Garry's Mod

Garry's Mod

Map Sweepers | EXTRACTION SHOOTER
1,065 Comments
Tohru 7 hours ago 
Ustam ellerine sağlık güzel yapmışsın oyun modunu :steamthis: :steamhappy:
MerekiDor  [author] 7 hours ago 
@_glojo Thanks for your kind words! Yeah there definitely will be updates in the future. Probably not many, because the addon is essentially "done", but you can expect a decent bunch.
_giojo 17 hours ago 
Hey! So I will have to quickly break the endless cycle of people commenting about their addon not working (bound to happen to any gmod addon sadly)

This freaking addon BANGS HARD, one of the most fun gamemodes ive experienced in all my years playing gmod. ITS LITERAL GOLD, almost cant believe this addon is even real

As someone that mostly plays singleplayer, finding an addon that actually allows you to experience it alone is lowkey like finding a hidden treasure

Seeing this getting updates in the future (both official or unofficial/modded ones) would be so awesome! Im sure ive only yet experienced a fraction of what this addon has though, i didnt even manage to get a win streak yet and my ass is getting kicked, i have a lot to learn

Anyway thank you so much for making such a banger addon! :lensmakersglasses:
Outis 20 hours ago 
Reminds me of working for a certain Company...
MerekiDor  [author] Oct 23 @ 1:57am 
@thenodger
The large enemy I'm assuming is the ACLP/robotic antlion? These are basically rare bosses released by Flashpoints when those are fully charged; they spawn somewhere close, so you can predict when they appear. Also, what winstreak/difficulty were you on when that happened?
MerekiDor  [author] Oct 23 @ 1:25am 
Мы довольно кропотливо проработали баланс. Всё работает ровно так, как надо - как на лёгкой сложности, так и на высокой; как в одиночной игре, так и в кооперативе.

Подскажите, с чем именно возникают проблемы? Опишите проблемные ситуации. Также хочу заметить, что в настройках вы можете скорректировать как денежные награды за убйиства, так и частоту/размеры волн.
Pyro-4546B Oct 22 @ 10:44pm 
Не ну реально баланс очень фиговый как будто
Pyro-4546B Oct 22 @ 10:26pm 
Мод хороший но я бы посоветовал разрабам поработать над балансом.
Cursed Hawkins Oct 22 @ 3:02pm 
@thenodger
Something that might help is understanding exactly where you were in terms of mission successes because enemies including bosses if I recall correctly get both a health buff and a damage buff the more and more you complete missions, so you being one-tapped can either be exactly that, you just got to a point where the game has the enemies cranked up to hell in damage numbers or you were just in the wrong place at the wrong time since ACLP (I hope I got that right) isn't exactly that much bigger than the standard Guard or Cyberguard, it just moves faster and has a ranged attack (as well as being able to apply shields just like the Cyber)
JonahSoldier  [author] Oct 22 @ 2:58pm 
Base gmod has resolution settings. Go to options/video in the main menu. I don't know why you'd expect there to be a duplicate menu for this inside the gamemode when you can already configure it elsewhere, and it'd be literally physically impossible for us to implement that because GLua doesn't have access to your video settings.

I want to note the addon runs perfectly fine on my Laptop, and on Mereki's laptop. So this very much is either a case of you having installed a bunch of other addons that degrade performance, or having a computer that should barely be able to run gmod in the first place.
JonahSoldier  [author] Oct 22 @ 2:58pm 
@Lexeychik I would recommend disabling your other addons. Map Sweepers doesn't have any 4k textures, let-alone for particle effects. If they're that detailed for you it's because you've installed something that replaces base-game textures. The only smoke/cloud/etc effects in the game use particle/particle_noisesphere, which is part of hl2 and 64x64 (~4000x smaller than 4k).

