I have some (possibly) interesting ideas for small details on this map: >Little unlit glowsticks in some areas as if an explorer set them there to mark the area's he/she has already been to. >Maybe (if you can) have a few doors that have dents in them as if somebody attempted to kick them down, thought this'll probably be difficult, if not impossible to do. >Pieces of furniture and stuff that have been put in strange spots like someone wanted to make a spooky scene (More rare to see) >Somebody has been looking for their camera, but can't find it, little did they know that they left it somewhere in this building That's all my ideas! I think they'll make the place a bit more interesting. (I know the map is W.I.P, just wanted to share some ideas)
What about looters? People that come to abandoned places to find valueables and rip any disabled electrical box to shreds for copper or wires. I have been at some abandoned places, some were 100% going to fall apart if i had stepped on the floor, i could feel it bend under me in a whole living room area. But some places were even lived in, one place had closed doors except the basement entrance, i ended up finding a place where some hobo had lived with electricity because they had illegaly connected themselves to a power outlet that allowed a CRT and lights to work. It was abandoned as nothing worked, but i ended up finding Swat 3 on the floor so it was a win. So collapsing floors, sign of looters and perhaps signs of recent presence of a hobo? Many possibilities!
I feel like there should be a chance for some service vehicle or a cop car to spawn and drive around outside for a bit, then drive off and despawn, as if they're checking up on the place or something. I've seen that alot in urbex videos.
Feedback: 1) Dimensions - While Half-Life doesn't use real life units, it's generally taken as 16 units = 1 foot. You may already know this. 2) Structural framework - A multi-storey building would certainly have structural frames - floor slabs, floor beams, and wall columns. This seems to be missing from your map. Refer to the buildings in HL2's Highway 17 and Nova Prospekt; they have quite visible structural detail. Also your destroyed floor slabs seems to be a bit on the thin side. It's usually 15cm/6"/8u if it's cast concrete. Same as non-loading walls (i.e. they don't carry structural weight), around 15cm/6"/8u. 3) Lighting - It looks like you're using light_spots directed inside. Why not use light_environment? In which case, crank up the brightness level and increase RAD bounce count to compensate. 4) Doors - There is a way of making doors physics items i.e. they're restrained at the hinges and moves just by pushing. It's featured quite heavily in the mod G-string*. And in an urbex setting, it makes more sense than a perfectly functional door with handles that open on its own, as is the case with default Source doors. Lastly wrt stair clipping, it used to not be required in GoldSrc as the player view rises gradually to the new height. Not sure when in Source this was removed and your view immediately snaps to the new height when you walk up stairs, resulting in very disorienting view bumping. *G-string got released a few years ago on Steam as a paid mod, but the free version is just as fine for architectural study purpose. Pretty heavily detailed in most places too.
And I third! Plus, adding rain is super easy in hammer, relatively speaking. They're just special trigger volumes and a few soundscapes. Course, some folks go the extra mile with animated textures and particles and the like, but that's not really necessary. Heck, you could probably get away with just the soundscapes and the right skybox texture if you're looking for the path of least resistance.
Watching this is not spoiling anything for me it's just making me more excited to play it whenever it comes out this would be a great map to get some friends together for a Halloween party like not even playing a game mode just chilling as if it was an IRL event because it's such a realistic environment
Great map, Librarian! If I were to critique something, the area in front of the building looks too “empty” and I thinking adding some elements should make it more interesting (i.e. parking lot, though maybe include a few to no vehicles as it adds the feeling of abandonment to it).
I'd say include no vehicles. Since it's suppose to be an abandoned building owned by a private owner, and has been sealed up, it's safe to assume that they would have had any abandoned cars towed away as well.
8:47 In fact, this is an amazing idea: To get people to go to the first half-open door, which already looks unnerving, and make a second metal door, close it and make them realize, only after they turn back, that they will have to go deeper
This is definitely a very, *very* good recreation of IRL urbex that I'm happy to see. The accuracy to the type of building (being a former mental hospital), such as outdoor walkways and features, atriums, generally more therapeutic spaces for those who were once interned there is especially nice. Lots of games and other media forget that these locations once had a genuine purpose, not just being anything beyond a venue for spooks. I LOVE the use of lighting as well, which compels the player to interact more with the map, and also take in the atmospheric qualities without delving too far into eyecandy that its a chore to play. If I had to add one potential request for this map, it would be a records room. Possibly being sealed shut, or even surprisingly well preserved. Such once considered sensitive documents that were held to high standards of privacy becoming nigh afterthoughts after the closure of its point of record has always been the most fascinating part about these kinds of places, not just in terms of history, but with the environment as a whole; almost as if the people who once lived and worked in these halls never really left after they did, imprinting their prior existence on the grimy plaster and wallpaper in a faint, yet somewhat poignant message about the past, present, and future. How perhaps _we_ will be those names and faces in the books that people far ahead of our time scroll through with inquisitive eyes as they trundle through a once-bustling microcosm of the human condition. Similarly? I'd love some Rust Belt representation in urbex from your skills. Something like an old automobile assembly, or steel foundry complete with blast furnaces a la Bethlehem, would be an incredible sight to behold in GMOD, even more so in VR.
