The STRANGE Maps of Garry's Mod

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gm_construct is a map every Garry's  Mod player is familiar with.   Even if you just bought the game to try out  all the wacky multiplayer servers with your   friends, it's more likely than not you  launched into this map at least once. This map is THE sandbox to get your bearings as  a new player. You spawn in and directly in front   of you is a wide open space, just begging  to be used as a canvas for your creativity. For those not familiar with Garry's Mod, there's  no objective or goal in a vanilla server.   You're just put into a map and given a menu to  spawn models, characters, vehicles, whatever. Maybe you build a little scene, maybe you spawn  in 3 dozen zombies and run around shooting them,   or maybe you spawn in as many bouncy balls as  you can. The only limit is your imagination. What I particularly like about gm_construct, is  that it's not JUST an open space. There's a ton   of little areas and buildings to inspire you.  Back in 2010, when I first got into the game,   I remember spending a ton of time decorating  areas like they were an office or a bedroom.   I'd set up chokepoints as if  it were a zombie defense map. gm_construct was a map I became intimately  familiar with. I didn't mess around with   roleplay servers or prison escape servers. I just  hung out in these empty maps and built things. I feel like I can't talk about  Construct and garry's mod maps   as a whole without bringing up  the unsettlingness of them...   is that a word? Whatever, you know what I mean.  I know this aspect of gmod maps have been talked   about a LOT on YouTube, so I won't spend too  much time on it, but it is worth bringing up. There's this sense of... unease when  playing Garry's Mod maps by yourself. In the case of gm_construct, just the setting  is weird. There's all these completely empty   apartment buildings. What looks like a warehouse  of some sort. Inside of that you have this pure   white room as well as one that's pitch black. It  feels unfinished. I'm not saying that to disparage   the developer or anything, I'm thinking about  this as a real place, in-world. It's like they   constructed the outsides of these buildings  but forgot to do anything with the interior. There's this imposing building that looks like  it could house a ton of people, but... it's   completely hollow. It's an imitation of something  we see in everyday life, ever so slightly off. Construct seems like a pretty simple  map, but there's a lot of covert spots.   This is a place I'd never think to go when messing  around in this map by myself. Or you could sneak   up to the top floor of this apartment building.  And there's a ton of balconies on all the others.   You could tell someone you hid this watermelon  somewhere and they'd have a hard time finding it. And of course, there's a cute  little credits room tucked away. (Interlude) This is not the gm_construct I  played back in the day though.   It's been updated over the years, adding  various buildings and expanding the playspace.   Fortunately, the titular Garry,  has uploaded all the older versions   to the Steam Workshop so we can  explore them in the current year. gm_construct_3 is the oldest version available.  It's crazy how simple of a map this is,   yet it still feels connected to the modern  version of the map. I think it's the textures,   along with the mixing of the stone path and  grass, that give this a "construct" feel.   It's so functional and plain. At  this point in the game's life,   I'm sure the developers were more focused  on getting the core systems down rather than   making their one map look nice. Which is  fine, they had plenty of years to iterate. gm_construct_6 is where the map starts to better  resemble the one we're familiar with today.   The pool over here, the garage... thing.  These elevated stone paths were a cornerstone   of constructs throughout the years, only  to be mostly absent in the new version.   Slowly, Construct is starting to look less like a   map to debug the game and more like a  map that was intentionally designed. construct_10 is the one I spend the most time with  as a kid. It's interesting that at some point,   whoever was greenlighting these map changes, was  happy with this layout and decided to just add   on to it for later versions. Which I respect. You  spawn in after starting a new server, and you're   given this view. It's simple, but iconic. And  while the view from the newer map is definitely   different, there are some similar elements.  The stone and grass, blue sky, buildings in the   distance. gm_construct has changed throughout the  years, but in a lot of ways, it's stayed the same. (Interlude) Allow me to take you on a  journey towards the uncanny,   as we look at maps INSPIRED by gm_construct. Bizarre view, right? This is  gm_construct_redesign. There's so   many recognizable aspects to this map, but it's  so different. There's this new stone structure,   some steps, a BUNCH of shipping containers,   as well as this uhh... passage that  leads into some spooky tunnels. It's gm_construct from a parallel universe. It's weird to think that the official additions to  gm_construct seem so normal to me. Like of course   they added a few more buildings and another level.  It's easy to imagine that parallel universe where   this is the official redesign. All the shipping  containers and dark tunnels would just be normal. gm_megastruct, maybe not so much. I can't  imagine this type of redesign ever replacing   the original. Look at all this space. For as  big as construct has gotten over the years,   they've shown SOME restraint in  not tripling the size of the map. And some of the design decisions are  bizarre. You get in close to these   buildings and they have such weird shapes.  I saw this odd pattern and I didn't even   know what to say. I've sat here for like  5 minutes and I still don't know what   to take from these parts of the building  sticking out. It makes me uncomfortable. Okay, I'm pulling out the big guns now. gm_genesis. This is barely even  construct anymore. And yes,   I know I'm missing textures.  I could try and fix it,   but seeing this pattern in the map is a part  of the Garry's Mod experience. Deal with it. What all does this map have? A strip for drag  racing. Some complex, for roleplaying servers I   assume. A giant platform that rises up at the push  of a button. Winding tunnels. Oh, and of course,   a MASSIVE underground race track. As well as  probably a dozen other areas I completely missed. I almost think it's funny, how construct  is such a simple map. Meant to be nothing   more than a canvas to inspire you to  do whatever you feel like doing. With   a couple points of interest to nudge you in  certain directions if you need some help. And map makers, they go nuts. They  forgo all subtlety and restraint,   in an effort to make the most biggest map that's  sparsely decorated but, paradoxically, also dense.   