It's amazing that GMod users are still coming up with these mind-bending ways to exploit the engine this far into Source's lifespan, and I'm not convinced one of them isn't going to accidentally create life if we keep letting them tinker with it. It's a doozy to wrap your head around but also incredibly rad, or at least I think so. ![]() Or you can if you have a few months or years to spare: they're all as far apart in the map as they are in real life, because the magic InfMap does to objects lets that happen even though you are-when you get right down to it-just teleporting from one side of the map to another ad nauseum. You can travel between the Moon, the Earth, Neptune, Venus, or whatever you like. This one also uses InfMap, but unlike the 1:1 Multiverse, which is pretty much barren at the moment, it uses InfMap's basis to recreate our solar system. That's probably a little hard to grasp in abstract, but you can see that in effect in one of Alexandrovich's other mods, the 1:1 Solar System. That's how it keeps its infinite illusion going. ![]() Or, to boil it down, what makes InfMap interesting isn't that it changes the map, but that it changes the objects within the map. InfMap handles that by changing the properties of map objects in such a way (and I confess I'm operating at the boundaries of my understanding here) that they become invisible and un-collidable once you hit that boundary transition, but still appear visible when you look back at where you came from, maintaining the illusion of forward progress. Obviously, if you leave a big cube smack-dab in the centre of your map, the illusion of infinity will end up broken as soon as you hit the edge and come in from the other side, seeing a cube that was behind you appear in front of you. That'd be a huge letdown if that was the whole trick, but it's in dealing with objects within the map that InfMap gets properly clever. You can actually see this working in 1:1 Multiverse just by firing a rocket: it'll exit the top of the map before jetting past you from below, a process it will repeat indefinitely. But in essence, InfMap works like this: once you hit the boundary wall in a Source map, you get teleported to the other side, Portal-style. Additionally, it takes up 522 MB of storage capacity.You can see the whole explanation above. ![]() Ironically, in order for it to function at all, they will also require at least 12GB of RAM, with 32GB being advised and 64 or 128GB being preferable for optimal performance. Players can install the map by subscribing to it on its Steam Workshop page if they want to give it a try. The 2048 1:1 universes containing 8.8e29km of star/galaxy clusters take a while to load, so give it time.” This map is 2,048 times larger than our plane of existence, based on a 1:1 scale with the size of the universe as it now exists.Īlexandrovich further adds, “Probably the biggest map ever in videogame history. It consists of not one, not two, but 2,048 distinct sections, the largest of which is an astounding 8.8e29 kilometers (8.8e29 km). ![]() Garry’s Mod player creates map over 2000x times bigger than known universe. In the description of the map, Alexandrovich states, “You will NEVER reach the end of this map no matter how hard you try”. Players will also need 12GB of RAM and 522MB of free storage.Īlthough the map is now empty and only shows images of galaxy clusters and multicolored stars, Alexandrovich promises that solar systems will be included in a future version. Players will need to play the 64-bit version of Garry’s Mod to load into it. Even now, the game maintains a devoted fan base and is constantly being improved by user-made extensions.Ī map that is 2,048 times the size of the known universe was made in the game Garry’s Mod by a player by the name of Alexandrovich. Version 13 included support for the Steam Workshop in place of this. The “Toybox” area, which allowed players to explore and install other people’s mods, was included in Garry’s Mod version 12. Known as “add-ons,” notable mods include Prop Hunt, DarkRP, Elevator: Source, Spacebuild, Wiremod, and Trouble in Terrorist Town. By creating scripts in the Lua programming language, players of Garry’s Mod can alter the game’s functionality.
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