GM_Construct (& Flatgrass)

[Open Assets] GM_Construct (& Flatgrass) 1.2

So I have a pretty odd thing to tell. Almost 2 whole years (20 months since now) already passed since the raw existence of this addon. And I did improve since these 2 years, and now I know I can do this addon and maps the justice they truly deserve. And I already started doing so, and I can tell that this will be 2 or maybe even 10 times better then this current version, have a peek here. :3


As you can tell, it's pretty rough at the moment. (Because I started doing it like 3 days ago... -.-) But all you already can see is a large improvement over the original with more focus on detail and actual curvy ground formations. :3 And this version will actually include the underground locations. But as you can see, they will be disconnected from the actual map and there will just be teleporters... Yeah, kinda cheap, but my main reason why I didn't add these in the original is the fact that making floating ground is pure pain in this engine especially with such detail... And I feel it's the best way to do it... But at least we finally will have the void...



And that's pretty much it for now. I won't show off the progress on this update constantly because I already have 3 active W.I.P maps, and showing progress for all of them at the same time is pretty draining, and kinda stressful too... ;v; So ye... But I may show off some major milestones and stuff, so expect that at least. :>

And as a form of early birthday for this addon, here's the earliest available version of this addon I own.

It's kinda broken and unfinished, and I still remember making this addon in moist august days of summer back in 2023. It's pretty vivid and scary at the same time. I have like an exact mental screenshot of that...

I was aiming really high since the very start of me making maps, with THIS is my second map I ever made with I think none other ones in-between even in my private collection. Maybe it wasn't the best way to learn mapping, but I at least gave all I could at the time. And now... I will do it again!1!! >:3 (Exact same person, but in a different time... :'>)
After long time of development (2 days) you can finally experience both of the most famous Garry's mod maps at the same time!
srb20114.png

From now on this mod will contain two maps instead of one, with both of them available in the level select menu (Or if you don't have it unlocked just type MAP 17/18 in the console)
1715518571307.png

Because there are two maps now, this addon has gone from WAD to a PK3. It's not that important but I feel like I should mention this.
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Once you fall off the top of the building you can't get back by any normal means, so be sure to watch your step! (Or just choose a flying character, or use cheats.)
srb20065.gif

And when you have your fun with noclipping be careful to not end up in some strange places! (Or actually don't, he seems pretty happy about his situation.)
srb20066.gif
Y'all already got a remake of GM_ Construct. Now get ready for... GM_Flatgrass!
What you see below is version 0.5 of this map and I still have to add the hills and the Flattywood, and other smaller stuff.
srb20113.png

I made a gif so you can have a idea of how large the building and the map is.
srb20040.gif

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Because this map is way too simple and empty for it's own whole release, I have a plan to merge these two maps and rebranding this submission into a "Classic gmod map pack" or something like that. Or maybe flatgrass will be just a bonus map, like 2 in a 1 type of thing. (if I'm going to be working at such a pace this update may come today, so be ready for full gmod experience in SRB2 any hour now...) And this addon will be probably wrapped up in a PK3 instead.
While having a small burnout on another project I'm working on, I decided to revive this small port and add a few things.
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I gave a small upgrade to this garage looking place, and made one of the skyscrapers enterable and added this hallway that merges the rooms toghether. Perfect place for a small living space.
srb20044.gif

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And I added an actual skybox, but I feel like it kinda ruins the vibe of this map.
srb20047.gif

Maybe because the area feels more open than it is... it just feels wrong.
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And there's a tiny tiny chance I got a bit distracted while making this update, just a bit...
srb20085.png

This image is pure chaos.
For some reason, the skynum levelheader was missing, and it deafulted to GFZ 1 skybox instead, now it's skybox 100 as it was intented to be. Also added thok barriers so the sky won't make create glitches for software rendering users.
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