we adjusted the pop-in of the props to match it. The Fog is generally there to hide the pop-in of props. this is a optimization tactic.

The map should be as is, done and complete.

The map is NOT AI noded. we pulled off the AI Nodes for optimization reasons. people LOVE to use VJ Base for some reason. and it is found that VJ base works better with no nodes. the server stresses out on Noded maps.
and also the roads on Salem City are props. so that will glitch NPCs.
Logan_krisp 2 Jan, 2019 @ 1:39pm 
does it have AI nodes?
indeepj 2 Jan, 2019 @ 11:33am 
It Appears To Have Been Released To All, However I Am Not Sure.
Gonna Test It Out To See If Its Finished Or Not Or Somethin
yolobaker_coffeemaker 2 Jan, 2019 @ 8:56am 
Too me the sandstorm effect is stil there, i cant see more than 40 meters ahead
yolobaker_coffeemaker 2 Jan, 2019 @ 8:16am 
Looks interesting