I'm so excited to explore this! Just a small thing: please pull your models and decals off the wall a little. The sinks, the kitchen counters, phones, etc. all look like they're z-fighting with the walls. Otherwise, looks hype. Thank you for clipping your stairs!!!
One spooky thing I think would be amazing to add is ambient sounds, like in certain areas you may almost faintly hear what sounds like walking, or creaks or light distant thumps, just things that make you wonder if you heard something or if it was just imagination
Add abandoned and broken cars if you want in the parking lot. Or maybe some small amounts of foilage in the parkinglot like overgrown weeds and small things of grass. Perhaps maybe even some broken glass near the windows. But its all up to you.
Every place I've explored so far has had some kind of visible fire damage, from a bed with a charred spot to an entire room that's collapsed due to fire. Vandals like burning things, and if you haven't already, I'd recommend experimenting with adding some aftermaths of arson to your map :)
Map looks amazing, props for making the destruction look good and detailed, the only thing I've found a little unrealistic here is usually public showers, be it in a public pool or a hospital, and at least the ones I've been to never had any windows and there is usually a locker room next to them, that may be different in a psych facility but still.
The picnic table in the elevator shaft clip made me lose it, man. The map looks great though! I can’t wait for your future maps, and I’m so excited for the animation.
19:43 Maybe put an invisible wall slightly into the shaft so that you can move forward a little bit to see the image you're going for but there isn't enough space for your entire collision-hitbox to fall through? So basically only let the players take one or two steps into the elevator shaft and then block them with an invisible wall to prevent them from falling through. Would surely beat getting stuck down there if you ask me.
That is amazing! To be honest the thumbnail pulled me in, with the creepy old wheelchair (or at least that’s what it looked like. Didn’t see it in the video. I wonder if it’s in the attic, perhaps near a red rubber ball that will bounce down the stairs when you go up there. Just because the Changeling is such a great creepy movie. I like low-key spooky horror with atmosphere but no jump scares or gore, and something like this map provides this wonderfully. The lighting makes me want to see a similar map in UE5 with Lumen, and have the option of going in at any time of day. I agree that lighting is crucial to this sort of map. Also good that there are lots of places that are realistically pitch dark. I suspect the reason we don’t get that very often in games is just the insistence on providing flashlights that get like 10 seconds of use per charge. I will definitely be downloading this when it’s out. And probably setting up charple in various places and then scaring myself when I stumble upon them again later, which I’ve done even on non-spooky maps.
As an explorer myself who got into every abandoned building within and outside my home town, had camping in wooden village houses from the middle of last century, sneaked into massive factories ten floors high, avoiding cameras to find out later that it also was under control of the local criminals who protect it and illegally were cuting for metal, and we could get ourselves into a big trouble. I'm very hyped about your project, I love the way you do it, realistically, with environmental storytelling (hope theire will be more of it), that the building once was a place of work and every room had a purpose, all these references of real places you explored and real *things* you saw there. I don't really want to mention the lack of detial, especially outside, the fasade looks too flat and simple, maybe give it a distinct architecture style, also there are usually little trees growing on the roof and etc, but exuse me, I know you understand that, and you working on it. Wish you the best with this project, can't wait to play it myself!
It wasn’t anything on the scale you’ve done here (nice work) but I made a small map purely because I wanted to explore a space I had made in VR. Strange but wonderful feeling
One possible fix for the dark bushes would be to disable self shadowing, in my experience I’ve fixed quite a few poorly lit fences that way. Using lightmaps for it might work as well. Also the map looks awesome and I can’t wait for it to come out!
Idea for overlapping history: Rooftop AC unit added when the city deemed the sweltering heat inhumane for inmates. They cheaped out and used a small one, which quickly burnt out and caught fire.
What if, after you are happy with the state of the map, you made a collab with a talented mapper and got them to create a haunted version of this map, and then went through it for a video? :) There are SO many great spook opportunities in this map, and I bet they would hit you especially well because of how familiar you are with the map.
I know you mentioned having the 3rd story be for high-level security patients, and shaving their heads as a sort of mark. It might not make realistic sense to do this, but you could possibly put some hair onto the floor/ in the trash of the barber room for some really subtle storytelling.
Perfect lad to be making a map like this. Some more expirience in making maps and you'd be a monster at this. Remeber. Art and map making is similar. Time almost always equals quality. And quality ALWAYS equals time.
Just wish Irene (the lady that creates the haunted versions of normal gmod maps) makes a haunted version of your map and gives back to you to play. Would be an unique experience, knowing the ambient but not whats inside...
