Garry's Mod

Garry's Mod

gm_ijm_boreas
 This topic has been pinned, so it's probably important
ItsJustMiaouss  [developer] 23 Dec, 2022 @ 12:22pm
1
Ideas, Suggestions, Bugs
You can write here the suggestions you want to see on the map or the bugs you found.

Here are the ideas I picked up:
- Generate a Navmesh
- Compile the map in HDR
- Fix the bug of the entities and the checkpoint gate
- Fix the road model (passing through the checkpoint)

NOTE: I don't want to completely change the map layout. I just want to adjust a few things.

Fell free to agree or not with these ideas :)
Last edited by ItsJustMiaouss; 10 May, 2024 @ 10:06am
< >
Showing 1-15 of 45 comments
XenoRose 23 Dec, 2022 @ 4:16pm 
making a navmesh would be nice
SeeBass2020 23 Dec, 2022 @ 4:34pm 
make the missile crash somewhere.
moar buildings (pretty please)
Joker67 24 Dec, 2022 @ 10:53am 
One bug: the missile smoke will stay for inf time (after launch)
Clone3A7 24 Dec, 2022 @ 4:29pm 
make a way for the missile to be respawned without cleanup, maybe an admin room.
LemoCoffee 24 Dec, 2022 @ 11:31pm 
Would you mind making the windows in the map breakable? Specifically the ones in the building with the white sphere on top? My friend's assassination plot was ruined by this painful realization and failed to kill me
LemoCoffee 24 Dec, 2022 @ 11:33pm 
Also I have no clue if this is possible, but while using Stormfox 2 at night, the skybox is still colored for day. If you could, would you mind making it so the skybox darkens at night. Tysm for this great version btw
Originally posted by LemoCoffee:
Would you mind making the windows in the map breakable? Specifically the ones in the building with the white sphere on top? My friend's assassination plot was ruined by this painful realization and failed to kill me
arccw modern warfare base AND m9k guns can shoot through glass
ItsJustMiaouss  [developer] 27 Dec, 2022 @ 8:49am 
Originally posted by LemoCoffee:
Also I have no clue if this is possible, but while using Stormfox 2 at night, the skybox is still colored for day. If you could, would you mind making it so the skybox darkens at night. Tysm for this great version btw

I think it's because the 3D skybox goes too far, and the fog has a distance limit. I don't know how to fix it without breaking the skybox
Blueberry_pie 29 Dec, 2022 @ 5:45am 
Originally posted by ItsJustMiaouss:
Originally posted by LemoCoffee:
Also I have no clue if this is possible, but while using Stormfox 2 at night, the skybox is still colored for day. If you could, would you mind making it so the skybox darkens at night. Tysm for this great version btw

I think it's because the 3D skybox goes too far, and the fog has a distance limit. I don't know how to fix it without breaking the skybox
This is actually due to a large radial gradient overlay on the 3D skybox terrain that turns to a solid colour at the outer edges. Its material (skybox_fog.vmt) uses the $nofog parameter, allowing it to override the regular fog and essentially act as a secondary layer.

If you could somehow sync up the colour of this material (and skybox_mountainrange.vmt) to Stormfox's fog, that would be the best way to fix it. Deleting the overlay and distant mountain cards could also be an option but it probably won't look as good.
ItsJustMiaouss  [developer] 29 Dec, 2022 @ 6:58am 
Originally posted by Blueberry_pie:
Originally posted by ItsJustMiaouss:

I think it's because the 3D skybox goes too far, and the fog has a distance limit. I don't know how to fix it without breaking the skybox
This is actually due to a large radial gradient overlay on the 3D skybox terrain that turns to a solid colour at the outer edges. Its material (skybox_fog.vmt) uses the $nofog parameter, allowing it to override the regular fog and essentially act as a secondary layer.

If you could somehow sync up the colour of this material (and skybox_mountainrange.vmt) to Stormfox's fog, that would be the best way to fix it. Deleting the overlay and distant mountain cards could also be an option but it probably won't look as good.

