1. Post #1
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts




    Official Map Developers:
    -HighVoltage: (Eric Lowther): Lead Project Mapper
    -MaxOfS2D: Assistant Lead Mapper
    -Colton Rappe: Assistant Lead Mapper

    garry posted:
    Iíve agreed that if itís good enough itíll replace gm_construct in the big GMod 13 update.
    Key Features:
    -High-Detailed 3D Brush-based Multi-Level Enterable Buildings.
    -Different shadow-casting in the world.
    -More grass and slopes to build and play on.
    -Lake size and depth increased.
    -New Room under Garage to Build in (with Mirror!)
    -New easter egg room.
    -Other great things!


    Will you release the Source VMF for the map?
    The source files have just been released, you can find them here:

    gm_construct_13 Source Map Archive
    Download: http://www.mediafire.com/?0sa3r73p4sdvshy

    gm_construct_13 Final Build
    Download: http://www.mediafire.com/?l9arcakn9axk5b1
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  2. Post #2
    Gold Member

    November 2010
    395 Posts
    Are you gonna bring back the 4th building?
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  3. Post #3
    BBQ_Sauze's Avatar
    November 2011
    58 Posts
    Are you gonna bring back the 4th building?
    Oh please, I passionatedly hate that building, as long as that building is gone, I'll rest assured I won't kill.. someone..
    Straight to the basics ; I turned off all the lights in the mirror room and it still appears as if they were on.
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  4. Post #4
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Are you gonna bring back the 4th building?
    Eventually, yes, if garry still wants it there. HighVoltage is working on making the brushwork for it, but has a fiery passionate hate for it.

    Edited:

    Straight to the basics ; I turned off all the lights in the mirror room and it still appears as if they were on.
    They work correctly in Episode Two, we are not sure why they dont work in Garry's Mod 13.
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  5. Post #5
    BBQ_Sauze's Avatar
    November 2011
    58 Posts
    HighVoltage is working on making the brushwork for it, but has a fiery passionate hate for it.
    This reminds me of someone...
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  6. Post #6
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Garry, can you redirect the link on garrysmod.com to this thread now, and update the image on garrysmod.com to the main image in the first post of this thread?

    Much appreciated!
    Also, please test the map and give some feedback when you can.


    Edit: Link has been redirected. Just the image left.
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  7. Post #7
    Gold Member
    Adzter's Avatar
    September 2009
    1,955 Posts

    Small lighting bug

    Also perhaps change the texture of this, for some reason it doesn't quite suit a balcony, perhaps a glass texture?:

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  8. Post #8
    powback's Avatar
    January 2012
    279 Posts
    Are the shadows on the outer wall are reflecting too much? Or perhaps the sunny parts of the wall are too dull?
    Either way, it seems wrong... They look wet...

    Oh! And by the way: I LOVE the map! It's brilliant! I believe the mapmaking is in good hands. Keep it up!
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  9. Post #9
    pennerlord's Avatar
    February 2011
    501 Posts
    They work correctly in Episode Two, we are not sure why they dont work in Garry's Mod 13.
    You have to change the skin of the lamp model per input (the light switch button).
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  10. Post #10

    February 2012
    195 Posts
    Accidentaly posted, remove this
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  11. Post #11
    Gold Member
    highvoltage's Avatar
    May 2009
    1,743 Posts
    Are you gonna bring back the 4th building?
    I hate it, its so annoying trying to remake it


    Small lighting bug

    Also perhaps change the texture of this, for some reason it doesn't quite suit a balcony, perhaps a glass texture?:

    I'll fix that up

    You have to change the skin of the lamp model per input (the light switch button).
    Which is what it does, but it doesn't work in Gmod

    Edited:

    [Rage] And dammit Colton, I should of made the thread [/Rage]
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  12. Post #12
    Lesovikk1's Avatar
    June 2011
    109 Posts
    [Rage] And dammit Colton, I should of made the thread [/Rage]
    I was thinking the same thing, when i saw the first post, why didnt you make it first rofl
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  13. Post #13
    Gold Member
    highvoltage's Avatar
    May 2009
    1,743 Posts
    I was thinking the same thing, when i saw the first post, why didnt you make it first rofl
    I don't mind, Colton is being a huge help
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  14. Post #14
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Garry posted:
    I'm a huge fan of this room, but not really a fan of the lights.
    the lights (old round ones in basement): replace models with florescent tube lights? possibly make them so you can shoot them out?


    reposted because of 21 agrees but no response



    this never got fixed i think.
    Darkassassin0 posted:
    your stairs are way smaller than garry's could you make them bigger?

