Garry's Mod

Garry's Mod

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gm_trainset [Release]
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Scenic
File Size
Posted
Updated
6.870 MB
Apr 11, 2014 @ 10:12pm
Feb 11, 2015 @ 5:00pm
38 Change Notes ( view )

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gm_trainset [Release]

In 1 collection by [FC&N] Magnum MacKivler
FC&N Addon Pack (Official)
236 items
Description

Gm_trainset, a map in which you can build trains, among other things.
Brought to you by the Flatgrass Construct & Northern Railroad (otherwise known as FC&N)!
After many months of work, no longer in Beta!

What does this mean for the map?
The map is not finished so long as people continue contributing good ideas. What being out of beta means is that future updates will likely be few and far between. This allows me to work on other versions of the map, however! That means snowy, nighttime, open-sky, etc versions of the map will not be far behind!

The map requires HL2: Episode 2.

Features:

Lengths of track covering the areas surrounding Davis City and Echo Mountain
A rail yard complete with sidings, freight platform, and harbor
Two passenger stations
9 Areaportalled build garages of varying sizes
One large extended build area (above main map)
Teleporters to access most main map locations
Staging yard located inside the tunnel for setting up long trains
Three-bay roundhouse complete with functioning turntable
Lumber Mill
Beach
Mountain Pass
Road System that spans the majority of the map
Fuel refinery
Airstrip with hangar (included among the 9 build garages)
Custom-made props including track, trees, signs, and more
Part of the map has electrified tracks, the height of which can be adjusted to several preset heights including being completely hidden from view
A really long viaduct
3d Skybox (offers the illusion of being the same scale of a 1:64 model train set)
Switches, with greatly reduced probability of derailments! They should now be as smooth as those found on Sunset Gulch
The entire main map is completely open, with visibility controlled by render fog at a distance.

FAQ
Q: Are you going to add 1-gauge to the map?
A: No. The compile tools' hardcoded limits prevent me from adding anything significant beyond this point. To compensate, I made the 1-gauge model pack.

Q: Are you going to make working signals?
A: Probably not. Making signals for even a single stretch of track is immensely complicated and expensive.

Q: Are you going to add crossing gates?
A: Nope. I want to leave something for the players to do. What's the fun if everything is pre-made?

Q: I see black and purple!
A: Buy Episode 2.

Q: My trains keep derailing on the autoswitches!
A: Trains with large bounding boxes do this all the time. There's no way to fix it really (Although if you build your own locomotives the problem is almost nonexistent), and the problem is made worse by trigger brushes being oversensitive by 24 units. There is a way to turn off the autoswitches, however:
-The Autoswitches can be disabled and enabled with the console commands "ent_fire trigger_multiple disable" and "ent_fire trigger_multiple enable" respectively. In multiplayer, you must be an admin with Rcon access and sv_cheats must be set to 1.

(Thanks to SligWolf for the autoswitch disabling command)

Changelog:
Note: I haven't been very dilligent keeping up the changelog. Such is the consequence of choosing many smaller updates over fewer, larger ones.

4/11/14- Uploaded First Alpha
4/12/14- Fixed Rails being too thin in some spots, fixed the broken switch in the rail yard, added a crude lumber mill with area-portalled doors, and changed the cross-track switches from mono-directional to bi-directional.
4/18/14- Added a proper spawn building, improved the countryside station, moved the autorailer above ground, expanded the road system, added area portals to the tunnels, extended the city station platform, added another turnabout loop of track, reversed one of the sidings, added more buildings and scenery props,and fixed the doors in the lumber mill.
4/23/14- Replaced all the rails with more tolerant curves, lowered the angle of the switch buffer plates (more smoothness), added a wall to divide the center are in half (helps with fps drops), filled in half the lake, removed underground building facility (since nobody seems to be using it)
5/2/14- Added some more scenery, moved the city station out into the vast expanse of gravel (and made it better), replaced some of the building platforms with garages (with areaportals!) and added an area portal on the yard-to-forest transition. Also, I replaced all the curves with customized prop_statics so they impact performance less.
5/5/14- Beautified the yard, added trees all over the place, improved the city, added station buildings, fixed visual glitches, textured/simplified/darkened the tunnel, changed skybox from living room to basement.
5/23/14- Got rid of Dev textures (Yay), automated some of the switches (the most common accident points)
5/26/14- Added Windows and light fixtures to the skybox, added an overpass for the roads, made yet another hole in the central divider (for cars), fixed that pesky track glitch.
6/8/14 and 6/9/14- Remade the Yard, added a switching tower, improved the port, made two of the City buildings Areaportalled garages, turned a useless field into a plateau and put a farm on top of it, made a freight depot in the mountains (right next to the newly added lake) made the terrain 5% more interesting, labeled the teleporters, made the tunnel area portals white on the inside, and punched a hole in the mountain wall to create a complete loop for cars.
Popular Discussions View All (5)
12
Dec 5, 2022 @ 5:12pm
How to turn off the automatic switches, for yourself!
SligWolf
2
Jan 27, 2024 @ 4:50pm
black sky bug
Lazer Star
2
Dec 5, 2022 @ 5:13pm
Upgrad gm_trainset
MainlineProD
285 Comments
Old_Train Feb 22 @ 2:17pm 
since it has been awhile may we get trainset but RSG. Of course after you are done with SSG2
Kim jong un Dec 20, 2024 @ 12:13am 
i can be in HO scale now
CSXT 1776 Nov 25, 2024 @ 3:52pm 
train:steamthumbsup:
Temporary closed Sep 28, 2024 @ 8:31pm 
This map is as cool as the state of texas (aka it freaking ROCKS!)
*****Machine821 Jul 31, 2024 @ 4:52am 
none of the custom train tracks work. (yes i have the trackpack installed.)
Zsombor99 May 16, 2024 @ 4:07am 
@turbo Console command to disable the auto switches (last update was in 2015):
ent_fire "trigger_multiple" disable
turbo May 14, 2024 @ 10:40am 
remove the fucking automatic auro switches
fordbennywayne Dec 16, 2023 @ 7:20pm 
normally the auro switches wouldnt be a problem but the problem is that they switch against the oncoming train causing a derailment
Zsombor99 Sep 3, 2023 @ 2:30am 
@FFox I think this map is unique, because the 3D "skybox" gets the feel this is a model set on a table in a room. 🙂 The last update was back in February 2015, so, I think if you decompile the map, you can edit and reupload this. You should delete the triggers for the automatic track switches if you start to edit this map.
FFox Sep 2, 2023 @ 7:42pm 
I think this map would benefit a lot with HDR, better lighting more vivid and higher sun angles or stronger (dunno about light_env position) CUBEMAPS. of course. and probably the same exact map as it is but without the house skybox, it'll feel greater bigger and more cheerful... in those aspects is what I think makes it feel a little bit toned-down, regardless of visuals, the map is one of the most impressive gmod train maps I've ever seen I wonder if I could edit the map file myself and make my own version with those changes in mind if it is too much to ask directly to the author to release another one... I've put some several hours on it by now.