Garry's Mod

Garry's Mod

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RP_Batuu_v2
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Roleplay, Scenic
File Size
Posted
Updated
914.856 MB
6 Dec, 2022 @ 7:50pm
29 May, 2023 @ 4:43am
4 Change Notes ( view )

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RP_Batuu_v2

Description
RP_Batuu_v2 is a nice combination of Batuu_v1 and Anaxes_v2.5, mixing up the additions of anaxes_2.5 with the environment, lighting, and some such points that made Batuu a great map.

The map comes with some changes over both of the aforementioned maps, its not just a 1:1 sow of the two maps. The BIGGEST push, and why the map took so long to make, was due to the attempt and somewhat optimize the outside of the base and segment it up.

Because the Source Engine likes everything being made into rooms, and that being how everything is rendered initially before other optimization types are enforced, it was putting stress on the servers and players systems.

So, after testing with the following:
300~ish mods active, Multi-core in options is disabled, settings on max, multi-core launch perimeters are removed, no mounted games, and DarkRP gamemode enabled.
Results in an FPS of about 140~160FPS.


I would recommend that servers use FPS boosters for its players. It is not needed if the server has an OPTIMIZED content pack.


Note: [TSF] Mason will come around occasionally to servers that use this map for feedback!



===
Open Advertisement Space, contact [TSF] Mason about Adverting your server and discord here
===



What does this map bring to the community? over rp_anaxes_v2-5?
https://gtm.you1.cn/sharedfiles/filedetails/?id=2841786055

Map Itself:
  • NavMesh
  • Node graphed
  • works well with upto 128 players
  • all assets packed into the map, so no requirements
  • Great for any CWRP, Imperial, First Order, Halo RP, or even 40K RP to a degree
  • Jedi sanctuary restored in update

Added:
  • Added rock wall around waterfall lake
  • Added new special equipment to listening post
  • Added a new cave system connecting the outpost in the corner with the area infront of the SHB
  • Readded the Smart NPC button for Core Attack. It works only sometimes for some reason.

Changes:
  • Relocated some trees to the cliffs (not new trees)
  • The swamp in front of the main base has been shrunk slightly
  • The cliffs in front of the base have been merged in area with the cliff sides around it, making it one large plateau
  • The lack in front of the waterfall has been expanded even MORE than Batuu_v1
  • Relocated Listening post
  • Remade some geometry

Fixes:
  • Door buttons on 3rd floor that moved when you press it.
  • Main base alarm, it had to be made where everyone can hear it, but its now fixed.
  • Remade some parts of the Listening post to prevent getting stuck on ledges that block walkable path
  • Reworked some textures relating to the path and rocks

Performance:
  • Added in sector rendering hint/skip system outside of the map
  • Simplified some more map objects
  • Filled as much of the areas that cant be seen with nodraw blocks, decreasing render areas.

Removed:
  • Some vegetation was left out to help performance
  • Simplified alot of brushes
  • Removed the Jedi Sanctuary callback, waste of resources



-General Credits:
Project Head: [TSF] Mason
Oversight: N/A

-Developers:
[TSF] Mason

-Content Contributors Collaboration
=please support the content of these developers!=
122Jimbo
Redcoder
Doomologist
Niko

-Testers/Trouble Shooting:
Major_Nate
Statua
SpyShadow
[FSAS] Sky

-Ideas
TSF Community
FSAS Community
Steam Community

(if i missed anyone, please contact me, [TSF] Mason)



rp_batuu_v2

Copyright © 2022-2023 @ Mason k Weskier
CC: BY-NC-SA 4.0
CC-FacePunch Studios
CC-GameBanana
CC-Steam Workshop EULA
Your work, based off this item, must agree to the Creative Commons's BY-NC-SA directives as follows:
-With credit to be made to the initial creator ([TSF] Mason), under the BY directive,
-To not be used for Commercial\profit in any way, under NC directive without my say,
-And if you use, remix, transform, or build upon the material, you must distribute your contributions under the same license as the original (this map), under the SA directive in any way. (meaning your map must be open ended as this one is.)

=
contact me through discord if you have any question or just hangout.
https://discord.gg/q6ze3X5

Or a one time thank you to help out the dev team!
One time donation[www.buymeacoffee.com]
Popular Discussions View All (1)
0
3 Apr, 2023 @ 9:57pm
rp_batuu_v2.bsp+.vmf+nodegraph+navmesh link
[TSF] Mason 1290
37 Comments
[TSF] Mason 1290  [author] 28 Aug @ 4:41pm 
interesting. ill add that to my notes
Dishwasher 28 Aug @ 1:48pm 
I found my issue, the light_environment entity needs a target name to be usable with StormFox2 :/
Dishwasher 28 Aug @ 1:35pm 
sorry, i don't know what my issue is then, cause StormFox2 refuses to acknowledge it has one and doesn't use it in it's lighting.
[TSF] Mason 1290  [author] 27 Aug @ 10:20pm 
Every map iv made im planning to go back and fix up any issues and expand upon with some aspects or points.
But this is only after i finish my map projects.

right now, im working on making the 40k community a quality map. as they kinda REALLY need some love.
Starwars got alot of maps, been working on Halo recently as they needed some stuff, now im moving onto 40k. Then when i finish a good base map for them, they should be just fine as they have plenty of ship maps that are alright.

Then ill get around to running a full bug and improvement pass on all my maps before i start taking off with my Fallout Project to recreate every map in Fallout 1 and 2 in gmod.

tl;dr?
Its planned to make the map better when i get to it.

Also, the map has a light_environment. and it fits the map very well. what do you want?
Dishwasher 27 Aug @ 9:03pm 
idk, i don't know much about the entity
[TSF] Mason 1290  [author] 27 Aug @ 8:48pm 
reasonable? what?
Dishwasher 27 Aug @ 6:35pm 
Hey, could you perhaps release a version of this with a light_enviroment entity placed somewhere reasonable? I understand if compiling is annoying or whatever. Just want it to work with StormFox
[TSF] Mason 1290  [author] 9 Jun @ 4:55pm 
60 second wait was added so the alarms cant be spammed.
redrex0408 5 Jun @ 7:46pm 
Once the alarm is turned off, i cant retrigger it unless i clean the map.
Helios 25 Nov, 2023 @ 4:47pm 
Zenith