Garry's Mod

Garry's Mod

Five Nights at Tubbyland Map
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Update: Oct 12, 2024 @ 1:21pm

v1.1.2 Changelog:

-Bugfixes-

*Fixed the main stage having clearly visible nodraw devtextures on the sides.

*Fixed the vent grate inside the vents near the office having stretched textures on the sides.

-Additions-

+Added a new map.
gm_fnatl1_nocams - The normal map but without functional cameras.
The camera models are still there and so are the sound effects. You just can't use them.
The desk is a physics prop.
The monitor has been replaced with a CSS monitor and it now has a keyboard. They are both physics props.
The thing on the desk that lets you pick a camera to look at has been replaced with a CSS coffee mug. It is also a physics prop.
The monitor does not emit any camera sounds.

-Removals-

-Both left and right doors/door buttons no longer have a 0.75 second cooldown.

-Changes-

=The door buttons are immediately ready to use the moment the doors reach the top or bottom.

-Notes-

The Source Filmmaker version is in the works again.
This will be finished and released whenever I figure out how to upload stuff on the SFM workshop.
My port of SnowMorpho's Five Nights at Tubbyland model pack to SFM will be released whenever I have permission to do that. I have never talked to SnowMorpho before and I don't really have a way to contact them, so the port may never be released publicly. I will not release the port until I have direct permission from SnowMorpho to release my port, and if they say no, then the port will remain private. They are not my models and I cannot release what I didn't make without explicit permission from the creator.

FNaTL 2 map development may be resumed soon.

A lot of assets, such as models and textures, may be completely replaced with my own recreations of certain objects from the original game in the future. However, since finding textures that I can actually use is a bit of a challenge for me and I'm not all that great with making textures myself, there is no guarantee that this will happen. But if it does happen then the amount of required games for this map to work properly should drop pretty significantly.

This will probably be the last update ever, outside of some minor fixes and/or the content update I mentioned above. Unless I decide to revive the old hallway where the vent is now and add two maps for that, but that will probably never happen.

Update: Apr 21, 2024 @ 1:04pm

V1.1.1A Hotfix HOTFIX Changelog:

-Bugfixes-

*Fixed the doors clipping into the ceiling while they're open.
I don't know how or why I miss important details like this.

Update: Apr 21, 2024 @ 12:14pm

V1.1.1 Hotfix Changelog:

-Bugfixes-

*Fixed multiple issues with the right door.
It should now perform as expected, and not do anything weird
(such as sticking out of the Repair Room walls and breaking things in there while it's closed).

*Fixed left door not reaching the ceiling while closed.
*Fixed right door clipping into the ceiling while open.

*Fixed left and right door buttons having a zero second cooldown (now has a 0.75 second cooldown).
Now the button sound won't get spammed as much if you play in VR, or something.

*Tweaked a few map textures again. Hopefully they look better.

-Additions-

+Added camera model and startup sound to the Party Area (CAM 4A).
I should've done this before releasing V1.1.0 instead of missing it like a complete idiot.
What, am I blind? It sure seems like it.

-Changes-

=Made the left and right doors slightly thinner.

=Left and right doors now crush things.
They do 100 damage per frame to whatever prevents them from moving.

-Known Bugs-

The left and right doors clip into the ceiling when they're open. I'm currently looking for a fix to this, as simply changing the size of some parts on the door doesn't seem to fix it, for whatever reason.
I noticed this before uploading, but I thought I fixed it. Turns out, I didn't.

-Notes-

SFM VERSION IS ON THE WAY! Along with MANY other things I'm working on!
And no, I'm not just talking about maps.
I've got so many fun stuff I'm working on, one of which can be used with the FNaTL 1 and 2 maps in SFM!
Just be patient. More FNaTL stuff and EVEN MORE content outside of FNaTL is on the way!

I'll be adding many things I mentioned in the v1.1.0 changelog notes in the next proper update, whenever that will be.

Update: Apr 20, 2024 @ 4:14pm

v1.1.0 Changelog:

-Bugfixes-

*Fixed the CAM 1A button making a beeping sound.
This was a leftover beta feature of the map, before I implemented the actual game's camera switching sound.
I guess I just missed it, somehow.

*Fixed the light models being set to the wrong skin after turning the power back on.

*Tweaked a few map textures a bit, so hopefully they fit/look a little better.

*Fixed the door button sounds playing twice or more instead of just once.

*Fixed a few things starting in both their on and off modes at the same time.
This could originally be fixed by turning them off then on again (or on then off again).
Now they should always start in their proper modes.


