by noodle on November 8, 2014 (9:42 pm)
by noodle on October 15, 2014 (12:35 am)


Hello everyone, today is October 14th, which marks Golden Machine Gun's sixth year of being around. Happy Birthday GMG! It's been fun.

Today I'm announcing the end of development and support for our TF2 servers. If you're looking for more information on why, I think it's pretty well said in this thread, with some very good points from Ned and a good summary of why things haven't worked out by myself. I'm looking to still continue with special events such as TTT and other, new things if there continues to be an audience for that. But TF2 is no longer a game I'm comfortable working with, and I think the community has felt disconnected from the direction I've tried taking the game in.

Currently I have ideas for a new standalone game but I don't believe it is something that I can plan on showing anyone within a reasonable timeframe. It will be its own standalone game taking some of my favorites bits from GMG and mixing it together with all my other ideas. It is very different from what GMG once was, and is more of what I would want GMG to become if I weren't limited to the TF2 engine. If you're interested regardless, I don't have much to offer you in terms of staying updated with that as I'm still working on a personal website, and I don't really use Twitter or anything like that.

As for the Rooftops map, I will be working with Yacan1 in the future to turn it into a custom KOTH map free for public download and use. If you are a server owner or want that map to play around on with friends, know that it will be available at some point.

That's all for now. See you later.
by noodle on August 29, 2014 (10:58 pm)


Hello everyone, I hope you're as excited as I am to be playing on our new arena server. For now, this map will be replacing the existing map until it is ready for proper updates.

Framerates should be relatively good, the map is pretty well optimized and I can pull off about 120fps when viewing the whole map at once (something you won't be doing much anyway). However, if you are having framerate problems you do not typically have in TF2, then please report it and I will perform some further optimizations.

As you play on these rooftops, you'll notice a couple issues. This is to be expected, as this map is still a work in progress and will be receiving updates. Some of the main things you will notice include poor map reflections (unusually shiny floors), a lack of a 3D skybox (we're still working on concepts), models clipping through walls (the water pipes mainly), texture misalignment, missing sounds, map exploits, and of course, some class imbalance. There are also a couple of strange lights I want to fix. These are the things we'll be working on fixing and should be out within one map update or two. And, fortunately, unlike Springstone's map, this one can be updated without requiring months of work.

There are a couple features in the works, such as the shop, which is ready but will likely be out in the next update, carryable buffs, which I'll talk more about later, control point interactivity, and rotating game mutations (jetpack day, for example).

Well, that's about all of it, report any other issues you find and suggest any ideas you have in their respective forums, and let me know what you think here in this thread. If you have any feedback for our mapper, Yacan1, I will gladly pass it on to him.

Click the Play tab in the navigation bar to start enjoying the Rooftops Battle Arena!
Or, you can connect by connecting to play.goldenmachinegun.com
by noodle on August 26, 2014 (10:07 pm)
Hey guys, today brings some awesome news for all of you! We're excited to announce that the Rooftops Battle Arena is being released in beta on:

Friday, August 29, 2014

That's 3 days from now!

The Rooftops Battle Arena is a very unique map in many ways. It was created by Yacan1, who built the layout, with optimizations and polishing by myself. Starting with its setting, the arena is located on the top of a large building in the middle of a city. Its layout has been designed to be reminiscent of the older Deathmatch Arenas of Chamber Achievements; you'll immediately notice the symmetrical layout, team bases, and single central control point. However, we've added some awesome new features to the gameplay to make the map more balanced between classes.





The arena will include a new system called Arena Score. Every player has their own unique Arena Score, and that score is updated based on your skill level. Every time you play in the arena your score will update to better reflect your skill, and every month the players with the top score will be awarded a special badge. The map is launching in beta so we can make some important balance changes before the Arena Score system goes live. Although scores will be visible on players' profiles and in the Community tab, they are purely cosmetic until the map is out of beta. We will be making some tweaks to the layout, adding some more performance optimizations, and making changes to the map's features. While players test out the map, we will be collecting live data and making the appropriate necessary changes. During the beta we will be testing out random spawns, and if that ends up working out we will use that instead of team base spawns.

