Skyport
Report missing assets in the discussion tab below.
If you want, you can remove the most expensive entities by typing "ent_remove_all env_sprite" and "ent_remove_all info_particle_system" in the console.
(you can still play in LDR, but some features may appear too dark/bright.)
Features
– Navmesh
– Nodes, air nodes
– HDR
– Cubemaps
– Elevators and lifts
– Death/damage triggers
– Custom particles
– Custom soundscapes
– Lots of animated textures; maybe too many?
– Nocturnal elements above a gleaming city at dusk
– Large, open rooms.
– Heritage
Locations
– Overlook
– Security
– Hangar
– Central Hub/Gates
– Heritage Outer Vanish/Catalyst
– Heritage Aggregates/Primary Axon
To disable the vanish system protecting Heritage, you’ll need to recover 3 admin cards, hidden away in Overlook, Security, and Hangar.
Alternatively, you can input these commands into the console to activate/deactivate the vanish system, respectively; "ent_fire secret04_vanish_enable trigger", or "ent_fire secret04_vanish_disable trigger"
thanks to natko for reuploading Philip Klevestav’s scifi textures 12 years ago
https://gamebanana.com/mods/7425
https://gamebanana.com/mods/7432
music on the radio is
Mirror Forest – Hello Meteor
(to my knowledge), the rest of the assets are from:
IPs owned/licensed by Valve Software
stock assets
custom-made assets (models, sounds, textures)
There’s about thirteen different renditions of what I wanted this map to become, with it initially being a remaster of gm_remote. However, this ended up becoming a 5 month long visual lexicon/feature creep showcase, all crammed into one quasi-sci-fi-high-shy megastructure (typically what all my maps end up turning into anyways).
Learnt a lot from this, despite how old this engine is.
Also yes, i lied, this map turned out to not just be "medium sized" and actually weighs 500 gigs cod expansion style
Mary Krimas, Happy Quanta