Garry's Mod

Garry's Mod

tdm_outercanals
9 Comments
gus  [author] 4 Dec, 2024 @ 4:31am 
Feel free
RED KNIGHT 3 Dec, 2024 @ 7:59pm 
Hello, I would like to ask if I could use this map and assets for an edit of i17_v3?
gus  [author] 21 Oct, 2024 @ 5:45am 
I have no idea what you're talking about
Shadow 20 Oct, 2024 @ 11:21pm 
didnt you have a map that was a hellish kind of theme that had a few ritual markings, as well as a sea of lava on the other edge of the map ( i forgot that name of that map and i havent seen it anywhere x,x )
flabbergasted 6 Oct, 2024 @ 3:56am 
does this have ai nodes?
Snake 3 Oct, 2024 @ 12:48pm 
s
SPURION 2 Oct, 2024 @ 9:07am 
Great. I have plenty of experience with this map and I feel as if it lacked quality in some areas. You improved upon it, but the only issue I saw with the fifth district area you removed was because it was too far away. Maybe if it was connected to the middle district, it would be more used as a flank area much like the area it was originally connected to. More locals to fight in instead of the same two middle areas would improve the map.

That and adding some more buildings and ways around it would drastically improve it. I like what you did with the tunnel that you added to connect the middle district to the rebel district.
gus  [author] 2 Oct, 2024 @ 8:57am 
Will look into, have already been fixing up some bugs and redesigning things
SPURION 2 Oct, 2024 @ 8:38am 
Hey, a bug to report is that the little small bunker area that connects to the district you closed off has its hatch broken. It doesn't open properly.

Also, I think you should consider modifying the Waste Disposal tunnel area under the Rebel base. You could sneak in something extra down there so there's something for Rebels to retreat to and defend down in the tunnels instead of just running away from the base as a whole.