Not that any of that would have a substantial effect on framerate; Map Sweepers is largely bottlenecked by model-rendering because that happens in-engine and therefore we don't have access to it. There are various systems in-place to mitigate that, gibs and ragdolls get cleaned up far quicker than they do in vanilla gmod and there are a few more aggressive optimisations like not rendering weapon models beyond a certain distance.
thenodger Oct 22 @ 1:16pm 
I was in an antlion mission doing great, but then a giant enemy spawned on the flashpoint I was fighting at, and I immediately died. What am I doing wrong? How are you doing well at this gamemode MerekiDor?
thenodger Oct 22 @ 12:45pm 
@MerekiDor Nah, I placed them in front of a horde, and it only takes 1-3 zombies to instantly destroy them while the rest of the horde remains aggro-ed to me
Lexeychik Oct 22 @ 5:26am 
this gamemode fucking sucks! optimize ts, runs at 20 fps for me, so many unnecessary things and no resolution settings. why are there thousands of particles with 4k textures in the smoke things?
MerekiDor  [author] Oct 20 @ 10:35pm 
Well, probably you're placing them in the middle of a swarm, which gets them immediately destroyed. That's to be expected and that's normal, yes. I recommend clearing the area first (using tesla coils, multiblast mines, bombardment or just guns) - espeically of fast zombies - and then placing turrets. Eliminate highest-priority targets and turrets can take care of slower zombies.
thenodger Oct 20 @ 12:10pm 
Hey, I just played a zombies game with my friend, and I watched many scattergun and SMG turrets get destroyed less than 2 seconds after I placed them, sometimes by just 1-3 zombies, usually the fast ones leaping on them immediately. Is this normal? What am I doing wrong?
Cursed Hawkins Oct 19 @ 12:23pm 
@MerekiDor
I do find it funny that they talked about hoping for having highs and lows in the combat, when that's more or less what I get from time to time (not sure how given the information about enemies should always know where you are thus never be chilling and patrolling around) because I've had moments where enemies are doing exactly that which unintentionally causes highs and lows in the combat and I can only contribute for why that's happening is simply because "I'm killing them faster than more enemies can spawn thus gain the information of where my whereabouts are"
MerekiDor  [author] Oct 19 @ 12:03pm 
11th of july 2025
JonahSoldier  [author] Oct 19 @ 11:59am 
11th of July 2025
Unknown Oct 19 @ 10:00am 
Merekidor ,when we will have mafia faction?
штрафы-гибдд.ru Oct 19 @ 6:57am 
Как идея добавить инжу что то вроде раздатчик как в тф2? Или что-то похожие
Traeesen Oct 19 @ 3:02am 
:Roland:
Mikiwi Oct 19 @ 2:43am 
in other words

get good
MerekiDor  [author] Oct 19 @ 2:00am 
Yeah... I just went over every single mission description and it perfectly clearly says exactly what you need to do in each one of them. I'm really not sure. If you have anything more specific, please tell me how it could be improved, although I really do not see what could be tricky about the objectives.
MerekiDor  [author] Oct 19 @ 1:41am 
[2/2]
As for "not intended for solo" -- this is probably a matter of skill. I never had any problems in solo, in fact it may be even easier than multiplayer. We even adjusted difficulty to be almost 3 times easier for new players (less than 5 games won) than for regulars. Even still, difficulty is completely adjustable in the settings, including wave frequency.

I once recorded myself playing solo against combine at 6x winstreak (which doubles the difficulty) right here: https://www.youtube.com/watch?v=B-kyz85F28w please see the video, try to compare how you play vs how it's meant to be played. There's absolutely nothing difficult about this gamemode.

Also, if there was any more downtime than there already is, it would get ridiculously unbalanced and easy to complete objectives and evacuate. There's a reason we constantly throw enemies at you while giving you the most lethal ways to deal with them en masse.
MerekiDor  [author] Oct 19 @ 1:39am 
@ZeppelinKomando [1/2]
Sorry to hear. Maybe it's just not what you thought it was going to be.
I disagree with objectives being unintuitive, however. Which ones are? Reactivation requires you to punch a terminal and hack it (which is the first thing taught in the tutorial). Sabotage *just* requires you to destroy a thumper and even has flavour text telling you to do that. Payload requires you to stick around. Mainframe requires hacks. Infestation requires you to push a button and defend. Everything is written. There's tons of hints, text to read, and pre-mission description in the lobby telling you what to do. There's absolutely no way it's unintuitive/not tutorialized.
Sireym Oct 18 @ 10:48pm 
piska
ZeppelinKomando Oct 18 @ 10:04pm 
it is really incredible what youve managed to do here, but i went in expecting more highs and lows of action rather than constant *everything*, feels like i cant breathe
ZeppelinKomando Oct 18 @ 9:58pm 
really doesnt reel like it was intended to be played solo, objectives are not intuitive, they are not tutorialized whatsoever, and the game is never not a constant swarm of respawning enemies, its good, really good, immaculate even, but i cant enjoy it
JonahSoldier  [author] Oct 18 @ 1:27pm 
Difficulty scales relative to player-count, so any amount. Although the game was primarily made with fewer than 10 players in-mind, so dedicated servers tend to max out the difficulty scaling.
thenodger Oct 18 @ 1:01pm 
Hey what number of players are the default difficulty settings balanced for?
PLA4Ythe\/i0LiN Oct 18 @ 8:28am 
Самый отличный режим который я видел с другом 10 часов наиграли за 1 раз очень динамичный режим мне зашло то что тебе на середине игры покоя не дадут особенно зомби они очень сложные тем что их очень много (на карте может быть где то нпс 60 по ощущениям) всем советую но и еще советую пк помощнее так как если не хотите играть в 30-0 фпс на середине игры
Ligma Oct 17 @ 10:27pm 
to anyone struggling with zombies/antlions, tesla coils are a godsend
box tank Oct 17 @ 4:07pm 
Compat with reskins of npc's?
Cursed Hawkins Oct 17 @ 1:23pm 
@Jonah
Ok, that clears things up because it really made me wonder if whatever mods I'm using were somehow causing issues because I did have a mod at one point that changed the skins of the zombie models to things from Mass Effect... however that caused a really bad issue with the Boomer because it was likely trying to change the model to one skin while having the animations of the classic so there would be a stretching effect on it, one that when they went to explode would become blinding.
JonahSoldier  [author] Oct 17 @ 5:53am 
@Cursed Hawkins
The bone angles of their torso are randomised on spawn so that their head positions vary a bit. It makes it a bit harder to aim at exactly head-level and rip through a horde without moving your mouse.
JonahSoldier  [author] Oct 17 @ 5:51am 
@thenodger
We used M9K while developing the addon so that'd give you the most intended experience. It should support most weapon bases/packs though, and hl2 weapons have a 2.5x damage multiplier to bring them roughly up to the strength of most workshop weapons.