Thanks for the explanation! It shouldn't be difficult to do
ϟLightning Boltϟ 1 Jan, 2023 @ 3:15pm 
3
Greetings

Before I state my suggestions, I'd just like to quickly share my gratitude and thank you for taking your time to improve this map with further optimizations, more optimal nodes, additional hills/displacements, buildings, and traffic signs, and anything else you may have planned to add in the future. It's very much appreciated!

My suggestions are mainly focused around the security checkpoint you've moved further up the mountain. The change of location for the security checkpoint introduces both positive and negative additions. I've only found two noticeable negative additions that have been introduced now because of this, and I wish to offer my proposal/alternatives that can be used to correct this.

The first questionable thing/issue is how narrow the road becomes with the barricades and buildings being placed where they currently are. Not only does the road become narrow, the current placement of the four barricades causes them to go into the road itself. I've provided two images here[imgur.com] that should give you a better perspective of all of this along with a blue dotted line representing how wide the road should be and how barricades (specifically the four barricades lined up) are going into the road. I'd also recommend having those barricades spawn as a prop you can unfreeze to allow the player to move them out if they wish.

The second issue that has arisen is the height clearance of vehicles passing through the checkpoint. If you look here[imgur.com] now, you'll see that a semi-trailer truck is now unable to traverse through here now/through the checkpoint due to the implementation of the low cross beam with the pipeline and bridge. This has also affected other types of vehicles such as the AT-AT shown here[i.imgur.com]. Because of the low cross beam with the pipeline and bridge, the player is either forced to use the alternative route (which would end up being a very long journey due to the speed of the AT-AT and the caution of not tipping the AT-AT over) or spawn the AT-AT on the other side (not exactly ideal for role-play scenarios, videos, and such) to continue their path. I'd suggest either redesign that cross beam with the pipeline and bridge on top to not cross above the road there to allow these type of vehicles to traverse through there again. Perhaps "moving" the whole structure to the left or right side of the road for example instead of having a bridge cross through. That way everything would remain how it was for the most part with the bridge still acting as an observation/guard post and such, just on the side of the road. Or perhaps you could redesign it so the pipelines are to the side of the road and have the bridge act as a bascule bridge (drawbridge or a lifting bridge), allowing one to press a button to allow vehicles such as a semi-trailer truck or AT-AT to be able to pass through. Just some ideas and examples you could use as a solution.
Last edited by ϟLightning Boltϟ; 1 Jan, 2023 @ 3:18pm
Delta 2 Jan, 2023 @ 6:52am 
the machine in the room next to the gravity sphere with stalactite used as a laser
Originally posted by ϟLightning Boltϟ:
Greetings

Before I state my suggestions, I'd just like to quickly share my gratitude and thank you for taking your time to improve this map with further optimizations, more optimal nodes, additional hills/displacements, buildings, and traffic signs, and anything else you may have planned to add in the future. It's very much appreciated!

My suggestions are mainly focused around the security checkpoint you've moved further up the mountain. The change of location for the security checkpoint introduces both positive and negative additions. I've only found two noticeable negative additions that have been introduced now because of this, and I wish to offer my proposal/alternatives that can be used to correct this.

The first questionable thing/issue is how narrow the road becomes with the barricades and buildings being placed where they currently are. Not only does the road become narrow, the current placement of the four barricades causes them to go into the road itself. I've provided two images here[imgur.com] that should give you a better perspective of all of this along with a blue dotted line representing how wide the road should be and how barricades (specifically the four barricades lined up) are going into the road. I'd also recommend having those barricades spawn as a prop you can unfreeze to allow the player to move them out if they wish.