This map is so exciting! Loving it. You put so much thought in all aspects of this map. It looks amazing already as it is; don’t sell yourself short, you are very talented too! Can’t wait to see this map grow and evolve further, and looking forward to the stories surrounding this place. I am particularly happy about the fact that you’re keeping the scares to a minimum, more focussing on the ‚natural‘ creepiness of abandoned buildings and stories that creep around in your head while you’re exploring them. 👏🏻
Hey Man, just wanted to say good work on the map! I've dabbled in map creation before so I know it takes a lot of work and this map is looking great. For spooky stuff, for this kind of map I think a more grounded approach like stranger danger would work best. When I've explored abandoned houses and buildings before I was always afraid I was going to stumble across a meth lab or I'd look out a window and see a group of strangers hanging around my car.
One idea I have is when you're around the second or third floor, a citizen would spawn just outside the building looking towards it. Maybe he/she's the owner of the place, Or is he/she a vandal that is thinking of vandalizing it? Or is it the police, who someone called to investigate the strange movements near the windows? Or is it coincidentally another urban explorer? Maybe also spawn a car?
I think something cool to add would be like echoing slamming sounds you hear while your walking around the building using a one time trip wire box type thing that you walk through, in real life while exploring sometimes you Hear doors slamming stuff and things falling
16:28 I've just noticed that the sunlight coming from the outside doesnt match the sunlight outside where sunlight was on south but the inside sunlight was on North (hope you get my point), if that sunlight is the final product sorry but it could break realism or emersion of the map. And some ideas I have that you might like are organized things that indicates some hobo have lived there before like bed made out a bunch of cartons, Urban explorer's "thumbnail corners" that they arranged to form a beautiful scenery for pictures to get thumbnails and also more dirtiness and peeling paints cuz these two could tell you how long this building has been abandoned and how fast time passes by and I am pretty sure you made hidden secret rooms there that hides dark secrets from the past😉
You could add bottles on the roof from people having competitions to see who can throw it on top, and broken glass from failed attempts around the bottom, just an idea I got watching the roof part.
real respect to the librarian on making his own map and to his own liking. even having his own past and present experiences with abandoned places and urbex exploring. i hope to play this map as soon as it comes out and see everything for myself. props 👏👏
In my opinion, you should replace the standard HL2 textures with custom materials. Also there is usually debris on the floor which can be modelled or downloaded. Try to move away from standard Source assets as far as possible because that checker floor is in almost every map and it drives me nuts to be honest. Plus the thickness of the walls might be bigger. But I appreciate the fact that you took time to create all this using real life references. Good luck man.
I've seen some places that still have power despite how long they've seemingly been sitting there, sure most of the time you won't even get power to begin with but even if you do then chances are it would still be decently lit up but not enough to not give you the heebie-jeebies, I always just assumed it's either because someone wants to do something with the place and prefers to have all the utilities active beforehand or whoever owns the place just pays the bills without much thought as to what the bills are they're paying for, of course there's probably a bunch of other reasons but I don't work in any departments related to these kinds of things so my knowledge is fairly limited. Anyway it looks very cool and I love how you went about making it, at least so far, especially since it fills the roll of a highlight of the things you personally enjoy while having an urbex session, hope the rest of it's development goes well and maybe we'll get to see some more cool maps from you in the future? :)
Wow, what an extremely insightful video. I'm taking notes! Shame this didn't come out a year ago, could have used it for my current project. Oh well! There's always next time! Fantastic work on the map!
This looks fantastic, really resembles a real place that was once full of activity. Can't wait to play the finished thing, and see all the visual storytelling. Are there any plans on any scripted events, like ambience? For the latter, it would be cool if it were spooks that are naturally explained if you explore, like a rat scurrying about or birds nesting. I also imagine you can get a lot of resources from HL2: Ep1 with it's hospital assets.
looks great already,I create maps for team fortess 2 and I know how hard it is to create a fully working map.btw luckily for you,you dont need to work on those brain melting game logics
Oh I LOVE this. I've watched a few of your urbex videos and in my own mind was getting the idea to try and make a map like this but I have 0 experience with hammer. Honestly, and I don't know how realistic this would be as it would be like 4x the effort but I think a "making of" or even a mini tutorial series if you make another map would be awesome. I'm sure a good chunk of your community would like to try their hand at making similar maps. (P.s. Thanks for all the videos, I hope that you're doing good in your personal life as well :) )
Around for 60 years really interesting point I never thought about it may have started out as one of those cliche evil shithole places but then turned into a pretty decent facility later in life or even vice versa becoming more of a hostel environment as it became less used overtime properties change hands and have different management and even have completely different functions sometimes and maybe bits and pieces of all those different narratives linger even if not physically just in the vibe of the place
I am really interested in the tiled rooms that are apparently growing out of old buildings, it seems weird that you've seen multiple rooms that seem to serve the same purpose but no indication of what that purpose is. Maybe some form of medical room? Like surgery or something? Wouldn't explain the Brooklyn apartment window though.
neat map i want a few mild jump scares.. like things that peek at you from coeners or an interesting sound that draws you closer.. i know its urbex..also i see you making a futuristic blade runner type liminal spaces map.. look at visuals from a movie called Synchronicity on video streaming
Good job dude. I know you were working on this for quite some time. When I can, if I get time, I'd like to try exploring it in VR as well and possibly upload the experience to my channel. So I may just skip around a bit so I'm not too spoiled on what it's all like. I'll try to get your attention when I do a runthrough.
