Garry's Mod

Garry's Mod

gm_baik_town
21 Comments
BageL  [author] 23 Aug, 2019 @ 4:28pm 
>when you're as lonely as I am. I still enjoy the thought of becoming a dedicated mapper, and hopefully Sandbox, which is supposed to basically be GMod 2 will be compatible with Source 2 whenever they release the SDK. As it is, Hammer is extremely limited. One of the biggest issues is compiling time, which can only really be helped (beyond using func-detail) with 3rd-party software. Another issue is that you can't make rounded small objects with brushes. They have to be made with a model rendering such as Blender, which doesn't play nicely with source.
AaronVB 23 Aug, 2019 @ 12:22pm 
nice author, still respondinga fter 2 years <3
BageL  [author] 19 Aug, 2019 @ 5:17pm 
AI nodes? None, sorry lol. I just threw this together as an open space for ACF combat with a few buildings. I most likely won't try updating it ever. I haven't really even played GMod lately. I still like the idea of mapping but since getting a job, I haven't had time to think about games really.
Christian GamingYT 19 Aug, 2019 @ 2:59pm 
node?
BageL  [author] 16 May, 2017 @ 7:58am 
Go ahead man, I lost interest in developing this map a long time ago lol. I was only really proud of the buildings, taking inspiration from BF3 for a couple of them. Source only provides so many textures, and I didn't want to dedicate time into custom files just yet for a first map. Then again, I guess first impressions are important, but eh fuck it.
AaronVB 11 May, 2017 @ 8:41am 
I am not the greatest Mapper ever but id like to change a few things around...like editing the skybox etc.ill give you credit and everything.
BageL  [author] 30 Jan, 2016 @ 5:50pm 
@GMANDAMADMAN, it was intended for PvP. If anyone wants to decompile this map and make changes, go ahead.
gfront55 29 Jan, 2016 @ 10:28pm 
node map? for npc battle
BageL  [author] 20 Nov, 2015 @ 4:12pm 
Lol, hopefully you'll enjoy the map in its current state because I wasn't able to find out why gmpublish didn't update the .gma
204 18 Nov, 2015 @ 3:00pm 
that makes a lot of sense now that i think of it :steamhappy:
BageL  [author] 17 Nov, 2015 @ 4:31pm 
Tyler this map requires CounterStrike: Source
204 16 Nov, 2015 @ 2:50pm 
look around cool look at buildings cool look at the sky now you got cancer
BageL  [author] 25 Oct, 2015 @ 8:55pm 
And just in case 2 of the 3 buildings look familiar to you: Yes they were inspired by a couple buildings from Battlefield: Bad Company 2
sanny devito 25 Oct, 2015 @ 12:35am 
Man this would be an epic map to have huge player battles...now only if i had friends...
BageL  [author] 23 Oct, 2015 @ 9:39pm 
But I will do what I can
BageL  [author] 23 Oct, 2015 @ 9:39pm 
I'm not as committed to making said changes as I'd like to be but I'm really busy with work and such at the moment.
Molochus 23 Oct, 2015 @ 1:07am 
nice
BageL  [author] 22 Oct, 2015 @ 7:18pm 
The map will be almost completely different. Cap zones and spawns won't change. I'm planning on adding more buildings. Though to save on rendered objects some of them won't be ones you can enter. With testing I found that having a lot of windows for such a small amount of players is more of an eyesore if anything.
Flicker 21 Oct, 2015 @ 2:49pm 
oh I didn't know that
BageL  [author] 21 Oct, 2015 @ 2:33pm 
You need Counter Strike: Source. I *can* make it have a Half Life 2 skybox. But for the most part, a lot of the players I play with have CSS.
Flicker 21 Oct, 2015 @ 2:17pm 
there is something wrong with the map it's like when i look around the frame doesn't move creating that weird affect.