• ToxSin Needs Mappers!
    116 replies, posted
use a prop_door_rotating and put a door frame there, eugh.
[QUOTE=sphinxa279;28945623]use a prop_door_rotating and put a door frame there, eugh.[/QUOTE] I did but ill look at the frame, I spent like an hour on this, if it looks like shit I'll quit
I hope you're gonna make that snow into a displacement.
[QUOTE=.FLAP.JACK.DAN.;28949317]I hope you're gonna make that snow into a displacement.[/QUOTE] Yea I'm adding buildings right now so I don't want to have a random bump going through the bottom of the buildings. Ha. Im a tard. Used func_door_rotating
Its only a matter of time until ZOMG puts a dumb tag on this.
[QUOTE=mopman999;28942114][url=http://postimage.org/image/2zb70gkdg/][img_thumb]http://s2.postimage.org/2zb70gkdg/ts_truckstop0012.jpg[/img_thumb][/url] Real time camera of nuke tower [url=http://postimage.org/image/2zb8nzwv8/][img_thumb]http://s2.postimage.org/2zb8nzwv8/ts_truckstop0014.jpg[/img_thumb][/url] [url=http://postimage.org/image/2zbabj9d0/][img_thumb]http://s2.postimage.org/2zbabj9d0/ts_truckstop0015.jpg[/img_thumb][/url] [url=http://postimage.org/image/2zbdmlyck/][img_thumb]http://s2.postimage.org/2zbdmlyck/ts_truckstop0016.jpg[/img_thumb][/url] [url=http://postimage.org/image/2zbgxonc4/][img_thumb]http://s2.postimage.org/2zbgxonc4/ts_truckstop0017.jpg[/img_thumb][/url] Progress of my map. Need some suggestions for the outside of the building and blank space in the inside. I'm also going to fix the lighting. on the outside.[/QUOTE] I rated this dumb because it is not a good looking map. [QUOTE=mopman999;28946578]I did but ill look at the frame, I spent like an hour on this, if it looks like shit I'll quit[/QUOTE] I rated this dumb because you said instead of improving upon your map, you would just give up on it. [editline]2nd April 2011[/editline] [QUOTE=mopman999;28952316]Its only a matter of time until ZOMG puts a dumb tag on this.[/QUOTE] I rated this dumb just because. If you want constructive criticism I will gladly give some.
Hey, I'm still alive. I think. [IMG_THUMB]http://cloud.steampowered.com/ugc/558653082207769262/CB87541B86002AC3F5A2C9A70B4F398EB49C77F9/[/IMG_THUMB][IMG_THUMB]http://cloud.steampowered.com/ugc/558653082207770526/B316E38665F3C5FB429AA7EFDD962241957565C8/[/IMG_THUMB] [IMG_THUMB]http://cloud.steampowered.com/ugc/558653082207769923/E62F998142E565EE60B8C88D719AE5E1D787100E/[/IMG_THUMB][IMG_THUMB]http://cloud.steampowered.com/ugc/558653082207771534/6EF2E44E72A9DD68AC1E702E04848AAF6E55F174/[/IMG_THUMB]
That was a triumph. But why is the car in front of the garage and not in it? or you can make the garage door half-open and put the truck in it.
Because it was locked? There's already something in it?
It's not in there because I am too lazy to make that block hollow to put it in there.
[QUOTE=~ZOMG;28952451] it. [editline]2nd April 2011[/editline] I rated this dumb just because. If you want constructive criticism I will gladly give some.[/QUOTE] I asked for suggestions so yes basically criticism. I would like to know why it looks bad.