Man this is throwing me back so hard to nightmare house 2. Would love to see some really great jumpscares like shadow people running and hiding from you peeking around corners and stuff
Great map from you 👍 also you likelly already have a name in mind for the map but i did think of one and it is « complexe urbex » i don’t Know if it translate well to english but complexe in french either means complicated and also means a large building or set of building like for exemple a prison complexe. Thanks to anyone reading this and sorry for the not so great english.
I really REALLY hope this video and this map furthers the trend of Gmod Urbex Exploration maps where the map layout feels realistic, the accessible and blocked areas makes sense, and there's no video game logic or out of place scares that would take away from the spooky immersion It takes skill to make a spooky map, but it takes even greater skill to make it realistic and detailed. Fingers crossed!
11:50 that looks like it's trying to smooth the lighting around the two faces at the edge, source does have smoothing groups for brush faces but I'm not sure if that's applied to the flashlight too, rather than just the compiled lightmaps. If they are assigned to a smoothing group I would turn it off, alternatively it could be some property of the texture, source also has a bunch of odd properties applied to random textures. Takes me back to when I did source mapping.
This is a very awesome map but i have some critique about it 1. Like another comment said the area in front of the asylum is pretty empty, there could be a park or something like that. 2. There are 0 grafity inside or outside the building but i suppouse that will be added later
Pretty nice concept Librarian. With a bit more work,i believe it would be good for some Tactical Realism. Meanwhile,i'm still learning some stuff about Hammer and Hammer++. Me somewhat being able to port almost all of INFRA's maps (dunno if you'll ever make a video on those,but hey thats an idea) tought me quite some things. I will eventually try to remake my residence in GMod. As for you,keep working on this,i'll defenetly sub to it if you even publish it on the GMod workshop.
Nice! it looks cool! Def gonna try it out when it comes out!! hope theres no jumpscares though since im kinda to sensitive to jumpscares but congrats on your map!!
I’m glad that The Librarian has made a map like this with references of actual places that he has been inside of. I mean who knew that New York would have an empty Asylum building. Urbex Map! Hmm What title should this Map be named? Please give your suggestions in the Comments.
16:14 You know the lighting in the main area or that train station like place of the second map from your "Exploring MORE Liminal Space Maps" video? About 13:44 and 18:00 respectively in that video? I think this map could use lighting a bit like that, really make the daytime version feel like it's early morning or late afternoon.
It would be cool if you had one singular room that was completely untouched, would add some creepiness imo
;)
@@TheLibrarianYT you did that didn't u :skull:
Yeah, have it sealed with a wall where you can break.
@@TheLibrarianYT Of course you did.
I have some (possibly) interesting ideas for small details on this map:
>Little unlit glowsticks in some areas as if an explorer set them there to mark the area's he/she has already been to.
>Maybe (if you can) have a few doors that have dents in them as if somebody attempted to kick them down, thought this'll probably be difficult, if not impossible to do.
>Pieces of furniture and stuff that have been put in strange spots like someone wanted to make a spooky scene (More rare to see)
>Somebody has been looking for their camera, but can't find it, little did they know that they left it somewhere in this building
That's all my ideas! I think they'll make the place a bit more interesting.
(I know the map is W.I.P, just wanted to share some ideas)
What about looters? People that come to abandoned places to find valueables and rip any disabled electrical box to shreds for copper or wires. I have been at some abandoned places, some were 100% going to fall apart if i had stepped on the floor, i could feel it bend under me in a whole living room area. But some places were even lived in, one place had closed doors except the basement entrance, i ended up finding a place where some hobo had lived with electricity because they had illegaly connected themselves to a power outlet that allowed a CRT and lights to work. It was abandoned as nothing worked, but i ended up finding Swat 3 on the floor so it was a win. So collapsing floors, sign of looters and perhaps signs of recent presence of a hobo? Many possibilities!
I feel like there should be a chance for some service vehicle or a cop car to spawn and drive around outside for a bit, then drive off and despawn, as if they're checking up on the place or something. I've seen that alot in urbex videos.
@@cee_yarr That would be interesting.
Just please don't put a rat man in the basement
Yeah, dents/holes in some doors are a good idea, but sadly not many door models are good for making openable doors.
Feedback:
1) Dimensions - While Half-Life doesn't use real life units, it's generally taken as 16 units = 1 foot. You may already know this.
2) Structural framework - A multi-storey building would certainly have structural frames - floor slabs, floor beams, and wall columns. This seems to be missing from your map. Refer to the buildings in HL2's Highway 17 and Nova Prospekt; they have quite visible structural detail.
