Garry's Mod

Garry's Mod

Gears of War 1 - Fuel Depot
An AMX-40 Duck 23 Jun, 2023 @ 8:06pm
I don't think people realize how much effort was put into this map.
I've seen a lot of maps on the workshop in all my years in Gmod and this one impresses me. Not because of the design or the beautiful environment (though those do add points to the maps good sides).

But what impresses me most about this map, that most people will likely take for granted is that the hitboxes are near perfection. As I said before, I've been on many a map throughout the workshop and while there are indeed many impressive and beautiful maps, this is still Gmod we are talking about. Many people understandably don't feel the need to give collision detection to every tree, building, rocky cliffside or mechanical groove in a map. Now to their credit, this is understandable given that Garry's Mod is a 17 year old game that is almost 100% held up by its community at the time of writing this. It's not a triple A title and nobody's trying to build a resume around Gmod.

However, I went exploring this map as per my usual and I find that almost everything within the boundaries on this map has a collidable hitbox. The buildings in the distant background? They have a hitbox. The cracked bridge before the tunnel? Has collision. The small opening in the fence where it looks like you should be able to crawl under it. Guess what, you can do just that. Hell, even the rocky structure on the top of the exit tunnel where most players probably won't go also has collisions that match its graphics.

Granted, you can't walk on stuff like the 2D trees or the power lines but almost every curve, every corner, matches its appearance to near perfection. I absolutely applaud the map maker for going the extra effort in forming these hitbox collisions. Those buildings in the background could have very easily been just a non-collision graphic but no, you sir went the extra mile and I am very impressed. I wish I could do more for you besides a steam award but take my points. You deserve it. :steamthumbsup:
Last edited by An AMX-40 Duck; 23 Jun, 2023 @ 8:09pm
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Showing 1-3 of 3 comments
Moon. 24 Jun, 2023 @ 1:42am 
What I find impressive is how accurate the lighting is. The hitboxes are child's play by comparison. I tried to compile maps with staticproplighting before and I can tell you how difficult it is to fine-tune the lighting to this degree.

Also, the reason why skybox assets usually don't have collisions is because they exist outside the map boundaries, so even if they did have them, you wouldn't be able to interact with them.
GoodFishMan 24 Jun, 2023 @ 9:16am 
Elan is a very talented fella, i hope someone pays him 200 dollars on this.
Desyld  [developer] 24 Jun, 2023 @ 9:37am 
@GoodFishMan shhhh

Also thanks man. It really means a ton that my work for the collision models goes noticed. I spend many an hour trying to tweak the collisions to not be overwhelmingly complex where it slows down computers, but complex enough to where players feel like it's a real object they're colliding with. My philosophy is that if a player thinks they can fit through, if there's not major reason not to let them (I.e. getting stuck down into a hole with no way out), then they are 100% free to traverse how they want.

However I will admit, those cliff faces you speak of, yeah their collisions are terrible lmao. I'm way to lazy to go back through and fix those clfifs, however the day before the map released, I went through and improved them a little bit.
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Showing 1-3 of 3 comments
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