There'll be wide open spaces then  a cluster of buildings or rooms.   It's such a specific aesthetic, but that's  what I think of when I think of Garry's Mod. (Interlude) Alright, we're done with gm_construct  and it's inbred cousins... for now. Let's go to... ah! rp_downtown_v4c. Home to many- oof. Okay, gimme a second. Hmm. Good enough. Home to many servers running roleplay mods, this  is a map I'm sure a lot of you are familiar with. While I didn't play on a LOT of RP servers  back in the day, I occasionally jumped on   with some friends. It was so cool seeing people  build their little spaces all across the map.   You have the center of town where police  and mayors would hang out. Then you have   the warehouses further out where the criminals  hole up. And everywhere in-between is where the   normal citizens live. It's a real downtown with  actual districts that people sort themselves into. RP servers are their own little societies, and you  can see how the map designers here encourage that   playstyle. This is obviously intended to be the  jail. And these are the affordable apartments.   There's something pure about everyone deciding to   play along and pretend like they're  renting out tiny little apartments. Much like Construct, this is a map brimming  with spots to build in. So many rooms and   buildings inspire you to decorate them  in a certain way. It's all very dense. (Interlude) This is gm_bigcity. Look, you'll get  used to the missing textures thing. Much in a similar way to downtown,  this map goes for an urban feel.   But where that map had nearly all  the buildings available to enter,   this map has almost no interiors. There's only a  handful of buildings you can enter, and even then,   only a room or two are available. Or  you'll just be plopped on the roof. This fits into a genre of map that perplexes me.   I guess some of the gm_construct inspired maps are  similar, this feels like a map to just explore.   There's so many streets and tall buildings,  I don't really feel inspired to build or   create. I just wanna walk down the  sidewalk and take in the scenery. The densely packed buildings aren't all of  the map, there's a section with a bunch of   warehouses and this sewage treatment area. But  the narrow streets are what stick out to me. (Interlude) gm_megacity is that with the dial turned to 11.   It's practically all narrow city  streets tucked between skyscrapers. This actually feels like a  place you could get lost in. Forgive me bringing up the already beaten  dead horse, but it feels backrooms-y. Walking down the street, everything kinda  blends together. I'm imagining a map like   this that procedurally generates new buildings  and streets for every corner you turn. Dozens of   corners and alleyways to take, but nothing stands  out as a point of interest. A never ending city. The skybox does a pretty good job at making the  city seem bigger than it is. Up here, at the   very top of the map, it's intimidating. Fly up a  bit, and the actual playable space is revealed.   Still a lot of area to wander around,  but the extra couple layers of buildings   at the edges really make a difference  in making the map feel... well, MEGA. (Interlude) Our penultimate stop is... a bizarre  one to say the least. We're going to   a location we've actually visited before. Peach's Castle from Super Mario 64. I love this genre of map. Someone takes an iconic   location from another game and  recreates it in a new engine. It's uncanny exploring these maps. Like here,  the scale feels slightly off. Or maybe it's   normal and Mario is just a tiny dude. Either  way, playing from this perspective is... weird. And the lighting, look at the slight reflection of   the green grass on the castle. No way  you'd be seeing that on a Nintendo 64. The lighting is off in this room  too. Also no fishies in the tanks. I feel like I have to say this in every  video where I make observations like that,   but I'm not knocking the designer for  not getting every single detail right.   There's obviously a lot of differences  at the core of the Source engine and   Super Mario 64 where things just look  different. Or maybe the map creator   intentionally makes decisions to steer  away from the original, whatever. I'm   just here to point out the differences,  I'm not making a value judgement on them. All the little differences here make this  version of Peach's castle unique from the   castle in Super Mario 64, as well as different  from recreations of the castle in other games. (Interlude) We've looked at all kinds of complex maps,  but you know what? Let's end on a calm note. The original... gm_flatgrass. This is the other  map that comes preinstalled with the game.   And I'm specifying the original version, because  it did get an update at some point. All it added   was this structure and a skybox that makes  the map seem much bigger than it actually is. I prefer the simpleness of the  original. It's so effortless.   All it has is a simple platform in  the middle, a flat plane of grass,   and a baby blue skybox that doesn't trick  you into thinking the map is miles wide. This map is just... so raw. Like  the early versions of gm_construct,   this is pure function over form. No distractions  to get between you and your creative ambitions. I remember joining random servers back in  the day that were running gm_flatgrass.   I'd join, and more often than not, it'd just  be a couple people hanging out. Shooting the   shit while they design weird vehicles  to crash into each other or adding a   dozen thrusters to a chair their friend is  sitting in and launching them into space. That was the essence of Garry's Mod and it- ...hey, is that platform off center? Hm. (Interlude) I'll leave you with this note left by  Teikoto, the creator of gm_construct_redesign. Check out my tour of Minecraft for a look at  another sandbox game. It's different covering   one of these compared to a Mario 64 or Final  Fantasy 7, but I appreciate them nonetheless. Thanks for watching, and see ya next time.
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Channel: Pretzel
Views: 1,044,436
Rating: undefined out of 5
Keywords: Video Game Analysis, Analysis, Video Game Review, Review, Video Game, Video Game Design, Video Essay, Essay, Game, gmod, garry's mod, garrys mod
Id: y76hxjQn4Hg
Channel Id: undefined
Length: 15min 25sec (925 seconds)
Published: Sun Dec 11 2022
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