Also your destroyed floor slabs seems to be a bit on the thin side. It's usually 15cm/6"/8u if it's cast concrete. Same as non-loading walls (i.e. they don't carry structural weight), around 15cm/6"/8u.
3) Lighting - It looks like you're using light_spots directed inside. Why not use light_environment? In which case, crank up the brightness level and increase RAD bounce count to compensate.
4) Doors - There is a way of making doors physics items i.e. they're restrained at the hinges and moves just by pushing. It's featured quite heavily in the mod G-string*. And in an urbex setting, it makes more sense than a perfectly functional door with handles that open on its own, as is the case with default Source doors.
Lastly wrt stair clipping, it used to not be required in GoldSrc as the player view rises gradually to the new height. Not sure when in Source this was removed and your view immediately snaps to the new height when you walk up stairs, resulting in very disorienting view bumping.
*G-string got released a few years ago on Steam as a paid mod, but the free version is just as fine for architectural study purpose. Pretty heavily detailed in most places too.
I really think you should do a rain version of this map. I think all of the foliage and destroyed parts would look beautiful and creepy in the rain.
Seconding this.
And I third! Plus, adding rain is super easy in hammer, relatively speaking. They're just special trigger volumes and a few soundscapes. Course, some folks go the extra mile with animated textures and particles and the like, but that's not really necessary.
Heck, you could probably get away with just the soundscapes and the right skybox texture if you're looking for the path of least resistance.
I didn’t expect this kind of quality from “my first map”. Fucking kudos, man.
Incredible work! I would be scared to death to play a liminal/horror map made by you.
The fact that you're making something like this for free is amazing, Gmod is probably one of the single greatest games in terms of bang for your buck
Watching this is not spoiling anything for me it's just making me more excited to play it whenever it comes out this would be a great map to get some friends together for a Halloween party like not even playing a game mode just chilling as if it was an IRL event because it's such a realistic environment
Great map, Librarian! If I were to critique something, the area in front of the building looks too “empty” and I thinking adding some elements should make it more interesting (i.e. parking lot, though maybe include a few to no vehicles as it adds the feeling of abandonment to it).
I'd say include no vehicles. Since it's suppose to be an abandoned building owned by a private owner, and has been sealed up, it's safe to assume that they would have had any abandoned cars towed away as well.
That's probably the biggest wait I had, man so much teasing was before the showcase! Can't wait to see what it has
8:47
In fact, this is an amazing idea:
To get people to go to the first half-open door, which already looks unnerving, and make a second metal door, close it and make them realize, only after they turn back, that they will have to go deeper
This thing has massive potential for environmental storytelling. Excited.
This is definitely a very, *very* good recreation of IRL urbex that I'm happy to see. The accuracy to the type of building (being a former mental hospital), such as outdoor walkways and features, atriums, generally more therapeutic spaces for those who were once interned there is especially nice. Lots of games and other media forget that these locations once had a genuine purpose, not just being anything beyond a venue for spooks. I LOVE the use of lighting as well, which compels the player to interact more with the map, and also take in the atmospheric qualities without delving too far into eyecandy that its a chore to play.
If I had to add one potential request for this map, it would be a records room. Possibly being sealed shut, or even surprisingly well preserved. Such once considered sensitive documents that were held to high standards of privacy becoming nigh afterthoughts after the closure of its point of record has always been the most fascinating part about these kinds of places, not just in terms of history, but with the environment as a whole; almost as if the people who once lived and worked in these halls never really left after they did, imprinting their prior existence on the grimy plaster and wallpaper in a faint, yet somewhat poignant message about the past, present, and future. How perhaps _we_ will be those names and faces in the books that people far ahead of our time scroll through with inquisitive eyes as they trundle through a once-bustling microcosm of the human condition.
Similarly? I'd love some Rust Belt representation in urbex from your skills. Something like an old automobile assembly, or steel foundry complete with blast furnaces a la Bethlehem, would be an incredible sight to behold in GMOD, even more so in VR.
I'm so excited to explore this! Just a small thing: please pull your models and decals off the wall a little. The sinks, the kitchen counters, phones, etc. all look like they're z-fighting with the walls. Otherwise, looks hype. Thank you for clipping your stairs!!!
i think that z fighting is just a quirk of VR
One spooky thing I think would be amazing to add is ambient sounds, like in certain areas you may almost faintly hear what sounds like walking, or creaks or light distant thumps, just things that make you wonder if you heard something or if it was just imagination
Maybe even like animal sounds or something in the distance outside
Fantastic! You’ve put your money where your mouth is with this map, a very impressive level of detail.
Add abandoned and broken cars if you want in the parking lot. Or maybe some small amounts of foilage in the parkinglot like overgrown weeds and small things of grass. Perhaps maybe even some broken glass near the windows. But its all up to you.
