Garry's Mod

Garry's Mod

gm_fork
Swampdonkey 13 Dec, 2022 @ 6:19pm
Genuine Question: How Difficult Was It To Make This?
Every time I look at the intricate brushwork in many parts of the map, I feel like I'm watching the souls of the tortured writhe in torment. But prose and poetry aside, how hard was it to make the roads, multi-tiered terrain, and all the displacements while simultaneously getting them to work in tandem with one-another, black magic and blood sacrifices aside?
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Blueberry_pie  [developer] 14 Dec, 2022 @ 3:42am 
(I took the liberty of deleting the off-topic post and ensuing conversation)

As far as I can remember, gm_fork wasn't too difficult to make, just very time-consuming. I worked out a technique that made it relatively easy to build smooth roads, but it still required a lot of manual tweaking of individual vertices in order to create height variations and to connect everything to the surrounding terrain. The terrain itself usually also involved moving vertices one at a time, because I wanted to create smoothly flowing lines with more control than what the default displacement sculpting workflow allows for. In hindsight that might not have been necessary, but here we are.

I'd say gm_boreas was a lot worse in terms of difficulty. More switching back and forth between external tools, more custom assets, more interactive things, more optimization work and way more compile limits and random errors that I had to work around.
Swampdonkey 14 Dec, 2022 @ 2:52pm 
Originally posted by Blueberry_pie:
(I took the liberty of deleting the off-topic post and ensuing conversation)

As far as I can remember, gm_fork wasn't too difficult to make, just very time-consuming. I worked out a technique that made it relatively easy to build smooth roads, but it still required a lot of manual tweaking of individual vertices in order to create height variations and to connect everything to the surrounding terrain. The terrain itself usually also involved moving vertices one at a time, because I wanted to create smoothly flowing lines with more control than what the default displacement sculpting workflow allows for. In hindsight that might not have been necessary, but here we are.

I'd say gm_boreas was a lot worse in terms of difficulty. More switching back and forth between external tools, more custom assets, more interactive things, more optimization work and way more compile limits and random errors that I had to work around.
I feel like I need some secrets here because roads and displacements are the two banes of my existence when it comes to mapping. I saw this one external software that lets you automatically create brush based roads in-game and then copy paste them into Hammer, but that seems like even more of a hassle, personally.
Blueberry_pie  [developer] 14 Dec, 2022 @ 9:56pm 
Here's a tutorial I wrote back in the day about the road technique used in this map: https://imgur.com/a/FDFNk
Last edited by Blueberry_pie; 14 Dec, 2022 @ 10:04pm
Swampdonkey 15 Dec, 2022 @ 2:50pm 
Originally posted by Blueberry_pie:
Here's a tutorial I wrote back in the day about the road technique used in this map: https://imgur.com/a/FDFNk
Thanks!
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