Upon This Rock Every map in Garry’s Mod is constructed via subdividing a fully enclosed 3D space into polygonal sectors organized by a binary choice tree. The limitations and nature of this require that the map be both static and enclosed - each map essentially being a large-scale diorama floating in an endless nothing, with the player’s ability to effect its fundamental components completely removed. Anything which can move is put into a category beyond the map, even if it’s built into the viewed geometry, a category of being known as an entity - an object with closer species-relation to the player than to the environment. Source Engine offers a sort of limited space in this way, a feeling of No Exit when inhabiting it, one inhabiting its levels feels as though trapped in an empty city with nothing but a handful of second empire furniture and whoever else wound up imprisoned with them. Each map is a limbo, floating, with the players exiting and entering by methods beyond the confines of the map itself. Players enter from without for as long as they choose to imprison themselves within a given map, and as they came in, exit into the without. Each map is a piece of stone that can only be understood by taking a position beyond, appraising it as a stone, as an object, mute and inferior.
Esoteric Noclip
Esoteric Noclip
Esoteric Noclip
Upon This Rock Every map in Garry’s Mod is constructed via subdividing a fully enclosed 3D space into polygonal sectors organized by a binary choice tree. The limitations and nature of this require that the map be both static and enclosed - each map essentially being a large-scale diorama floating in an endless nothing, with the player’s ability to effect its fundamental components completely removed. Anything which can move is put into a category beyond the map, even if it’s built into the viewed geometry, a category of being known as an entity - an object with closer species-relation to the player than to the environment. Source Engine offers a sort of limited space in this way, a feeling of No Exit when inhabiting it, one inhabiting its levels feels as though trapped in an empty city with nothing but a handful of second empire furniture and whoever else wound up imprisoned with them. Each map is a limbo, floating, with the players exiting and entering by methods beyond the confines of the map itself. Players enter from without for as long as they choose to imprison themselves within a given map, and as they came in, exit into the without. Each map is a piece of stone that can only be understood by taking a position beyond, appraising it as a stone, as an object, mute and inferior.