by noodle on March 27, 2015 (10:56 pm)


Hello Golden Machine Gun, today I'm announcing the release of my newest project, Modding of Isaac.

For those of you who have not played The Binding of Isaac: Rebirth, it is "a randomly generated action RPG shooter with heavy Rogue-like elements. Following Isaac on his journey players will find bizzare treasures that will change Isaac's form giving him super human abilities and enabling him to fight off droves of mysterious creatures, discover secrets and fight his way to safety." It comes from the creator of Super Meat Boy, Edmund McMillan.

The game is a very good candidate for a community driven game. Rebirth boasts a grand 343 items, all with unique effects and visuals. Combined with tons of enemies, bosses, and levels, modding for it could not be more enjoyable. Up until now there hasn't been a good place to keep all of the mods that users have made. Until today.

The website is a new take on a modding database, instead of being a boring typical website, it uses Rebirth's artstyle and concepts to breathe life into a normal modding site. Modders will find that uploading their mods have never been easier, in addition to showing it off with an icon, screenshots, or audio preview. Players can easily download mods they want and receive notices when a mod they're using has an update available. There's a lot more fun to be had, as you can personalize your account with a unique "baby icon", and change the theme of the website to something more your style. Earn coins through participating on the website to buy more fun stuff from the Shop.

Today we launch into open beta in order to iron out all of the remaining bugs and get in some new features that the users want. Afterwards, continued support is planned, with new feature additions and a moderating system in store. If you like Rebirth and modding, then this is the site for you. If you come from Golden Machine Gun, you will get a rare unique Scout icon gifted to your account for free in the coming weeks. We also have a Steam group where we will be making announcements regarding the site. There is a discussion forum where you can post bugs, suggestions, and other feedback.

So, if you're interested, feel free to drop by! We'd be happy to have you.

Enter Modding of Isaac
by noodle on February 1, 2015 (8:02 pm)


Good afternoon Golden Machine Gun, as promised, here's what's happening this year. I've created the Event Calendar, a web page which holds all of the events we will be hosting in 2015.

To kick it off, the first event is the release of the Web Archives, a look into the past events of our group. The archives contains three different areas, the first being the old forums, with over 200,000 posts of hilarious content for you to sift through. The wiki has tons of the collected information about the group over the short years it existed, specials thanks to the dedicated members who built the library of information. Keep in mind, both the forums and the wiki are just archives; you will not be able to log in or post. Lastly, we have the archive of forgotten updates, all of the update pages created between 2011 and 2012.

Be sure to check them all out.

This is the smallest event, with five more secret events to come, sprinkled throughout the year. Depending on the workload, events may be added, replaced, delayed, or removed. If you're interested, we will be updating the Calendar when new events are announced and released.

In addition to today's release of the archives, I also have an update for the website, with some interesting new features. Some updates to the chat make it a much more enjoyable experience, including the new text to speech implementation. For the rest of the changes, check out the changelog.

Thanks for your time, hope you enjoy today's updates, and I'll see you at the next event, coming this Spring.
by noodle on February 1, 2015 (7:56 pm)

  • Added Web Archives and Event Calendar to Learn tab
  • Chat improvements

    • New chat messages are now read aloud by your living, breathing computer
    • Added a maximum and minimum character limit to messages

  • Signatures now support emoticons and the following BBCode: img, center, color, b, i, u, s
  • URLs without links in posts, personal messages, and chat messages are now clickable
  • Updated backend libraries for improved speed and performance
  • Fixed dropdown menu randomly closing on user tab
  • Fixed several javascript errors
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.