Ontop of all the Steam workshop content to choose from, Garry's Mod also gets fairly regular updates despite being initially released in 2006. So, if you're ready to dive into everything this game has to offer, you might as well start with some seriously impressive maps and build from there.
Updated March 10, 2024, by William Quick: This modding community is one of the most wonderful and creative groups to come out of gaming. Due to the rising amount of easy-to-use software and tools made specifically for it, modding has continued to grow and evolve, with many folks putting out high-quality mods for free. However, credit must be given to what is possibly the most famous modding tool, Garry's Mod. Here, people can create everything from small objects to entire maps. Having a whole new world to run around in is exciting, and these are the ones you should try to visit in-game.
If you've played Half-Life 2 or even the first Half-Life, you'll see that its universe has no shortage of desolate areas or empty facilities. At one point or another, you'll be running through a hauntingly empty stretch of nature or an eerily silent underground structure. But what's wrong with adding a combination of the two?
There's nothing wrong with that, and that's why someone made the GM Viscera map. You'll be taken to an empty stretch of road where you get the sense that something big went down with a lot of the surroundings still intact. Enjoy the dark and empty outside until you decide to seek shelter in the cold and creepy indoors.
Green Hill Zone will always be iconic as the very first level and world in the Sonic The Hedgehog series. It may sound simple, but it's also vibrant, colorful, and memorable while serving as a good intro to a fun and fast-paced game. There's a way to bring some of this energy to Garry's Mod with the right add-ons.
This add-on in mind is the lush Grassy Hills map. It combines the brightness of the Green Hill Zone with the openness of the Middle Of Nowhere from the Courage The Cowardly Dog show. It's a vast field of grass blowing in the wind with very little to focus on, but that's the point. It's just a place to run around, play, and relax.
If you've ever been apartment hunting, you'll know that it's one of the real-life nightmare experiences that the average adult has to deal with in this working world. What's even scarier is some of the places that they try to put on the market are more nightmarish. With that in mind, it makes for great inspiration.
As a result, you get maps like Mega-Apartment H6. It looks like you've decided to continue your hunt in a dystopian neighborhood that at least gets the colors of the setting or rising sun. When you aren't running around the corporate, stone, and neon apartments, there are some open areas, streets, and alleyways to wander around.
Willy Wonka is one of the most whimsical characters in literature. He has a whole chocolate factory that serves as a fantasy world and will never pass safety regulations. Some folks decided to take advantage of that and put minimal effort into decorating a warehouse to create a similar experience. Then, someone took this and made it digital.
That's right, with the Willy Wonka Experience map, you can see this low-quality bootleg amusement for yourself from the comfort of your monitor. Wander through the barely decorated utility spaces complete with posted AI art, an unenthusiastic employee, and vaguely candy decor scattered about.
Half-Life is iconic, and Half-Life 2 is frequently referenced as one of the best FPS and sci-fi games ever to grace our screens. Even if you haven't gotten invested in the lore, you have no doubt caught a glimpse of its aesthetic across various media. That's why this map wants to revisit it and show another side of the world you have to run around.
The GM Far map may have a simple title, but it's hiding a lot more depth. Based on the coasts and underground facilities of Half-Life 2, this map will take you through a long and desolate coast and various dark and empty facilities. Anything could be hidden around the corners, and pretty soon, you may find yourself questioning your sense of security.
Fast food has a certain taste and there's a reason why KFC keeps popping up in new places (or at the very least changing locations). They're usually full of customers and bustling with some kind of loud energy, so that's how we see them. We rarely see these places completely devoid of life, and one creator wanted to explore this.
They did so by creating the Brutalist KFC map. This style of art and design is defined by mid-20th-century architecture with large slabs of concrete assembled into various boxes and rectangles, relying mainly on its decor and functionality to give it personality. It shows a cold and creepy side to this fast food franchise... a side that makes you want to get out of there fast.
The YouTube environment has changed significantly over the years, with animators still struggling to share their cool and unusual ideas with the world. We've gotten to see a lot of weird and unexpected cartoon series on the platform, such as The Walten Files. For some people, the available episodes aren't enough.
That's why the K-9 Storage Facility map was created. It's based on a location in the show where anything valuable from Bon's Burgers was stored and sealed away. Considering all the mystery and darkness surrounding what happened at that restaurant, this map gives you a chance to explore a place as suspicious and disturbing as the series makes it sound.
The Wii U was an experiment, and it yielded some positive results, the biggest being that it served as the prototype for the massively successful Nintendo Switch. It had very few memorable titles, but Nintendo Land was among the most fun, designed to be played in a group. If you no longer have a Wii U, there's another way to visit it.