The second issue that has arisen is the height clearance of vehicles passing through the checkpoint. If you look here[imgur.com] now, you'll see that a semi-trailer truck is now unable to traverse through here now/through the checkpoint due to the implementation of the low cross beam with the pipeline and bridge. This has also affected other types of vehicles such as the AT-AT shown here[i.imgur.com]. Because of the low cross beam with the pipeline and bridge, the player is either forced to use the alternative route (which would end up being a very long journey due to the speed of the AT-AT and the caution of not tipping the AT-AT over) or spawn the AT-AT on the other side (not exactly ideal for role-play scenarios, videos, and such) to continue their path. I'd suggest either redesign that cross beam with the pipeline and bridge on top to not cross above the road there to allow these type of vehicles to traverse through there again. Perhaps "moving" the whole structure to the left or right side of the road for example instead of having a bridge cross through. That way everything would remain how it was for the most part with the bridge still acting as an observation/guard post and such, just on the side of the road. Or perhaps you could redesign it so the pipelines are to the side of the road and have the bridge act as a bascule bridge (drawbridge or a lifting bridge), allowing one to press a button to allow vehicles such as a semi-trailer truck or AT-AT to be able to pass through. Just some ideas and examples you could use as a solution.
just make your own edit of boreas lmao
ϟLightning Boltϟ 2 Jan, 2023 @ 2:20pm 
Originally posted by ᴛʜᴇ ʙ ɪ ɢ ʙʀᴇᴀᴅ:
Originally posted by ϟLightning Boltϟ:
Greetings

Before I state my suggestions, I'd just like to quickly share my gratitude and thank you for taking your time to improve this map with further optimizations, more optimal nodes, additional hills/displacements, buildings, and traffic signs, and anything else you may have planned to add in the future. It's very much appreciated!

My suggestions are mainly focused around the security checkpoint you've moved further up the mountain. The change of location for the security checkpoint introduces both positive and negative additions. I've only found two noticeable negative additions that have been introduced now because of this, and I wish to offer my proposal/alternatives that can be used to correct this.

The first questionable thing/issue is how narrow the road becomes with the barricades and buildings being placed where they currently are. Not only does the road become narrow, the current placement of the four barricades causes them to go into the road itself. I've provided two images here[imgur.com] that should give you a better perspective of all of this along with a blue dotted line representing how wide the road should be and how barricades (specifically the four barricades lined up) are going into the road. I'd also recommend having those barricades spawn as a prop you can unfreeze to allow the player to move them out if they wish.

The second issue that has arisen is the height clearance of vehicles passing through the checkpoint. If you look here[imgur.com] now, you'll see that a semi-trailer truck is now unable to traverse through here now/through the checkpoint due to the implementation of the low cross beam with the pipeline and bridge. This has also affected other types of vehicles such as the AT-AT shown here[i.imgur.com]. Because of the low cross beam with the pipeline and bridge, the player is either forced to use the alternative route (which would end up being a very long journey due to the speed of the AT-AT and the caution of not tipping the AT-AT over) or spawn the AT-AT on the other side (not exactly ideal for role-play scenarios, videos, and such) to continue their path. I'd suggest either redesign that cross beam with the pipeline and bridge on top to not cross above the road there to allow these type of vehicles to traverse through there again. Perhaps "moving" the whole structure to the left or right side of the road for example instead of having a bridge cross through. That way everything would remain how it was for the most part with the bridge still acting as an observation/guard post and such, just on the side of the road. Or perhaps you could redesign it so the pipelines are to the side of the road and have the bridge act as a bascule bridge (drawbridge or a lifting bridge), allowing one to press a button to allow vehicles such as a semi-trailer truck or AT-AT to be able to pass through. Just some ideas and examples you could use as a solution.
just make your own edit of boreas lmao

The creator of this gm_boreas modification created a discussion for people to comment ideas, suggestions, and any bugs or issues they discover without having to completely changing the map layout. My comment provides ideas and suggestions for the security checkpoint's new location on the map with solutions and alternatives the creator may choose to utilize without changing the map layout. I wanted to ensure that I'd be providing a well structured thorough and comprehensive explanation of what I was describing to give the creator as much clear information as possible, especially if they follow through with those changes/adjustments.
Last edited by ϟLightning Boltϟ; 2 Jan, 2023 @ 2:57pm
< >
Showing 1-15 of 45 comments
Per page: 1530 50