Source-checkedMaps & scenarios

gm_goldencity_v2

by Skerion · for Garry's Mod

I went ahead and made some big changes to this map. For a while, I've been working on updating this map and was hoping to get it out eventually, and thankfully it's pretty much taken care of. New…

738KDownloads
5 yr agoLast updated
211 MBFile size
Steam WorkshopSource

About gm_goldencity_v2

From Steam Workshop

I went ahead and made some big changes to this map. For a while, I've been working on updating this map and was hoping to get it out eventually, and thankfully it's pretty much taken care of. New…

I went ahead and made some big changes to this map. For a while, I've been working on updating this map and was hoping to get it out eventually, and thankfully it's pretty much taken care of.

New features: - Improved areas - Improved nodegraph. There are now AI nodes in the interiors. - Improved cubemaps - About a dozen more interiors - A couple new underground areas - Some new areaportals in an attempt to improve the optimization - Probably some other stuff I forgot

Credits:

Doctor Flounder Box, for the basketball hoop model Grenade Man, for the door pack he made Blueberry_Pie, for coming up with the illuminated window technique KingPomme, for expanding on that technique bshadow, for the invisible rad light technique used for the streetlights Jakobi O'Brien, for helping me out with a bit of optimization Valve and CGTextures, for the source material used for the custom textures Slartibarty, for creating the tools that allowed me to make further additions to the map Everyone who gave feedback on the map

You won't need Counter Strike: Source or Left 4 Dead for the textures on this map to work, for those of you who don't have either game. Also, you'll need to have detail textures enabled, otherwise the building textures won't look right.

Regarding map edits:

I haven't gotten around to releasing the VMF since it's kind of a massive logistical nightmare with all the custom assets and whatnot I'd have to keep track of and include with the VMF. Having said that, if you do decide to decompile the map and make changes to it, I ask that you at least include this in lights.rad prior to recompiling the map so that certain textures will emit light as intended:

de_nuke/nukwindowb_light 255 220 113 800 skerion/lights/invisiblelight 255 210 117 75 skerion/buildings/glasstorefront_light 255 220 113 400 skerion/buildings/glasstorefront2_light 255 220 113 400 skerion/lights/poollight 138 223 255 5 skerion/lights/invisiblelight2 255 135 15 75 skerion/lights/entrancelight 255 220 113 1

invisiblelight.vmt isn't really used for anything in the current version of the map, so it isn't super important that it's included in lights.rad. It was mostly a holdover from when I got lazy and just placed invisible passthrough brushes above the streets that emitted light instead of manually placing the lights.

Edit: I realized I could have just put together some VMFs and release them and let people figure out acquiring the custom assets themselves since sorting through all the different versions of assets I made and which CSS/L4D asset was needed was genuinely going to be too much of a gargantuan task for me. I wish I had thought to do this 5 years ago, but oh well. Have fun with these.

https://drive.google.com/file/d/1mLMuFwfbFG3lFQscd6kOKgjoqhxohkK6/view?usp=sharing

I kind of haphazardly put these together, so I'm hoping nothing in these VMFs is outdated or something.

Another edit: I have one more request for anyone who plans to make edits of this map. Back when I first released this, I included an AI-generated face texture as a funny easter egg hidden behind a door. In retrospect, this was kind of a bad idea and I made a very similar recreation of it in Photoshop CS6 using a photo of Eric Andre. I ask that you replace that texture with this recreation:

https://drive.google.com/file/d/1SBE5QqzypsR4--aUnbnu7OY79iL13OZZ/view?usp=sharing

I attempted to update the map with this new texture, however the tool I had been using to upload and update Workshop submissions wouldn't let me update the map since it detected a file type that wasn't whitelisted. If I remember correctly, it was one of the file types used for models that was previously allowed but currently isn't for some reason. I may or may not get around to trying to get that sorted out.

Highlights

From source data

Footprint

A 211 MB download, rated a light load on a server.

Last update

Its author last shipped an update 5 yr ago.

gm_goldencity_v2 on Nxeon

From our catalogue
One-click install
Supported on Nxeon Garry's Mod servers. We download it from Steam Workshop, place it, and restart the server.
Server load
light
Smallest plan we suggest
Garry's Mod — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2021-10-29, released 2021-10-29, 211 MB

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of gm_goldencity_v2.

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What kind of mod it is

From the catalog
Listed on Steam Workshop as “Maps”

Maps & scenarios

Custom maps, arenas and scenarios to play on.

Compatibility

Game
Garry's Mod
File size
211 MB

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
  • ✓AuthorSkerion, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

gm_goldencity_v2, answered

Generated from the mod’s own source data.

Is it free?

Yes. gm_goldencity_v2 is free to download from Steam Workshop.

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