Garry's Mod

Garry's Mod

The Backrooms
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Update: Jun 21 @ 8:47pm

Animated the icon

Update: May 6, 2024 @ 2:12pm

- Added a sprite to auditory guidepost button to emphasize its existence
- Changed the detail texture of the Backrooms carpet
- Changed fade distances of some outpost props
- Changed areaportalwindow brush textures to be cheaper to render
- Changed the top textures of the threshold to be matte due to weird reflections
- Fixed buggy locker room soundscape
- Miscellaneous bug fixes

Update: May 5, 2024 @ 6:15pm

- Improved many models with higher-quality versions (credit to schlimbo!)
- Improved many textures, adding higher detail and reflections
- Added proper soundscapes finally
- Added reflections to the Backrooms ceiling lights
- Added glass covers and dustmotes to the facility ceiling lights
- Added fade distances to all props for optimization
- Added a fade distance to the camera monitor for optimization
- Added more detail props
- Added blocklight brushes around the outpost to prevent Backrooms light seeping in
- Added an alternate Backrooms soundscape option
- Replaced both outpost doors with more accurate models
- Replaced the threshold lift with a more accurate model
- Replaced the ASYNC doors with more accurate models
- Removed the boots from the dressing room hazmat suits because the original video does not actually have them
- Removed the ASYNC logo from the threshold room for accuracy
- Removed pointless occluders
- Removed some arbitrary entity names
- Changed the threshold to be more three-dimensional and accurate
- Changed the threshold sounds to be more accurate
- Changed many windows in the facility to func_breakable_surf for fun
- Changed the dressing room bench texture to be more accurate
- Changed model scale of the observation room lightswitch to be bigger
- Changed the occluder in the upper lab windows to an areaportal for better optimization
- Changed the ceiling of the server room to a prop for optimization
- Changed tacky moving button workarounds to just use func_button “Toggle"
- Changed some sounds into soundscripts to more effectively allocate sound channels
- Changed the vents in the threshold room from brushes to decals
- Changed the dressing room benches to be more accurate
- Changed the decoration of the foreman's office to be more consistent
- Changed the outpost floor from concrete to tile
- Fixed bugged reflections on outpost windows finally
- Fixed visible nodraw bug
- Organized filepaths of custom assets for easier categorization
- Many miscellaneous changes and fixes
- Updated cubemaps, nodes, and navmesh

Update: Oct 5, 2023 @ 5:30pm

- More bugfixes

Update: Sep 23, 2023 @ 5:18pm

- Miscellaneous bugfixes

Update: Apr 26, 2023 @ 11:29am

- Removed the Pitfalls neighborhood section, as schlimbodimblo's "Backrooms - Complex" map contains the area along with the rest of the scenes from the Kane Pixels series.
- Changed the Backrooms lights from being inside the ceiling to instead lay on the ceiling for optimization purposes. The map can now be expanded due to this!
- Added some interesting new areas adjacent to the main Backrooms area. Explore to your heart's content!
- Many, many miscellaneous additions and changes I've done over the past few months.
- Updated cubemaps and navmesh

Update: Dec 17, 2022 @ 11:09am

- Added a second moving door under the large outpost blastdoor for accuracy to Kane's series
- Added and changed many details in the top observation room
- Added an alarm sound that plays when the outpost windows are broken
- Added and rearranged many props/decals in the ASYNC areas for accuracy
- Added a wooden barrier before the Pitfalls section for accuracy
- Fixed CCTV cameras being too zoomed-in
- Fixed bugged reflections
- Fixed bugged threshold spotlights
- Changed volume of auditory guidepost and outpost ambience
- Changed the floor texture in the top observation room
- Closed off one of the two rooms in the ASYNC entrance hallway as it had no purpose
- Numerous miscellaneous details
- Updated navmesh

Update: Nov 23, 2022 @ 11:26am

- Added two rooms to the ASYNC entrance hallway
- Added another CCTV camera location (inaccessible but a nice detail)
- Added an ASYNC keycard in the top observation room that can unlock the laboratory door and large blastdoor
- Closed off the facility's basement ;)
- Changed the hazmat suit props, suitcase props, and a few other details to be more accurate to Kane's series
- Changed the laboratory door to lock once the threshold is closed
- Changed the laboratory blastshields to close when the threshold is closed
- Miscellaneous details
- Fixed some bugged reflections
- Many, many minor changes and fixes not listed here
- Updated cubemaps
- Updated navmesh (used Navmesh Optimizer)

Update: Oct 10, 2022 @ 6:06pm

- Added fade distances to many props for optimization
- Added several props to the laboratory and facility areas for accuracy to Kane's series
- Added various decals in the facility and threshold room for detail
- Added sound to auditory guidepost disable button
- Added proper spotlight effects to the threshold lights
- Added glass to observation room exit door
- Added a slight delay to the observation room lightswitch
- Readded sign in observation room
- Adjusted positions of various props in the laboratory and threshold room
- Adjusted positions of striped blastdoor textures to make them line up
- Adjusted position of laboratory tile texture to line up on the side
- Adjusted position of facility basement key to mess with people
- Adjusted threshold lift to not contact wall
- Adjusted lightmap scale in facility basement for better lighting
- Increased lightmap scale on unneeded textures for better compiling
- Increased volume of the ambience in the laboratory when the threshold is closed
- Increased volume of threshold ambience
- Increased distance the auditory guidepost can be heard
- Removed wires hanging in front of threshold
- Fixed basement door having identical name to another door in the facility
- Minor optimizations
- Updated cubemaps

Update: Oct 8, 2022 @ 2:27pm

- After much discussion, the ceiling lights have been changed back to props, but they are now covered with glass to retain their whiteness
- Added fade-outs to many props + reduced fade distances on others for optimization
- Added an occluder in the threshold room to not render unneeded props
- Added a lightswitch in the top observation room
- Added ambience to the laboratory when the threshold is closed for accuracy to Kane's series
- Moved the lightswitch from the facility hallway to the supply room
- Changed the laboratory door stripe texture to the exact one Kane uses
- Changed the observation room cameras to have one in the laboratory and only two in the Backrooms
- Changed the threshold closing sequence to simultaneously close the laboratory blastshields
- Increased intensity of the laboratory blue lights
- Increased intensity of normal map for Backrooms wallpaper
- Fixed "missing end-of-file" errors in many custom materials
- Fixed all func_buttons for Wiremod
- Updated navmesh
- Many, many other changes!