Every place I've explored so far has had some kind of visible fire damage, from a bed with a charred spot to an entire room that's collapsed due to fire. Vandals like burning things, and if you haven't already, I'd recommend experimenting with adding some aftermaths of arson to your map :)
Map looks amazing, props for making the destruction look good and detailed, the only thing I've found a little unrealistic here is usually public showers, be it in a public pool or a hospital, and at least the ones I've been to never had any windows and there is usually a locker room next to them, that may be different in a psych facility but still.
The picnic table in the elevator shaft clip made me lose it, man. The map looks great though! I can’t wait for your future maps, and I’m so excited for the animation.
About the mysterious rooms with tiles, the thing I think of is some kind of intake processing unit where they delouse new patients to the facility.
19:43 Maybe put an invisible wall slightly into the shaft so that you can move forward a little bit to see the image you're going for but there isn't enough space for your entire collision-hitbox to fall through? So basically only let the players take one or two steps into the elevator shaft and then block them with an invisible wall to prevent them from falling through. Would surely beat getting stuck down there if you ask me.
That is amazing! To be honest the thumbnail pulled me in, with the creepy old wheelchair (or at least that’s what it looked like. Didn’t see it in the video. I wonder if it’s in the attic, perhaps near a red rubber ball that will bounce down the stairs when you go up there. Just because the Changeling is such a great creepy movie. I like low-key spooky horror with atmosphere but no jump scares or gore, and something like this map provides this wonderfully.
The lighting makes me want to see a similar map in UE5 with Lumen, and have the option of going in at any time of day. I agree that lighting is crucial to this sort of map. Also good that there are lots of places that are realistically pitch dark. I suspect the reason we don’t get that very often in games is just the insistence on providing flashlights that get like 10 seconds of use per charge.
I will definitely be downloading this when it’s out. And probably setting up charple in various places and then scaring myself when I stumble upon them again later, which I’ve done even on non-spooky maps.
As an explorer myself who got into every abandoned building within and outside my home town, had camping in wooden village houses from the middle of last century, sneaked into massive factories ten floors high, avoiding cameras to find out later that it also was under control of the local criminals who protect it and illegally were cuting for metal, and we could get ourselves into a big trouble. I'm very hyped about your project, I love the way you do it, realistically, with environmental storytelling (hope theire will be more of it), that the building once was a place of work and every room had a purpose, all these references of real places you explored and real *things* you saw there. I don't really want to mention the lack of detial, especially outside, the fasade looks too flat and simple, maybe give it a distinct architecture style, also there are usually little trees growing on the roof and etc, but exuse me, I know you understand that, and you working on it. Wish you the best with this project, can't wait to play it myself!
It wasn’t anything on the scale you’ve done here (nice work) but I made a small map purely because I wanted to explore a space I had made in VR. Strange but wonderful feeling
One possible fix for the dark bushes would be to disable self shadowing, in my experience I’ve fixed quite a few poorly lit fences that way. Using lightmaps for it might work as well. Also the map looks awesome and I can’t wait for it to come out!
This is awesome! Well done Librarian!
Been subbed for awhile now, your channel is great!! Straight to the point, good narration, and no dumbass thumbnails lol
This looks absolutely stunning!
I can't wait to explore this on my own.
Idea for overlapping history: Rooftop AC unit added when the city deemed the sweltering heat inhumane for inmates. They cheaped out and used a small one, which quickly burnt out and caught fire.
What if, after you are happy with the state of the map, you made a collab with a talented mapper and got them to create a haunted version of this map, and then went through it for a video? :) There are SO many great spook opportunities in this map, and I bet they would hit you especially well because of how familiar you are with the map.
I know you mentioned having the 3rd story be for high-level security patients, and shaving their heads as a sort of mark. It might not make realistic sense to do this, but you could possibly put some hair onto the floor/ in the trash of the barber room for some really subtle storytelling.
Perfect lad to be making a map like this. Some more expirience in making maps and you'd be a monster at this. Remeber. Art and map making is similar. Time almost always equals quality. And quality ALWAYS equals time.
Just wish Irene (the lady that creates the haunted versions of normal gmod maps) makes a haunted version of your map and gives back to you to play.
Would be an unique experience, knowing the ambient but not whats inside...
This map is so exciting! Loving it. You put so much thought in all aspects of this map. It looks amazing already as it is; don’t sell yourself short, you are very talented too! Can’t wait to see this map grow and evolve further, and looking forward to the stories surrounding this place. I am particularly happy about the fact that you’re keeping the scares to a minimum, more focussing on the ‚natural‘ creepiness of abandoned buildings and stories that creep around in your head while you’re exploring them. 👏🏻
Hey Man, just wanted to say good work on the map! I've dabbled in map creation before so I know it takes a lot of work and this map is looking great.
For spooky stuff, for this kind of map I think a more grounded approach like stranger danger would work best. When I've explored abandoned houses and buildings before I was always afraid I was going to stumble across a meth lab or I'd look out a window and see a group of strangers hanging around my car.
This looks amazing. Maybe add a little rat NPC that wanders around and runs away if it sees you?
