Garry's Mod

Garry's Mod

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gm_desertfortress
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Fun
File Size
Posted
7.749 MB
18 Oct, 2014 @ 11:03pm
1 Change Note ( view )

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gm_desertfortress

Description
I did not create this map. Credit goes to its author, who has since been long lost.

Description from original file's readme

==================================================================

The overall purpose of the map is freeform team deathmatch. No lua scripts are included and there are no set victory conditions. This is intentional because you can make your own scripts for it if you want, or you can just do basic team DM with no additional scripting, your choice.
Features:
* The map has a lot of gadgets in it; turrets, mines, teleporters, power systems, holograms, gates, announcements and shields, instructions for use follow.

============
The Teleporters.
============

* These are represented by square pads with a lit glowing square in the middle, they also have small blue sparks rising off them.

The teleporters are all one way, one is in the defender off map zone where the armor chargers are and leads to the reactor core, the other is in the base control room and leads to the gatehouse.

The off map > core teleporter is always active, the control room > gatehouse one relies on the reactor core for power, if the core is offline you won't be able to use it, the active state of the teleporter is visible by the cyan glow it emits, if the glow is off the teleporter is inactive. Teleporters are controlled by a usable switch on the send pad.

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The Turrets.
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* These are controlled from two pods on the upper level of the control room, they use WASD to pitch and yaw, and use primary attack to shoot. They require some spin up time before they can fire, and can only fire at full spin.

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The Hologram.
============

* This just shows the state of some of the base systems, as well as an overview of the base exterior. It shows the elevator status, and the gatehouse lockdown status, use the panel in front of it to hide the outer walls.
The Mines.

* These are spawned from a dispenser near the control room teleporter, you can drop them on the pad and teleport them to the gatehouse for deployment, remember to 'use' them before dropping them to arm them. Armed mines will explode if you drive a jeep or airboat over them. These mines are not team specific.

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The Shields.
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* The two shield systems present on the map are controlled separately. The outer shield wall is controlled from the base of the pylons which generate it, six pylons make up the shield wall and at least three of these must be active to maintain the shield, each pylon can be activated or deactivated by a switch at its base, the active state is shown by a light beam at the top of the pylon.

The gatehouse control room shield is controlled by a button in the gatehouse office, while active it also activates rollermine dispensers in the gatehouse, which will attack anything that enters, these mines are not team specific.

Be aware that the office shields do not cover the roof access, so the office is not impervious to attack while they are active.

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The Gates.
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* The front gates are controlled by a wheel in the gatehouse office, hold it down to open and close the gates.

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The Core.
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* This powers the bases local teleportation technology, as well as the lighting, turning it off begins a 3.5 minute restart sequence and also turns off main lighting forcing a reversion to backups, backup lighting is considerably less bright than main so combat may be somewhat harder.

============
Known bugs:
============

* The weapon spawners don't work wonderfully, I can't help this because I don't know why it happens.

* The consoles in the control room don't light properly sometimes, I don't know why, it appears to be random, I find turning the core on and off makes this happen less often, otherwise I don't know what to suggest.

* Cubemap (reflection) errors: If you see one, it's an accident, 90% of the reflective faces had to be manually tied to a cubemap during development, this was a nightmare so if I missed one, I apologise, it was unintentional.

* The turrets might be a little annoying if you manage to die while in the pods, your view might not get reset from the turret, unfortunately I can't fix this because the pods don't seem to register dying as exiting, if this happens the best thing I can suggest is reconnecting, although an admin could probably reset the camera manually using ent_fire.

* The doors won't open sometimes: This isn't a bug, it's a feature, you can't have the lift room doors open while the lift is in transit, and you can only have one of each of the pairs of doors inside the base open at one time, this is because these doors play a considerable role in the optimisation of the map, if you could have both open at once you would get rather a lot of video lag.
25 Comments
plargatron 30 Dec, 2023 @ 11:14am 
are there AI nodes for NPC fights and PvE
N0VA 26 Aug, 2020 @ 7:01am 
oh i though it said desert for trees at first
Rcmac206 16 Jul, 2020 @ 1:33pm 
I still love this map.
ahnok 6 Jun, 2017 @ 5:30am 
Holy fuckin shit, I have never seen anything like this before...
Why aren't there more of these extremely awsome maps out there?
Good freakin job, mate.
Also, how about adding some obstacles in the desert for cover? I think that'd make a great impact.
Bebes_kidz 1 Jan, 2017 @ 11:21am 
Do I hate mars bars
Акула 15 Dec, 2016 @ 7:02pm 
this map is great (:. i will be using it for my server
coque 6 Mar, 2016 @ 8:17am 
is it possible to use turrents in sandbox?
PonyKisser:3 19 Feb, 2015 @ 4:29pm 
can ya add an ai node please?
Catzzy :3 1 Nov, 2014 @ 3:19pm 
make a map that reqires half life 3 (if the game will be relesed i hope)
Catzzy :3 1 Nov, 2014 @ 3:18pm 
i want a rope of it XD