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gm_Armacham_Construction

Garry's Mod custom map (Source Engine)

(April - May 2024)

A small map I created for a game called Garry's Mod.

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F.E.A.R: and F.E.A.R. Extraction Point are some of my favourite shooters. I figured the Half life 2 AI would work well in FEAR style maps, with their flanking and combat being similar to the replica soldiers from FEAR.

This is an original map inspired by F.E.A.R.'s level design. With rooms that have multiple flanking routes for the NPCs and player to use.

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With this map I learnt more about using NPCs and AI within hammer/source engine. For example, I recall in F.E.A.R. there would be a few arenas where enemies enter the room without detecting you. Allowing you to survey the arena and intiate combat first. I achieved something similar using a brush to block the line of sight so the enemy NPCs do not see  the player when approaching the arena. I then tied that brush to a trigger that destroys it when the player gets too close or the enemy NPCs detect combat, allowing the NPCs to see them. This gives the illusion of the enemy NPCs having detected the player.

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I also learnt more with using NPCs and AI in general, such as using battle lines to bring out more tactical behaviour from NPCs. And NPC assaults for NPCs to enter a room and push to a certain point. As well as to reskin the enemy NPCs. For example, I set this map in the same setting as F.E.A.R. and reskinned the enemy NPCs to be that of the enemy soldiers from said game. I also learnt more about using sounds, such as playing custom voice lines I recorded throughout the map. Moreover, I learnt more with using the input/output system to enable functionality and logic for the map, such as getting NPCs to breach a door and enter, or tying events to NPC counts so the map won't progress until all relevant enemies are killed.

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With the AI nodes, the enemy NPCs can take full advantage of the level design and layout, utilising paths to flank or retreat etc.

Download (N/A)
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