One idea I have is when you're around the second or third floor, a citizen would spawn just outside the building looking towards it. Maybe he/she's the owner of the place, Or is he/she a vandal that is thinking of vandalizing it? Or is it the police, who someone called to investigate the strange movements near the windows? Or is it coincidentally another urban explorer? Maybe also spawn a car?
this is an amazing level of detail, and you’ve clearly considered almost every feature of the map. can’t wait to try it out :)
I think something cool to add would be like echoing slamming sounds you hear while your walking around the building using a one time trip wire box type thing that you walk through, in real life while exploring sometimes you Hear doors slamming stuff and things falling
I just LOVE the idea of playing hide and seek with your friends in VR
16:28 I've just noticed that the sunlight coming from the outside doesnt match the sunlight outside where sunlight was on south but the inside sunlight was on North (hope you get my point), if that sunlight is the final product sorry but it could break realism or emersion of the map. And some ideas I have that you might like are organized things that indicates some hobo have lived there before like bed made out a bunch of cartons, Urban explorer's "thumbnail corners" that they arranged to form a beautiful scenery for pictures to get thumbnails and also more dirtiness and peeling paints cuz these two could tell you how long this building has been abandoned and how fast time passes by and I am pretty sure you made hidden secret rooms there that hides dark secrets from the past😉
You could add bottles on the roof from people having competitions to see who can throw it on top, and broken glass from failed attempts around the bottom, just an idea I got watching the roof part.
Hey, at least when you made your own map you know there will be no dark figures stalking you, or maybe there is dun-dun-dun!
real respect to the librarian on making his own map and to his own liking. even having his own past and present experiences with abandoned places and urbex exploring. i hope to play this map as soon as it comes out and see everything for myself. props 👏👏
In my opinion, you should replace the standard HL2 textures with custom materials. Also there is usually debris on the floor which can be modelled or downloaded. Try to move away from standard Source assets as far as possible because that checker floor is in almost every map and it drives me nuts to be honest. Plus the thickness of the walls might be bigger. But I appreciate the fact that you took time to create all this using real life references. Good luck man.
I've seen some places that still have power despite how long they've seemingly been sitting there, sure most of the time you won't even get power to begin with but even if you do then chances are it would still be decently lit up but not enough to not give you the heebie-jeebies, I always just assumed it's either because someone wants to do something with the place and prefers to have all the utilities active beforehand or whoever owns the place just pays the bills without much thought as to what the bills are they're paying for, of course there's probably a bunch of other reasons but I don't work in any departments related to these kinds of things so my knowledge is fairly limited.
Anyway it looks very cool and I love how you went about making it, at least so far, especially since it fills the roll of a highlight of the things you personally enjoy while having an urbex session, hope the rest of it's development goes well and maybe we'll get to see some more cool maps from you in the future? :)
awesome! always fun when people instill real life expertise into a creative project. adds so much unique texture
That's awesome to see!
Can't wait to see what you are going to do in the future. This map has great potential to be one of the best urbex maps
Wow, what an extremely insightful video. I'm taking notes! Shame this didn't come out a year ago, could have used it for my current project. Oh well! There's always next time!
Fantastic work on the map!
This looks fantastic, really resembles a real place that was once full of activity. Can't wait to play the finished thing, and see all the visual storytelling.
Are there any plans on any scripted events, like ambience? For the latter, it would be cool if it were spooks that are naturally explained if you explore, like a rat scurrying about or birds nesting. I also imagine you can get a lot of resources from HL2: Ep1 with it's hospital assets.
looks great already,I create maps for team fortess 2 and I know how hard it is to create a fully working map.btw luckily for you,you dont need to work on those brain melting game logics
Looks really good. It reminds me a bit of the first two Thief games, how open and freely explorable the building is.
Oh I LOVE this. I've watched a few of your urbex videos and in my own mind was getting the idea to try and make a map like this but I have 0 experience with hammer.
Honestly, and I don't know how realistic this would be as it would be like 4x the effort but I think a "making of" or even a mini tutorial series if you make another map would be awesome. I'm sure a good chunk of your community would like to try their hand at making similar maps.
(P.s. Thanks for all the videos, I hope that you're doing good in your personal life as well :) )
Around for 60 years really interesting point I never thought about it may have started out as one of those cliche evil shithole places but then turned into a pretty decent facility later in life or even vice versa becoming more of a hostel environment as it became less used overtime properties change hands and have different management and even have completely different functions sometimes and maybe bits and pieces of all those different narratives linger even if not physically just in the vibe of the place
Well credit to your map design I've already forgotten this is a garry's mod map and not a real facility that actually has history XD
I am really interested in the tiled rooms that are apparently growing out of old buildings, it seems weird that you've seen multiple rooms that seem to serve the same purpose but no indication of what that purpose is. Maybe some form of medical room? Like surgery or something?
