Garry's Mod

Garry's Mod

[Corpse Party] Heavenly Host
 This topic has been pinned, so it's probably important
Vinyl Vortex  [developer] 9 Feb, 2021 @ 11:34pm
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Showing 1-11 of 11 comments
ChrisPvz 12 Feb, 2021 @ 12:50am 
What about the noose in the bathroom at the end of the first chapter of Corpse Party?
(Edit) No i'm not trying to be a sick person. The first Chapter of Corpse Party Blood Covered really hit me hard.
Last edited by ChrisPvz; 12 Feb, 2021 @ 12:54am
Vinyl Vortex  [developer] 12 Feb, 2021 @ 1:04am 
I know what you're talking about, I didn't think about it there, but I thought about one for the basement since Yoshikazu hanged himself after breaking back into the school. But there wasn't a model for such a thing. But I think Seiko is worth way more than enough personally for me to bother looking for one, I'll add it to my list. Thank you for the suggestion :seikowink:
ChrisPvz 12 Feb, 2021 @ 1:07am 
Originally posted by Vinyl Vortex:
I know what you're talking about, I didn't think about it there, but I thought about one for the basement since Yoshikazu hanged himself after breaking back into the school. But there wasn't a model for such a thing. But I think Seiko is worth way more than enough personally for me to bother looking for one, I'll add it to my list. Thank you for the suggestion :seikowink:
You're Welcome.
AI Nodes and a Navmesh are a must-have for a map like this!

However I think the sliding classroom doors could be a problem for NPC's. Nextbots on the other hand can just warp through them.
Vinyl Vortex  [developer] 17 Feb, 2021 @ 7:23am 
Originally posted by Gordon Freakin' Freeman!:
AI Nodes and a Navmesh are a must-have for a map like this!

However I think the sliding classroom doors could be a problem for NPC's. Nextbots on the other hand can just warp through them.

I have mounted a navmesh, but it seems the .ain file was in a separate sub folder, so I'm not sure if it's been mounted correctly since a lot of mounting is done automatically through a separate program. I'll update and check it tomorrow.

As for the doors they're a must for keeping it "lore-friendly" since all the doors in Heavenly Host, minus ones leading outside, are sliding ones.

There's an option in the editor to disable NPCs using func_door's but it's all enabled. Due to how the doors are in pairs, the immovable ones could cause issues however if the navmesh is loading underneath them. I'll try out some testing tomorrow.

Thanks for bringing these things to my attention.
Raven 17 Feb, 2021 @ 11:24pm 
None of my friends have l4d1, which makes playing this map with them a bit problematic (apparently the entire theatre room is missing texture and a few rooms are so packed with errors they can't see into them) Pretty much all of my friends have l4d2 but it seems having that mounted doesn't work for them. Would it be possible to make the l4d2 versions of the l4d1 assets compatible with this map? Otherwise great map, since I have both l4d1 and 2 there have been no issues for me aside from the doors in the basement having no collision.
Vinyl Vortex  [developer] 17 Feb, 2021 @ 11:47pm 
Originally posted by Raven:
None of my friends have l4d1, which makes playing this map with them a bit problematic (apparently the entire theatre room is missing texture and a few rooms are so packed with errors they can't see into them) Pretty much all of my friends have l4d2 but it seems having that mounted doesn't work for them. Would it be possible to make the l4d2 versions of the l4d1 assets compatible with this map? Otherwise great map, since I have both l4d1 and 2 there have been no issues for me aside from the doors in the basement having no collision.

It's quite a hassle to go through but I'll see if I can switch it over, I'm not entirely sure if the editor will like it, but it most likely will be fine. In the meantime a pretty old school cheap way around game content is to mount it from CSCheater but I haven't used it since 2015 so I dunno if the download links still work.

I did just check the doors now and they seem to be fine to me, if they're errors people will walk right through them since the doors in the basement are from l4d1
Last edited by Vinyl Vortex; 17 Feb, 2021 @ 11:55pm
Vinyl Vortex  [developer] 18 Feb, 2021 @ 12:46am 
Originally posted by Raven:
Would it be possible to make the l4d2 versions of the l4d1 assets compatible with this map?

Okay I did some testing and it doesn't seem like the game code of L4D2 plays nice with the Hammer editor for GMod, they're just too far out of date of each other. It's causing models to not load in from L4D2 so I'm going to stick with L4D1 until further notice. Textures do however load across. I'm not sure why this is but L4D2 has had more recent updates to it compared to Gmod, which still runs off HL2 authoring tools.

I'd double down on the suggestion of using something like CSCheater if you're unwilling to buy L4D1 as it's a way of mounting content specifically for GMod for free.
Raven 18 Feb, 2021 @ 2:10am 
Oh if those doors are l4d1 too, that would explain their lack of collision. I didn't bother to mount l4d1 in the server files for the sever we play on, should be an easy fix.
GDSpectra 5 Nov, 2023 @ 12:01pm 
Honestly, the most I was missing were the gaping black pits in the broken-down floor as well as the Principal´s Room (of insanity) located at the very top of the Second Wing. Didn´t manage to find the dressing room (with showers including one broken shower) and the pool as well, even though it can all be forgiven because limitations.
Last edited by GDSpectra; 5 Nov, 2023 @ 12:01pm
KoFfe6 12 Mar @ 5:07pm 
How about add shower room with an exit to the pool and a pump room which should be on the first floor and go out to the forest?
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