06-15-2020, 05:50 AM
(This post was last modified: 06-16-2020, 04:17 AM by The Black Parade.)
NOTE: This is not the final version of the lobby, and is subject to change
But don't be worried, they're mostly bugs and minor details
Welcome to The Lobby! This is an entire recreation of the Lobby we know today and known for years. This project was started last year around July, and been (mostly) in development until now.
So, what has changed? Let's go through the big parts of the Lobby!
This is spawn. Ironically one of the big changes is making the main lobby smaller. You no longer spawn through a long hallway, you now spawn in center of all the useful NPCs.
This will take a while to get used to, but with the lobby compass that Brass made and after some time you'll get used to the new lobby.
The Forest- well, it's now a tropical beach! The Lobby itself has a tropical resort theme to it. A theme wasn't actually planned for the Lobby really, I had no intention of giving it a base theme, but when the brushwork and the details of the lobby started to take form, it shifted to a tropical theme. The dock also got a big change, with some new map logic behind it when it's getting destroy and when it's being built.
Although the trees are thinner, they are still viable cover from Kraken's projectiles.
Beyond the forest is Wick's Boathouse! Of course, Wick is situated inside the Boathouse, but Mack is as well. Although this is contradicting my previous statement, the walk to Mack will take longer, however it fits well with the boathouse.
You now can spectate more arenas! You can spectate Bloodwynd, Lyrus and Abyssal Terror with these new portals.
The banker now has a simple doorway connecting to the rune maker and key maker for faster travelling.
The Rune and Key Maker are now in the same area. I'm sure you've noticed now that each NPC has their own theme to what they do.
The Arenas
Every arena (besides Mammon and Santa) was remade, featuring new themes and some differences to gameplay.
The Unknown Castle turned to a look like a palace, but emphasized more on a "Ice n' Fire" theme for the flooring, lights, windows and the throne.
If you look closely you can faintly see a line going across to each wall. This shows the boundaries of the arena, so you don't all of the sudden run into an invisible wall, thinking you could go farther.
Bloodwynd theme is now more of a catacomb-like structure, water is also present in the arena.
The shaft you fall down is now replaced with Asylum's elevator (talk about connecting lore!), so you don't have to worry about hitting torches on the way down.
Worm Queen is now entirely underground. The first idea was to create a volcano-like opening at the top, but with the new sun position this wouldn't really let any natural light in, so it's been shifted to a large underground cave with giant lights above Worm Queen. The scenery as you can tell is much more rugged.
THIS is probably my favorite arena that I've made. The Abyssal Arena kept its old floor but is now placed inside an actual abyss and a starlight field around it. The top of the arena spins in chaos as you fight Abyssal Terror (these cubes should not get in the way of the fight).
I was not a fan of the old arena I created. I mostly rushed it and the cavern was completely blocky. So I wanted to do an entire change to this arena to something much more interesting to look at and fight in.
The Lyrus arena led to a much larger room and a different approach to the arena itself. I took a more hell-themed to Lyrus, with chains and a mysterious structure for the arena. The Lyrus floor is also flat, you can also fall off
The pillars come with their own map logic when Lyrus runs into it. This should also fix the weird problem where rebuilding dock rebuilds pillars.
The 1v1 arenas were replaced with a VERY compact version. You can also select what arena you want to play in. There's 7 arenas in total.
VIP is getting a new feature, introducing the Valorant Range! hence by the name and with the help of Brass, this is very similar to the range from Valorant. Featuring 3 difficulties and strafing.
And don't worry, the old firing ranges are still in the VIP section, they also got a face lift.
Easter Eggs?
There are a few easter eggs throughout the Lobby, but unfortunately I had to shelve a big portion out because it would impact too many players in the Lobby.
But this doesn't mean I removed the big ending. I think you guys will really appreciate it if you complete it
What did I remove?
The Casino will no longer be a part of The Lobby, sorry! There's no need for a casino when your inventory already can do that. Besides, not a lot of people really used it at all.
With Casino gone, Rollermines will be completely removed. This was more used but throughout the years it was played rarely for memes, and once Abyssal Terror came out it was completely broken.
So, Can I Download the Map?
I will not be releasing this build or the final version to anyone. You will be downloading it for the first time once it uploads to the server. I assure you it is coming this month for those who first joined the lobby discord in July.
If you read this and thought I spoiled the whole Lobby, I assure you I have not! There are a lot more behind these screenshots, you'll just have to wait for release.
Thank you for those who supported the Lobby Discord through the entire creation of The Lobby, and for those who play tested early builds.
I hope you guys enjoy The Lobby!
and for the people who might complain but never followed the building of The Lobby *shrug* ... should've checked it out or said something.
Now for some stupid statistics if you're interested
This build on "final" compile took 17 minutes to compile.
There are...
719 custom materials
287 custom models
6 custom sounds
Switching over to Gmod's compiler, 58.7% of brushes were used, so this potentially means extra content like Krampus or parkour (or maybe surf, but I've never touched surf mapping before) could be implemented at a later date.
There are...
7934 Brushes
48082 Brush Faces
6656 Point Entities (lights, props, logic entities)
1544 Brush Entities (brush doors, buttons, func_details)
906 total lights
370 cubemaps
2816 props
Assets used
Realworldtextures - TopHattWaffle
Beautiful Glass - mmatses
Halo Texture Pack - 5k3
And probably a few others I'm missing!