-Additions-

+Added cubemaps (reflections).
Note that this might play up a bit every now and then, because they're cubemaps.
Source has fullbright issues with those (they glow in the dark).

+Added a vent between Repair Hall (the left door hallway) and Dining Room 2 (CAM Alpha, CAM 1B).
Replaces the hallway. See below for more information.

+Added physical cameras to the rooms.
They don't move, but they won't get in the way of the actual camera views.
The cameras are from CSS and TF2, which means you need both CSS and TF2 mounted for them to work.
Note that a couple cameras had to be moved down slightly so that the models wouldn't get in the way.

+Partially restored map prerelease office desk via VisGroups.
A white coffee mug, a screen, and a keyboard from CSS are on the desk, too.
No cameras in this version.
This is accessible via the new map titled "gm_fnatl1_nocams".
(This version of the map has not been compiled yet, and as a result, is not available yet. I'll release it EVENTUALLY.)

+Added startup sound for the cameras, ripped straight from the original game.
Slight edits so it works in Source (48000Hz -> 44100Hz).

+Added a sound for when one of the doors start moving, also ripped straight from the original game.


-Changes-

=Changed the desk model in the office so you don't need Portal 2 anymore.
It's now a base Half-Life 2 model. Specifically Breen's desk (the Portal 2 desk was used in the prerelease version).

=Changed the door handle texture on the kitchen door so you don't need... Some game, anymore (I don't know what game the original material was from, and I can't be bothered to check).
It's now a base Half-Life 2 texture. Specifically a Citadel floor texture.

=Moved the admin room further away from the main map.
So you don't hear any players running around up there if you're trying to do a roleplay, or something.

=Made the office monitor stand a func_brush.
Now you can get rid of it or do whatever you want with it, unlike before where you couldn't interact with it at all.

=Moved many map objects into VisGroups so it'll be easier to port to SFM.
You don't need an admin room in SFM, now do you?
NON-USER-FACING CHANGE IN THE GMOD VERSION.
==SFM VERSION IS ON THE WAY!!

=Changed the navmesh and the nodegraph to reflect the new map layout changes.

=Office camera stuff no longer glows in the dark (except for the screen, which still glows).

=Changed the monitor static to the correct static texture.

=The original stereo version of Po's music box is now used.
The music is still spatialized.
Should not cause issues with the beta mono-only version.

=Updated map materials.
Some of them are not quite as barren anymore, and should hopefully look a bit better.
The barrel material now uses DraconicBase's "drc_ScalingRimLight{}" material proxy.
You don't need DraconicBase installed for the barrel to work, it still works just fine without it.

=Slight map optimizations.
A few textures that can't normally be seen have been removed (replaced with the "nodraw" texture).
All prop_physics entities are now prop_physics_multiplayer entities and will hopefully cause less prediction issues.
With how many physics props there are on the map and considering that GMod is both a singleplayer and multiplayer game, this had to be done.


-Removals-

-Removed the hallway between Repair Hall (the left door) and Dining Room 2 (CAM Alpha, CAM 1B).
I originally added this before I knew what was really there.
After reading up on the original game a bit and listening to Dipsy's sound effects,
I eventually realized that this is supposed to be a vent, not an awkward tiny hallway.


-Notes-

The Repair Room is as big as it is because I went off of the size of it on the camera map,
not its actual size as what's seen on the cameras (which is a leftover beta thing in the original game).
I have no plans to shrink it down.

The camera switching sound still has the same issue as the door button sounds used to.
Although I think it sounds fine, so I'm not gonna bother fixing it.

I do not have a Tubby Custard Machine model or Tubby Toaster model I can use.
So I will not be adding either of those.

I have plans to remake the office poster from the original game and put it in the office in the map.

I will not be remaking the lighting seen in the beta/pre-revamp versions of FNaTL 1.

Admin room buttons are quiet (but should probably be silent) for a reason.
If you're doing a roleplay, you (most likely) don't want a random button sound playing in the distance,
followed by something on the map happening.

Admin room camera is broken because of how cameras work in Source.
And I'm too lazy to remake the entire admin room just for it to work right. It works well enough as it is.

The "STOP DIPSY" button will be added in the next update.
Or rather, once I figure out where to put it.


-Known Bugs-

The Party Area (CAM 4A) doesn't have an actual camera model.
I JUST finished building the cubemaps as of writing, so I'm gonna fix this in the next update.
Until then, just put a camera model there yourself.

Update: Apr 5, 2024 @ 6:15pm

Initial map release.