Garry's Mod

Garry's Mod

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rp_aorta
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Roleplay, Scenic
File Size
Posted
Updated
1.308 GB
21 Sep @ 3:49pm
8 Oct @ 6:03pm
3 Change Notes ( view )

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rp_aorta

Description
Navmesh for this map can be downloaded here

First version of rp_aorta. Intended and designed to be a roleplay map.

All custom assets are packed into the bsp. No mounted content should be necessary.

This was originally meant to be a commission map. The original vision for the commissioner's server ended up falling through during the development of this map. This is a more generalized version of the map, which removes custom assets that directly tie it to the commission setting.

The vmf of this map will not be available for download, as it is a commission piece, and resources limits are dangerously close to being pushed. Any further edits are liable to break the compile.

Credits:
Valve: Variety of assets
Crowbar Collective (Black Mesa): Variety of assets
TopHATTWaffle: materials
Chilly/Miro: Music (feeding my compulsive desire to make references in my maps)

A lot more I can't name. If you see assets that you created in this map, let me know and I will add you to the credits. My local gmod directory is an unorganized mess of custom assets from my time troubleshooting other people's mapping problems. I don't know where most of them come from anymore.


Note on performance and graphical bugs:
Because of how I developed the first half of this map in pursuit of an artistic idea, while neglecting how the Source engine would be able to handle what I'm doing, there are some performance hiccups and graphical/lighting bugs in certain areas of the map. This is just here to say: I know they are there. I don't have a good way to fix them at this point. The lighting bugs can be mitigated with a lot of effort that I'm not sure I'm willing to do at this point. The performance and rendering bugs are unfortunately basically un-fixable. The performance issues shouldn't be particularly noticeable on non-ancient hardware, and the rendering bugs occur in 2 or 3 locations when looking at certain vistas.
Popular Discussions View All (1)
7
8 Oct @ 6:04pm
Possible issues, bugs and glitches list.
Mschulmeister
40 Comments
kyon2256 3 Oct @ 9:41pm 
el mapa es un solido 10/10 la verdad se merese 5 estrellas lo unico malo que se le puede sacar es que si no tenes una pc buena puede dar bajones de fps por su alta complejidad e interiores deyados y una narracion visual muy buena ademas de que tiene un gran potencial para fondos de pantalla y fotos durisimas, una de las mejores cosas del mapa es que es dificil encontrar edificios sin interiores modelados :steamthumbsup:
banco provincia 3 Oct @ 9:38pm 
mapaso esos 1,300 mb valen la pena es muy bueno.

posdata buen material para fotos durisimas
Flaminglump  [author] 1 Oct @ 9:45pm 
Nah, it was set dressing for some accompanying scripts that would work with game mechanics in the commissioner's server. The server didn't pan out, though, so they're just little cosmetic things to interact with
Frito 1 Oct @ 9:41pm 
does turning off the fans or the sewage flood in that one room do anything specifically?
Flaminglump  [author] 1 Oct @ 8:24pm 
The black mesa assets admittedly do add a lot to the file size, but they look so nice. For future projects, I'm definitely portioning out Black Mesa assets into a separate content pack
Eliphand 1 Oct @ 7:16pm 
(in doctor emmett brown voice) 1.3 GIGABYTES???
Flaminglump  [author] 30 Sep @ 9:50am 
Wish I could have expanded on it more, but hammer resource constraints stopped me
Desp 30 Sep @ 2:15am 
I was not expecting a whole fucking Rher dimension to be in this map
Flaminglump  [author] 29 Sep @ 8:29am 
Yeah, 100% density fog can be great for optimization, since you can just tell the engine to not draw anything past the pure opacity threshold of the fog. 100% density fog doesn't look very good, however, imo
Purple_exp 29 Sep @ 7:53am 
@Flaminglump On second thought, the case was very specific for the gamemode we were running that naturally had dense fog built in which allowed us to increase no_draw distance on most stuff.