We have future plans as well, including temporary gameplay variations, such as gravity changes, powerups, jetpacks, melee mode, and so on. These events will help keep the Battle Arena from becoming stale. This map will be replacing the current server until work is finished. We're also working on getting replays up and running for the server so you can record any amazing plays or funny moments. If you're still craving more, check out this video trailer:


That's all for now, the arena will be available later this week for everyone, so stay tuned.

by noodle on August 16, 2014 (2:00 am)

  • Member list changes

    • Added Arena Score
    • Fixed missing game rank for Super Admins
    • Now sorts by level by default

  • Post preview button no longer requires reloading the page
  • Posts can no longer be reported if the author was banned
  • Updated New Posts/Threads display mode
  • Optimizations to the live chat
by noodle on August 3, 2014 (10:31 pm)


First and foremost, I want to apologize for the lack of support with the Golden Machine Gun TF2 server. With the arena having been done for months, it saddens me that it still has not yet been implemented, and today I'll be explaining why, and talking about mistakes that have occurred during development.

First off, it was a mistake to release Golden Machine Gun in the state that it was in. There was a definitely poor communication between me and our mapper, resulting in the map being released in a very incomplete state. I had given all of the mapping responsibilities to Yacan1, who has done a fantastic job at crafting a beautiful map but unfortunately, the map required a TON of optimization due to its openness, its size, and its detail. About a week before the release date is when I first began looking at the map and just several days before release I had realized that lots of behind the scenes work still needed to be done. Yacan1's work on the map concluded the night before release, so it was time for me to optimize and compile the map, since Yacan1 is not familiar with map optimizations (as I am through optimizing previous GMG maps).

After staying up all night doing minor optimizations, the map still would not compile in enough time and that's when Bucky (Serendipity) contacted me asking if I needed help, and donated a very powerful machine to compiling the map. After not even that would work, I went back to work with even more optimizations and finally we were able to get the map to compile on very low settings, which I released and surprisingly ended up going very smoothly. I figured now we could just finish up all the optimizations and include the brand new arena for a final release shortly afterwards. With the arena being finished and fully optimized, it was time to stick it in the final map. Unfortunately compiling with the city in its current state at the time proved impossible. The city needed a fundamental rework in order to finish the optimizations that would allow it to compile. Additionally, it wouldn't be easy to optimize if the city's boundaries weren't finished, so I left the job to Yacan1.

Me and Yacan1's lives are very busy at the moment. Yacan1 is preparing to start college at the end of summer, but is working on the city when he gets time, and I'm busy helping my family company survive, working on many different freelance projects in the meantime, and preparing to either get a more stable job or attempt to create my own game design company. Also, if you're interested in Alternative Folk music, spirituality, or health, check out this website I made for some wonderful people

Now comes the question, what next? And when? Do we still have interest in continuing to support GMG? Short answer, yes. Longer answer, development will be slower than previously predicted, and may very well be terminated to move to standalone. With the arena being complete, I could do some programming work to prepare it for a standalone server outside of the main one for the time being, I could manually work on doing the city's borders (which would look poor in comparison to the rest of the map), or I can focus on other, easier group branches, like the TTT server and our custom map for it, or getting a Minecraft server up. Additionally, I do have interest in a server that plays our older maps a la Historical, but with more support (no damage outside of Deathmatch Arena), and occasional events (such as Battle Tunnels with powerups, or Rebirth). Let me know what you're most interested in, and I hope I'll have some cool stuff ready coming up soon.
by noodle on July 6, 2014 (7:29 pm)
While waiting for progress to happen on the new map, I've decided to spend some of my extra time challenging myself with new projects. Here is one of them that I felt like sharing.

Challenge: Procedural Generation
If you're unfamiliar with procedural generation, it is (from Wikipedia) generating content algorithmically rather than manually. Minecraft uses it to create its infinite worlds. How neat would it be to be able to generate 2D terrain maps? So I started Wednesday, with the goal of creating a water map with islands...

The first attempt was bad, and worked by seeding a bunch of islands and then growing them. Unfortunately they turned out very spotty and boring.



The next version was a lot better. It uses noise and a single seed, then splits the noise into two parts.



