Garry's Mod

Garry's Mod

ttt_firstworldbank
19 Comments
mrbene 22 Dec, 2023 @ 7:30am 
kiddy
19 Nov, 2022 @ 12:43pm 
ttt_firstworldbank
Qbetex  [author] 11 Dec, 2020 @ 1:35pm 
@Heavy & Ze Medic nah sorry mate idk how to use SFM, nor how to convert maps to SFM but, I hope you managed to do whatever you wanted with it!
ISunburst 17 Jul, 2019 @ 7:37am 
ssssseeeexxxxeeeehhhh mmmmaaaayyyypppeeee
Heavy & Ze Medic 29 Nov, 2017 @ 5:07pm 
Can you make an SFM version of this?
Lead 21 Sep, 2016 @ 6:50pm 
Thats one hell of a nice map
Casper 25 Jul, 2015 @ 3:57am 
mr texy very very nice map
Qbetex  [author] 11 Jun, 2015 @ 1:12pm 
Oh shit! That explains alot! Thanks once again!
Gumbo Slice 11 Jun, 2015 @ 1:04pm 
Here is the issue with security cameras, they don't work in some source games, last time I used that camera and monitor idea, it would be controled by one cam at a time. When I used the camera entity in garry's mod it would control the monitors as well.

https://developer.valvesoftware.com/wiki/Func_monitor

The important part is this: Note: Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear in all monitors.

Garry's mod simply wasn't programed to deal with more then one camera like HL2 was.
Qbetex  [author] 11 Jun, 2015 @ 12:35pm 
Actually that's possibly what I might do. Once I have the time ofc, seeing as I'm on tight schedule right now. However, I'll see if I can get cameras in.
Qbetex  [author] 11 Jun, 2015 @ 12:35pm 
Previous version (this is actually v3) had security cameras+security television, but for some reason, it would crash ttt. Not normal sandbox however. The map is veerry awkward, at this point a redesign is the better option.
Owl Train Penor 11 Jun, 2015 @ 11:44am 
working sercurity cameras and a security television hub would be EPIC!
Gumbo Slice 10 Jun, 2015 @ 11:17am 
You're welcome! If you need mapping assistance, feel free to ask as many questions as you like, I don't mind friend request and I don't mind 500 questions, (there is so much to learn about Hammer! I got back into mapping and I am still learning about things! Its been 4 years, like, Jesus Christ!).
Qbetex  [author] 10 Jun, 2015 @ 5:00am 
Now off to the 2nd point, thanks! I completly agree with the "prettyness" rating, the map is very ugly. I've done other maps, and while this map isn't all that old (it was "completed" 2 years ago), I think I have become better with hammer in general. I've been making singleplayer maps to improve the presentation of the maps. I think my fatal mistake was making such an ambitious first map. I'll definitely remember these hints! (gotta take advises from the pros!).
Finally, thanks for the motivation! These are the types of comments that really help polish one's skills and I'm hoping to see more like these!
Qbetex  [author] 10 Jun, 2015 @ 5:00am 
I'd like to thank you for the comments, they are very helpful! So I feel I should totally awnser the comments so you know I saw 'em!
So, to begin, the trying to gain popularity wasn't really planned actually, I just ignored (I admit that wasn't 100% smart) the initial friend request, where he would have asked me for permission). I only became aware of the map's existance in the workshop a few days ago, and so I'm now uploading it myself, which makes sense, being the map creator and all, but I agree with your comment.
Gumbo Slice 9 Jun, 2015 @ 10:12pm 
Other then that, keep up the good work. Keep trying your hardest to make maps, it's a pain at frist (putting up with doing so much work, and yet, the community doesn't look at it because it's just not to standards), but it pays off! Even if you make maps you won't upload (such as one's for HL2) your skills will only get better. So keep trying, you will produce eye candy one day ;).
Gumbo Slice 9 Jun, 2015 @ 9:59pm 
Now about your map, I love your ideas and your enthusiasm. To be honest though, it's just not very pretty. See, getting your map to look good takes a lot of time and you should learn about: lighting techniques, adding more detail and lessening empty space, adding cubemaps (big deal!), optimising (like using more nodraw textures), texturing techniques, adding nodes to greatly improve NPC performance, and improving you geometric skills to make things seem less blocky and more believable. Some times details are just too hard to get right with Hammer's drawing tools, so use a good mix of props to enhance the look.
Gumbo Slice 9 Jun, 2015 @ 9:50pm 
The first thing is, don't try to gain popularity by using someone else's profile. This may seem like a smart idea, but you are better off trying to make maps till you gain popularity yourself. See, maps aren't uploaded every second of the day, so your map hangs in the "newest" tab of maps. People love looking through the latest maps, so if your map looks interesting, you will get all kinds of downloads and it will spread through the community on it's own.
Gumbo Slice 9 Jun, 2015 @ 9:44pm 
(I am a pretty expert mapper, I have done this for 4 years and I have learned Hammer editor to the point I ended up knowing how the entire game engine works, for the most part.)
Firstly, I want to say that I took the time to download, and look through at what you did (such as how you made that vault explosion system) just so I can help you. For a first map, I think it's wrether impressive. I like how you are interested in your map, that you took your sweet time to google over a 1000 things to just to produce it. I also like how you take feed back of all sorts, which is really the best way to know what to do.