Garry's Mod

Garry's Mod

Combine Onslaught 2
Showing 11-20 of 62 entries
< 1  2  3  4  5  6  7 >
Update: Sep 2, 2022 @ 8:05pm

Completely redone most of the logic from the ground up, A LOT of new features added to the spawn room, the map should be a lot more functional and provide a LOT more choice.

-You can now set how many of each type of NPC can spawn during a wave.

-Endless mode in the spawn room. This only freezes the current wave.

-Automatic Wave Control, this basically just sets the spawns per wave as it would in the previous versions, this isn't a procedural feature, it has predefined spawns per wave and effectively stops working after wave 9.

-You can now set how many waves it takes until a strider spawns.

-You can now set how many kills are required per wave.

-Gunships and APCs are now separate options.

-Removed the turret recalls, these were buggy and removed any keepupright constraint given to the turrets.

-Removed Health Over Time, the combine should now drop items significantly more.

-Reduced the amount of health items that spawn on the map, this is now compensated to them respawning every wave and the combine have a higher chance to drop them.

-You can now pick up ammo a lot faster, you should be focused on killing after all. Oh and hopefully the script errors with the ammo is fixed.

-Added a secret quest, will you find it? You better, it's great.

This is the FINAL update to this map, there will only be bug fixes after this point.
The VMF is provided on my Discord server, anyone is allowed to make changes and upload their own version without my permission. Just be nice and give me a lil' credit is all.
https://discord.gg/a97E2FScVQ


POST UPDATE FIXES:

-Fixed a button in the spawn room that was dividing by 1 and not 2.

-Fixed the kills per wave button breaking the wave and causing it to never end.

-Removed a rogue brush that was blocking a spawn point. Dang it.

Update: Sep 2, 2022 @ 7:27pm

Changelog moved up

Update: Sep 2, 2022 @ 7:04pm

Changelog moved up.

Update: Sep 2, 2022 @ 6:19pm

Changelog moved up to latest patch.

Update: Apr 13, 2022 @ 3:12pm

Lua script shouldn't conflict with both versions of the map now. Oops.

Update: Apr 3, 2022 @ 3:32pm

Map functions should be independent from lua_run entities now(Except the debris remover). This should only break if some shitty anticheat blocks lua_run.

Update: Apr 1, 2022 @ 10:05am

Some jump node tweaks

Update: Apr 1, 2022 @ 9:25am

Fixed manhacks not leaving a spawn room.

Reduced time between waves.

The statistic monitors around the map are black and white because some stupid texture was misaligning and I had to use a different monitor texture.

Update: Nov 7, 2021 @ 9:18pm

Attempt to fix jump nodes (ffs just stop breaking shit gmod)

Added a button behind the gate in the spawn room to maximize difficulty, you can only press it before you start the waves, otherwise the button gets deleted.

Update: Jul 22, 2021 @ 9:42am

Moved any centered text near the bottom of the screen to get it out of the way of your crosshair.

Fixed a few nodes that werent connected.

Keycard should actually spawn as soon as the waves start instead of wave 3.

Combine Shotgunner shouldn't be immortal now lmao