    Highvoltage posted:
    I'll change them anyways to match the rest of the stairs
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  15. Post #15
    Gold Member

    February 2012
    46 Posts
    Hey highvoltage, can you do a tutorial on how to map for the beta like how to set it up for mapping?
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  16. Post #16
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Hey highvoltage, can you do a tutorial on how to map for the beta like how to set it up for mapping?
    nothings different then mapping for gmod 12 it uses the same system.
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  17. Post #17
    Mrcookiejar's Avatar
    March 2012
    2 Posts
    Wow, amazing, stunning AND AWESOME LIKE COOKIEZZZZZZ!
    Edit: Lol my comment ain't dumb :(
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  18. Post #18
    The Savior of FP
    DinoJesus's Avatar
    May 2010
    5,629 Posts
    Are you guys going to try and reduce far off texture repeat patterns. It isn't a big deal but I figure it would make the map prettier. If you couldn't do that for optimization reasons then maybe you could just try to vary the grass textures a bit in certain spots. It looks like you've done it a bit already but I mean to a more noticeable degree. I'm no mapper though so if any of this is just stupid wishful thinking then just disregard it.
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  19. Post #19
    Gold Member
    highvoltage's Avatar
    May 2009
    1,743 Posts
    the lights (old round ones in basement): replace models with florescent tube lights? possibly make them so you can shoot them out?
    I replaced the models with florescent one, I didn't earlier because I couldn't find the model for some reason.
    reposted because of 21 agrees but no response
    The problem is that doors wouldn't change colour with the room.

    this never got fixed i think.
    -Stairs-
    I'll do that right this second, I must of been messing with something else at the moment when i said that.
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  20. Post #20
    Gold Member
    ColossalSoft's Avatar
    November 2009
    6,049 Posts
    Water should be expanded a little. Not saying an entire ocean, but a little larger than it is.
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  21. Post #21

    January 2012
    35 Posts
    As far as I can tell a lot of people liked my submarine area suggestion in the last thread so I'll just leave it here as a reminder.

    There's this massive brick wall here, it'd be cool to have a little area for submarines to go into. Maybe one of Garry's tunnels could lead round into a little room underneath here.
    http://facepunch.com/threads/1168260...=#post35190922
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  22. Post #22
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Water should be expanded a little. Not saying an entire ocean, but a little larger than it is.
    Semi-Major changes like that should be left up to Garry's discretion when he gives feedback on the map.
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  23. Post #23
    Darkassassin0's Avatar
    January 2012
    216 Posts
    The problem is that doors wouldn't change colour with the room.
    make them the same as the walls,is there a flag to nocolide with player or something like that?,mat the out side with something different (just to tell its there and to see thru)
    (no buttons to move them just have then permanently there.)

    Edited:
    Chippiewill00 posted:

    There's this massive brick wall here, it'd be cool to have a little area for submarines to go into. Maybe one of Garry's tunnels could lead round into a little room underneath here.
    i agree it would be nice to have like a gloomy under water cave that leads up into an air pocket (possibly with stairs or some other means of transport into the spawn building or garage) and maybe access to the air vents.

    and by cave i mean no straight edges make it completely out of displacements.
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  24. Post #24
    Gold Member
    highvoltage's Avatar
    May 2009
    1,743 Posts
    make them the same as the walls,is there a flag to nocolide with player or something like that?,mat the out side with something different (just to tell its there and to see thru)
    (no buttons to move them just have then permanently there.)
    I mean that they won't change colour at the same time as the wall. Also it would colour the other side of the door making it look bad.

  25. Post #25
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I mean that they won't change colour at the same time as the wall. Also it would colour the other side of the door making it look bad.
    ah then maybe make the other side of the door nodraw? and couldent you just make the hole wall just 1 brush then make the wall brushes as they are now to stop you walking thru it anywhere but the doors?