One creator took it upon themselves to create the Nintendo Land map for Garry's Mod. While Nintendo maintains strong console exclusivity for its IPs, you can have a little taste of the color and fun by running around the carnival-like Nintendo hub area. It also comes with several separate mini-game areas to visit for extra kicks.
Maintenance and transit tunnels, a flooded village, depot, and pumping station; with such a dynamic sprawl to explore, this STALKER: Shadow of Chernobyl inspired map creates plenty of opportunities for realism and combat-related mods.
Why not take a look around, and see if you can enhance the experience by challenging AI enemies, new weapons and night vision goggles, muzzle flash VFX, or other realism-related mods? With the right tweaks, you could reasonably make Garry's Mod start to feel like Escape From Tarkov or Metro 2033.
Play Chad Chinlong as he helps the good guys fight missions against the bad guys. There are even unique gameplay characteristics, like covers that can be destroyed and exploding cars. The maps and accompanying game are single-player and two-player co-op compatible.
Hey everyone, I'm sure you all know me as the guy who has released such classics such as the map I made when I had no idea how void walls or doors are made.
Well I've gotten much better at mapping since then. And have made 15-30 maps since then and now, most of them are mostly finished but unpublished, I may publish some more of them eventually. But this thread isn't about those unreleased maps.
What is this map about ?:
This map is meant to simply be an urban city sandbox for people to mess around and test things in. It does not have any gameplay of it's own, or hordes of demons for you to shoot, or items to pick up. Unless you spawn them in through the console or place them into the map with a map editor of course.
The map can be useful for doing things such as testing out your mods and projects in a proper game environment, that is closer to what the mod will be getting used on than a bunch of STARTAN2 boxes and rectangles are. In fact this map was originally just made to showcase and test my mods in a more visually interesting and complex environment than said boxes. Or you can use it as a sandbox to screw in much like the GMod map it's named after.
Features:
Now you may be asking yourself. "Well that's nice and all. But is there anything else to see or do on this map besides testing mods or fucking around ?". Well I'm glad you asked, me. You can also just explore and look around the map ! Here's a list of some of the maps' features:
To play, you just need to extract all three archives to a folder, then run gz_bigcity.pk3 in GZDoom, and the other two resource archives should be automatically loaded as long as they are in the same directory. Once you are in the main menu, just pick the "Sandbox" episode on the episode select screen. And that should be it.
NOTE: It seems that the map is even closer to hitting GZDoom's limits that I thought. As making the new small city monument out of sectors caused ZSBSP to corrupt the map every time it tried building the nodes. So the mini city model had to be made into a 3D model.
If it crashes after you select a skill and the map starts to load, then do you get some kind of crash log or error message that you could send me ? And what's your hardware ? I suspect this may be because the map takes about a second or two to load even on my i5-11500 for some reason.
Not really doable without hugely downgrading the map, since it uses so many GZDoom features. Just off the top of my head:
The map uses a static portal for the parking lot under the AGM office, which in Zandronum would have to be replaced with a crappy teleport transition to the part of the map where the interior is located. Which also means that monsters wouldn't be able to get in or out at all. Nor would you be able to hear sounds that should be hearable outside the lot. Such as the train crossing.
On the subject of the train, it uses ZScript for its custom physics, that allows it to damage things in front of it while also pushing them forward, WITHOUT being forced to slow down. Which to do in Zandronum would probably require several hundred lines of hacky ACS code, which I don't know how to write. That or the train would just have to use normal physics, and stop when it hits something on its' path, until it eventually kills or destroys it.
The map also uses a modified version of ZDoom's sky camera, made by drPyspy and modified and made customizable by me, since nobody will ever natively implement a 3D sky camera similar to the one in Source. This modified camera can actually move around the 3D skybox relative to the players' movement. And is the reason gz_bigcity's skybox is so seamless that you don't even know where the map ends and the skybox starts, unless you look REALLY close, or cheat and start flying around.
In Zandronum the modified sky camera would have to be replaced with an ACS solution instead. Which IS apparently possible to do, but would likely also be very hacky. And once again, I don't know how I would write that either lol.
The thousands of trees in the forest are made lightweight enough to not turn the map in a slideshow by me simply changing their statnum to STAT_INFO, so that they do not "think" at all. This is an optimization that I know for a matter of fact is not doable in ACS at all. And just using the NoInteraction flag does not actually reduce the overhead of an actor either. So in Zandronum the forest would need to be entirely ditched and replaced with bad cardboard cutouts of trees. While in the current version of the map, the only tree line cutouts are only very far away in the skybox. Where you can barely distinguish them from the thousands of individual trees closer to the map.
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