Zombies are manageable, you just have to approach them differently. They're meant to overwhelm you with raw mass/numbers so things that deal a lot of damage like scatter shots work well on them. Call-ins like shelling are also incredibly powerful against them.
Cursed Hawkins Oct 16 @ 4:39pm 
@MerekiDor
Is there some kind of humor event that's going on specifically for the zombie faction because the classic zombies seem to be bending like they're trying to avoid being shot and I even did tests outside of the gamemode just to see if there was some kind of mod on my end causing this before I asked.
thenodger Oct 16 @ 2:24pm 
Me and my friend just played this for the first time. I quite like it. The gameplay is fun and the Orders are cool. I didn't even image something like this was possible in GMod. The voice acting is great too.

We used the base Half Life 2 weapons. Is one of the mentioned weapon packs recommended to use with the mod?

Also, we only ever won missions against the combine and antlions. The zombies are insane; I'd place down like 3 turrets while I hack something and they'd last 12 seconds if I was lucky. The combine are so much easier.
S.T.A.L.K.E.R. Oct 15 @ 2:13pm 
by the pre-placed entities, i mean you could please like some sort of entity that would make that point have a higher chance of spawning that specific object, it would help, alteast me, with making some areas not have specific things, like i would like to not have a shot block this doorway etc.
MerekiDor  [author] Oct 14 @ 8:31am 
Not only that, but it was also laughably easy to complete objectives, the wandering NPCs were taking up a lot of CPU resources for something you don't even have to encounter, and it didn't serve any gameplay purpose at all. Might as well just not spawn any NPCs.
MerekiDor  [author] Oct 14 @ 8:29am 
This is exactly how it used to work in beta, and the result was that there was absolutely nothing going on on big maps (bigcity scale). Just kill everyone, that's the whole point, you're not supposed to get any rest.
Kel345 Oct 13 @ 8:20pm 
can you make enemy spawn more random throughout the maps? they always spawn on top of me every time
MerekiDor  [author] Oct 12 @ 10:34pm 
@engineer gaming
what demo? gmod demos? we never accounted for them because nobody uses them lmao

@S.T.A.L.K.E.R.
it has been requested before, but I have no idea how a procedurally-generated gamemode is supposed to work with preplaced entities.
S.T.A.L.K.E.R. Oct 11 @ 7:25pm 
Would you all consider adding special entities? I like making Hammer maps and i wanted to like place points where the shop can spawn etc. (a problem on smaller maps where the shop just doesnt spawn)
Traeesen Oct 11 @ 4:43pm 
ALL the players.
ФУРРИ ПОКЕМОНЫ Oct 11 @ 4:17pm 
how much players can play this mode?
engineer gaming Oct 11 @ 3:58pm 
The fucking demo has a glitch where it does not load the terminal
Demoman Gaming Oct 11 @ 7:29am 
Does This Have Bot Support?
Ligma Oct 6 @ 3:04pm 
regarding spawners' visibility, and especially since charples seem to be spawned/teleported near you if too far away now, maybe they could emit a particle effect directed to the spawner's location like the one used when "filling" violence flashpoints? that way, you would atleast have some clue as to where it might be if it spawns inside a building, or far away and hidden by the map layout. keep up the good work!