Wouldn't explain the Brooklyn apartment window though.
neat map i want a few mild jump scares.. like things that peek at you from coeners or an interesting sound that draws you closer.. i know its urbex..also i see you making a futuristic blade runner type liminal spaces map.. look at visuals from a movie called Synchronicity on video streaming
Your ambitions have surpassed your usual work
Good job dude. I know you were working on this for quite some time.
When I can, if I get time, I'd like to try exploring it in VR as well and possibly upload the experience to my channel. So I may just skip around a bit so I'm not too spoiled on what it's all like. I'll try to get your attention when I do a runthrough.
ive been subbed for a while now, great work, really, it is.
also imagine if this was nextbot compatible, that'd be cool
Once it’s done I’m definitely going to make a film on this map. Already making ideas
This looks really promising! Sure it'll be a fun watch
These are some really cool tips for making maps more immersive and interesting, even for ones that don't go for full realism!
This map looks so amazing, and I bet it is because it was made by the librarian himself
outstanding work mate !
Always glad to see people still making maps for Gmod, especially ones like these. Good luck, it's already looking damn fine!
Wow! Your map is very spooky and I love the realistic textures! I never knew you made maps too and I'm excited for the release! :)
Man this is throwing me back so hard to nightmare house 2. Would love to see some really great jumpscares like shadow people running and hiding from you peeking around corners and stuff
Nooo
Great map from you 👍 also you likelly already have a name in mind for the map but i did think of one and it is « complexe urbex » i don’t Know if it translate well to english but complexe in french either means complicated and also means a large building or set of building like for exemple a prison complexe. Thanks to anyone reading this and sorry for the not so great english.
i love your videos and commentary so much, this map looks so good!
I really REALLY hope this video and this map furthers the trend of Gmod Urbex Exploration maps where the map layout feels realistic, the accessible and blocked areas makes sense, and there's no video game logic or out of place scares that would take away from the spooky immersion
It takes skill to make a spooky map, but it takes even greater skill to make it realistic and detailed. Fingers crossed!
The ultimate fusion of this channel's content, would love to see this progress further!
Needs:
Closet full of christmas items
Drop tile covering ornate ceiling only accessible with noclip
11:50 that looks like it's trying to smooth the lighting around the two faces at the edge, source does have smoothing groups for brush faces but I'm not sure if that's applied to the flashlight too, rather than just the compiled lightmaps. If they are assigned to a smoothing group I would turn it off, alternatively it could be some property of the texture, source also has a bunch of odd properties applied to random textures. Takes me back to when I did source mapping.
This is a very awesome map but i have some critique about it
1. Like another comment said the area in front of the asylum is pretty empty, there could be a park or something like that.
2. There are 0 grafity inside or outside the building but i suppouse that will be added later
Love what you've created so far, great design and vibes!
Wow. Good to see you doing some cool stuff.
Seems like an abandoned building that housed a Garrison in soviet union, abandoned when it collapsed.
Also, the cafeteria is giving me an old prison vibe. Why? I've been to one... also I got bad vibes from the first one I visited.
Are you planning on uploading it to the workshop?
Awesome, you’ve all done a good job on this map so far!
Pretty nice concept Librarian. With a bit more work,i believe it would be good for some Tactical Realism.
Meanwhile,i'm still learning some stuff about Hammer and Hammer++. Me somewhat being able to port almost all of INFRA's maps (dunno if you'll ever make a video on those,but hey thats an idea) tought me quite some things. I will eventually try to remake my residence in GMod.
As for you,keep working on this,i'll defenetly sub to it if you even publish it on the GMod workshop.
Bruh hecks yes, love you Librarian God bless yu ♥️
Nice! it looks cool! Def gonna try it out when it comes out!! hope theres no jumpscares though since im kinda to sensitive to jumpscares but congrats on your map!!
I’m glad that The Librarian has made a map like this with references of actual places that he has been inside of. I mean who knew that New York would have an empty Asylum building. Urbex Map! Hmm What title should this Map be named? Please give your suggestions in the Comments.
weird detail to add but room numbers/labels would be pretty cool as well
God yes I had been waiting for him to make a map and DO IT RIGHT and finally he did it yes thank you so much hands down my favorite youtuber
Someone needs to spook that map up once released, and then you need to play trough a horror version.
It looks great, you should consider making a night version of your map.
You really did some great job!
Can't wait till someone makes haunted version of this.
Same
Can't wait for the release!
I hope you're using hammer++. I wouldn't wish for anyone to the default hammer editor lol.
Looking great!
I like how he is excited at the start of video lol
This is a really good job for a first map dude
Can't wait to play the final version!
Maybe you could add some bird npcs to the map?
16:14 You know the lighting in the main area or that train station like place of the second map from your "Exploring MORE Liminal Space Maps" video? About 13:44 and 18:00 respectively in that video? I think this map could use lighting a bit like that, really make the daytime version feel like it's early morning or late afternoon.
Can't wait!
I was just wondering what the latest was on this map. It’s looking brilliant!