    [ = door
    | = NC'd wall (colorable)
    I =Norm wall (invis)

    I|
    [|
    I|
    I|
    I|
    I|
    [|
    I|

    so just make the wall as it is now completely invis, add 1 more brush over the hole thing make it colourable and NC'd

    you could even leave space for spectators:

    [ = door
    | = NC'd wall (colorable)
    I =Norm wall (brick)

    I |
    [ |
    I |
    I |
    I |
    I |
    [ |
    I |



    i think the one with a gap would be better tho so you can walk thru any spot on the wall not just the doors
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  26. Post #26
    Skerion's Avatar
    November 2010
    2,761 Posts
    It's about time you guys made your own thread for this. This is awesome.
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  27. Post #27

    October 2011
    3 Posts
    I'm really going to miss the old gm_construct, but then again we do need something new. Either way I'm going to save the old gm_construct just in case :) Either way pretty cool map! Keep the good work!

  28. Post #28
    Supercocks
    Daniel Smith's Avatar
    September 2010
    8,433 Posts
    So awesome. I will check out every new revision each day
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  29. Post #29
    Gold Member
    Loures's Avatar
    February 2009
    2,118 Posts
    Is there gonna be a secret credit room aswell?
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  30. Post #30
    Gold Member
    highvoltage's Avatar
    May 2009
    1,743 Posts
    Is there gonna be a secret credit room aswell?
    Undecided
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  31. Post #31
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    6,856 Posts
    The problem is that doors wouldn't change colour with the room.
    At least move the switch.
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  32. Post #32
    Darkassassin0's Avatar
    January 2012
    216 Posts


    it would be nice if the line between grass and sand wasn't so straight (dont change the shape of the lake just the material so its a little more random like a real beach)

    Edited:



    miss-aligned texture (may be a cube map tho)
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  33. Post #33
    Supercocks
    Daniel Smith's Avatar
    September 2010
    8,433 Posts
    This is the first bug that I've noticed, you are probably already aware of it though.


    That brush shouldn't reflect.


    Tuning down the HDR would be good.


    One of the sides isn't quite touching the ground.


    Age-old bug, should be taken care of.


    The stairs leading to the expanded dark room shouldn't reflect.


    Not quite matching the width of the other one.


    Maybe it should be invisible?


    You can see this while flying above, try lowering the displacement a bit.
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  34. Post #34
    Darkassassin0's Avatar
    January 2012
    216 Posts
    This is the first bug that I've noticed, you are probably already aware of it though.
    for the last -snip- time the mirror will NOT work in gmod 12 you MUST have gmod 13 for it to work!


    Can I test for bugs playing the map in Garry's Mod 12 instead of Gmod 13 Beta?
    You can, but there are issues that arise by running the map in Gmod12, such as the mirror in the mirror room being glitched. So we discourage it.
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  35. Post #35
    Supercocks
    Daniel Smith's Avatar
    September 2010
    8,433 Posts
    for the last -snip- time the mirror will NOT work in gmod 12 you MUST have gmod 13 for it to work!
    Damnit!
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  36. Post #36
    Gold Member
    DarthTealc's Avatar
    October 2007
    490 Posts
    I'll repeat what I said in the other topic -

    I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it.

    This will stop Gmod 12 users reporting it as a bug. An alternative would be just a solid wall with no message - it is better than no wall.
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  37. Post #37
    Google first. ( Wiki )
    Robotboy655's Avatar
    May 2008
    6,856 Posts
    The floor in the mirror room is reflective too (when lights turned off) which i think shouldn't be.
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  38. Post #38
    Gold Member
    cprossu's Avatar
    April 2009
    228 Posts
    I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it.
    except those who noclip through maps to look for such things...
    I say leave it the hell alone, gmod 12 will be gone soon enough.
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  39. Post #39
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I'll repeat what I said in the other topic -

    I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it.

    This will stop Gmod 12 users reporting it as a bug. An alternative would be just a solid wall with no message - it is better than no wall.
    this will not work for 2 reasons:

    1) there is already a wall there if you noclip out
    2) its not that its not appearing in gmod 12 (if it wasn't you would see the void) its just not reflecting correctly
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  40. Post #40
    My Blog
    Spencer Sharkey's Avatar
    July 2009
    1,944 Posts


    Continue the red footer texture thing up the wall there?
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