Next comes bigger islands, and a new custom pixel shader to color the output. Clearly defined land and water.



(Poorly) done sand.



Here's where it gets interesting. After lots of tweaking, we get pretty good depth representation and much better sand.



This last one is the final 2D output, and has much bigger islands and some extra fancy details.



Even though the original goal was reached, let's take it a step further. Using a Python implementation of OpenGL I used the data from the 2D terrain maps to plot their points in three dimensions. The result: "sort of hills".





Look familiar? So now we've got water, sand, and improved generation.




And for a top down view:



And lastly, a video:



Thanks for reading! Maybe you'll see this made into something proper some day.
by noodle on June 30, 2014 (11:01 pm)


Trouble in Terrorist Town returns for Summer 2014. Starting sometime in July, our own customized version of Trouble in Terrorist Town will be available for all to enjoy. This year, we're adding some new things for an even more intense TTT experience. For even more extreme fun, you'll be seeing a custom Golden Machine Gun map in the rotation later on this year.

For this round of Tinkle Town, we will be going on a preset schedule. What this means is, the server will only be up on certain days for a short time, but you will be able to know beforehand by checking out the Events section of our specialized TTT Steam group. These events will be up at a later date. For now, you can join the group here:

Golden Machine Gun Traitor Crew

If you're not familiar with Trouble in Terrorist Town, come take a look, you might enjoy it! We're also looking to improve the TTT experience over time with updates to gamemode, meaning new maps, new items, and other cool features. Check out this thread if you have any suggestions or anything else you'd like to see included in the server.
by noodle on June 29, 2014 (6:33 pm)

  • Added New Upgrades page
  • Added Sun and Moon Avatar Decorations
  • Added Sunrise and Sunset Post Styles
  • Added new website background
  • Site background will now display properly on all monitors and devices
  • Fixed visual errors with some avatar decorations
  • Backend improvements
by noodle on June 19, 2014 (10:31 pm)


Here's some fun stuff that I've been thinking up, which will eventually be a part of Golden Machine Gun some day. For now, we are very focused on fixing up and releasing the final version of the map (including the arena), so these are very long term goals. Nevertheless, suggestions for them are welcome and maybe you'll even see something you suggested wind up in our release. This is only Part 2, I'm expecting maybe 2 or 3 more parts as I get a better idea of what these new features should be.

Boss Battles
Boss Battles are returning, this time better than ever. Boss battles will happen every so often- a schedule will be posted online so you can find out when to join the battle. The event itself takes place on a separate server running one of the awesome exclusive boss battle maps, two of which will be available on release and more coming in the future. These battles will involve two teams, the second team being composed of one single player- the boss. There are many different bosses available, and each of them have their own fun special abilities and weapons. The boss has one big life bar, while the fighters have a life pool. Once the life pool runs out, fighters are on their last life, and if they die, they will have to watch the rest of the match unfold before them. You may remember some of the bosses from Boss Battles + on the old server, only with some tweaks. We have a good mix of updated old bosses and some brand new ones.

Pets & Battles
Pets are also returning from the old server, this time with a much larger array of pets. Pets also have some smarter AI, and you will be able to control them better. You can also have up to three pets now, and swap them out at your leisure. But best of all, these pets are now equipped for combat. At the Pet Arena, you can challenge other players' pets to battle against yours. Each pet has a unique ability set that you can tweak and customize to fit your battle style. Items are also purchasable before battle to be used in these fights; but players can only spend a set amount of money on them for each match. As you win battles, your pet will grow stronger, gaining new stats, and climbing higher in the leaderboard. Spectators can watch battles from the sidelines and bet on who they think will win to earn coins. The best of the best pet battlers will be able to participate in tournaments, to find out who's the best of the best.

Rentable Houses
Renting houses is something fun you will be able to do around the city. If you see a house that you like that is currently unoccupied, you can pay a small fee and own it for a day. Inside your house, you have the freedom to view your character in third person, change your loadout and watch your character change live, do some interior decorating, and invite friends inside to enjoy some of the special treats you have (including free drugs). If there's anything additional you'd like to be able to do in your house, feel free to comment your idea and see if it gets included.