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File: ttt_arctic_complex
Version: None
Garrysmod.org URL: http://www.garrysmod.org/downloads/?a=view&id=113325
Description: This is the final version of my map ttt_arctic_complex, after a number of betas over the last few weeks I think I've reached a natural stopping point. I'd love to keep working on this indefinitely but I think I'd be far better off moving onto another project at this time.

ttt_arctic_complex is the culmination of around 200 hours worth of work over the last month or so. Based in the frozen north, ttt_arctic_complex seems to have been generally well received by everyone I have shown it to and the majority of people have told me they've really enjoyed it, so naturally I'm quite proud.

It is composed of two main "levels", the lab and the Fortress.

The Fortress is a wide open space with lots of buildings, traps and long range weaponry where as the Lab tends to focus on close ranged stuff, the teleporter creates a perfect escape route from assassinations too.

Making the map unique is a collection of easter eggs (which I will leave you to find yourselves), a very epic Tower Collapse sequence created by the fantastic Zyx and a melon racer track (designed by Orange Monkey) with which to entertain yourself while you are dead.

Thanks go out to:
Zyx for being generally awesome, making the tower collapse model and fixing up the elevator.
Orange Monkey for the Melon Racer track idea and design
ZapDing putting me onto the idea for the clouds which is now defunct due to an engine update which broke them (Thanks, VALVe!).
The Octarine Moon squad for testing, help and ideas
The creator of ttt_office_b1, I drew a lot of inspiration for the lower levels from that.
The creator of the Tardis 2005 model, "Carl" on Garrysmod.org. Sorry I wasn't able to find a way to contact you directly and ask for permission to package the model.

Change log:

17/10/2010, Final:
Another easter egg!
More detail additions
Added custom bumpmaps in areas I thought could use them.
Slight vis portal optimization
Melons now respawn when broken
You may now enter the red building in the graveyard
The "gap" glitch in the tower's fixing brush will now respawn after the tower resets.

12/10/2010, Beta Four:
Completely re-done precipitation brushes for optimization and better snow coverage (I highly doubt you'll notice, but I will.)
Fixed elevator, you can no longer drop props down the shaft.
Fixed some doors being one unit out of allignment
Added extra weapon spawns across the map to better facilitate larger ammounts of players
More Zombies have been added to the Zombie Rising event
Died at the start of a round? Want something to do while you wait for them to notice that obvious sniper? Try the Melon Racer track, situated just behind the Fortress' entrance! (Currently unfinished but functional.)
The Carpet in the lab is back, I have no idea what caused it to vanish.
Optimized the terrain slightly, amazingly not everything needs to be a power of three.
More detail additions
Another easter egg!
The un-natural and un-safe ramp is now a staircase.

5/10/2010, Beta Three:
You can no longer forcibly repeat the clock tower destruction by hitting the plunger with a crowbar.
The majority of ladders are now the HL2 "lock-on" style of ladder as opposed to the CSS style.
There are now multiple access points to and from the cliffside as opposed to just the ramp.
The map is now AI noded, zombies should be more intelligent while giving chase.
Clouds now move much slower.

4/10/2010, Beta Two:
There is now only one CC entity present on the map
The clock tower can no longer be destroyed more than once per round

3/10/2010, Beta One:
Initial release

Image: ttt_arctic_complex