Sourcegrind – A Dynamic Survival Map

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Author: Diamondus_Frvr

Last revision: 5 Aug, 2025 at 16:16 UTC

File size: 9.81 MB

On Steam Workshop

Description:
Latest update:

– Added 2 new default patterns.
– Reduced the brightness of HDR to make it look better.
– Added 2 new interactibles to the spawn: Armor generator and Armor remover.
– Extended the combine soldier spawn pool with shotgunners, riflemans and elites.
– Increased difficulty scaling significantly (it gets harder quicker).
– Added spawn weights:
– Now harder enemies will appear rarer and only in the later waves

Welcome to Sourcegrind, a game inspired by Ultrakill’s Cybergrind!

The stage will dynamically shift between preset patterns. Enemies will teleport in during a wave, you must eliminate all of them to move on to the next one.

Add your favorite weapons and get killing! This game is meant to be played in sandbox; you may use the vanilla weapons, but you can also subscribe to some weapon addons, like TFA and CW 2.0.

Here are the things you can edit to optimize your experience:

CREATE YOUR CUSTOM MAP PATTERNS: -> Guide <-

– Weapon dumpster: Instantly removes all your weapons, so you can play without the physgun and the other weapons in your inventory.

– Ammo shelf: Maxes out the ammo of your currently held weapon.

– Armor dispenser and remover: Get +50 armor. You can also remove all armor.

– Lag Compensation: Have you noticed npcs seldom not loose hp when you hit them in multiplayer while they are moving? Lag Compensation is a built-in feature which is enabled on this map. (It is dynamically added to spawning enemies of any kind)

Recommended addon:
NPC Kill / Frag Counter (Scoreboard) by LibertyForce: https://steamcommunity.com/sharedfiles/filedetails/?id=302349639

Subscribe, like and share! Let me know if you want to see similar maps to this one!
If you notice any bugs leave a comment down below!
Thanks, and have fun!

If you are looking for a more vanilla survival experience, check out my previous maps!
Forgotten Factory
Dark Corners

FAQ:

Q: Why is it 10×10 instead of 16×16?
A: I wanted to aim for high level of customization with this map, and 10×10 just seemed like the size that is large enough to be fun, but small enough for any inspired player to create their own custom patterns with ease. Let me know if you would see a 16×16 edition in the future!

Q: The enemies’ ragdolls fall through the floor
A: Unfortunately that is not something I can control. If it bothers you, I suggest turning on Keep Corpses (this will make them have collisions though).

Q: Can I use this on my server?
A: I advise against it. Right now, any player can press the Reset button, which would make it annoying on a public server. This map is meant for single player, and to be played with friends.

Q: This is not like Cybergrind
A: Sourcegrind is not trying to be Cybergrind. It tries to be an experience similar to Cybergrind within GMod’s settings. You can always make custom patterns to make something that is fitting for your addons.

Q: Why are the enemies lobotomized?
A: The moving platforms breaks the traditional AI of HL2 enemies, which unfortunately results in the enemies not being so active.

Q: So the enemies will always be dumb on this map, no matter what?
A: In GMod, anything is possible. There was an idea for making the enemies have a dynamic AI that is handled by a custom code, that keeps track of the node’s positions, creating a graph between blocks that can be crossed. Unfortunately this takes a lot of effort and my time is limited too, but perhaps in the future I’ll look into what can be done.