[QUOTE=mopman999;28942114][url=http://postimage.org/image/2zb70gkdg/][img_thumb]http://s2.postimage.org/2zb70gkdg/ts_truckstop0012.jpg[/img_thumb][/url][/QUOTE] In this screenshot and throughout the map the lighting is very bland. I've been mapping for well over a year now and I still find lighting a mother fucker. Try making it darker, maybe adding in interesting light source like a flashing red button, a fire or a lantern. Flickering lights also make for an interesting atmosphere. The geometry is rather dull. It's just a basic box. Add random crap to the walls and ceilings to make it more visually interesting. It doesn't matter if it's over engineered or unrealistic (although try to keep it within reason) just add wall supports and ceiling supports. If I were you, I would add some concrete supports on the walls and maybe have something on the ceiling such as a fan inset in the concrete. Then we get to the texturing. Source is a capable engine and can handle beautiful things but, like many other engines, it's unrealistic to actually model details into the wall. You can achieve equally sexy results by using a sexy texture. The current wall texture is (I think) a floor texture. This means it has to tile on all axis whereas a wall texture only has to repeat sideways. Thus, you can have dirt near the floor, trim near the ceiling - that sort of thing to make the walls look more interesting and more 3D. Also, try to avoid using almost solid coloured textures for the walls as, in dim lighting, they can look just a solid colour which is pretty ugly. [QUOTE=mopman999;28942114][url=http://postimage.org/image/2zb8nzwv8/][img_thumb]http://s2.postimage.org/2zb8nzwv8/ts_truckstop0014.jpg[/img_thumb][/url][/QUOTE] Much like the previous screenshot, the walls are very flat and plain. Concrete supports will also help on the outside of buildings. There is also a lack of windows. That may be due to purpose of the building, but maybe some barred or covered up windows would suffice? Something that a lot of people miss out is the lip on the roof that is almost always present, so good job for remembering that. The roof itself is very dull and uninteresting. Add some air conditioning units, maybe a water tank - stuff like that. The layout of the building is very good and interesting. [QUOTE=mopman999;28942114][url=http://postimage.org/image/2zbabj9d0/][img_thumb]http://s2.postimage.org/2zbabj9d0/ts_truckstop0015.jpg[/img_thumb][/url][/QUOTE] This room is really boring. There's nothing in it, there's a grate for no reason and the light source seems out of place. What I would to a room like this is have a temporary light source like a flood light with a battery hooked up to it and I would add some electrical things on the furthest wall (thinks like fuse boxes and other random, pretty crap). I would also try to populate the wall with whatever plumbing props I had at my disposal - maybe through in a boiler or two. I would then have boxes stacked in a somewhat neat fashion at the walls but have each one rotated slightly so they're not perfectly uniform. Again, the walls texture is very dull. [QUOTE=mopman999;28942114][url=http://postimage.org/image/2zbdmlyck/][img_thumb]http://s2.postimage.org/2zbdmlyck/ts_truckstop0016.jpg[/img_thumb][/url][/QUOTE] This corridor has potential that is not being taken advantage of. Perhaps add some pipes going along the wall that turn the corner then go into the ceiling or floor or maybe a ridiculous strip of light. Basically take advantage of whatever assets you have. You can, although it's hard, use the same model over and over again in different, creative ways if necessary. I'm not saying you should do that, just bare it in mind if you find yourself limited by the lack of a specific model. [QUOTE=mopman999;28942114][url=http://postimage.org/image/2zbgxonc4/][img_thumb]http://s2.postimage.org/2zbgxonc4/ts_truckstop0017.jpg[/img_thumb][/url][/QUOTE] There's not really a lot I can say about this screenshot. The book shelf looks as though it should be in some sort of home, not, what appears to be, an industrial facility. The wall thickness, which is something far too many people fuck up, is good. Just add a door frame (doorframes and windows frames are so goddamn important, as is trim) and a prop_door_rotating with a different skin as the current door texture seems out of place. I've just spent half an hour writing that and I bet I'll click submit reply and my internet connection will die.
[QUOTE=~ZOMG;28953288]Because it was locked? There's already something in it?[/QUOTE] It's probably a no parking zone so it's still a bit silly. [editline]2nd April 2011[/editline] [QUOTE=MrBunneh;28953349]It's not in there because I am too lazy to make that block hollow to put it in there.[/QUOTE] But you should it looks nicer that way and more like an actual used space. Although I do realize that people usually close their garages. It just looks better.
[QUOTE=~ZOMG;28954137] I've just spent half an hour writing that and I bet I'll click submit reply and my internet connection will die.[/QUOTE] Thank you, and I guess FP fucked up because I tried to put, What can I add to this place. The reason that was plain was because I couldn't figure out what to put there. I will Add some supports as you have suggested. The reason there is a grate there is because thats what the whole floor is. A grate, there is a door that leads under there, and I will populate the under area with pipes. I have only seriously mapped for about a month, so I'm pretty noobish. I thank you for your time and suggestions. I will add supports and pipes around it, but the roof seems bland. I was thinking a chimney would look cool but I thought it would look out of place in a high tech lab.
we'll see about that garage. I need to open it up a bit for some underground parts, so I might have some sort of damaged carpark/loading bay that leads to another area.
[url=http://postimage.org/image/26ftqccsk/][img]http://s3.postimage.org/26ftqccsk/ts_truckstop0020.jpg[/img][/url] added columns [url=http://postimage.org/image/26fvdvpac/][img]http://s3.postimage.org/26fvdvpac/ts_truckstop0021.jpg[/img][/url] flooded area a bit [url=http://postimage.org/image/26fx1f1s4/][img]http://s3.postimage.org/26fx1f1s4/ts_truckstop0023.jpg[/img][/url] added alarm [url=http://postimage.org/image/26fyoye9w/][img]http://s3.postimage.org/26fyoye9w/ts_truckstop0024.jpg[/img][/url] [url=http://postimage.org/image/26g0chqro/][img]http://s3.postimage.org/26g0chqro/ts_truckstop0025.jpg[/img][/url] Made it night time but the image wouldn't upload. Also added some pipes to the corridor and put some cabinets in. Changed doors to prop_door_rotating too, don't have an image. Still haven't decided what to put outside
Since i'm too lazy to take screenshots i'm just gonna link to my VMF/BSP. It automatically updates whenever i do work on it. I'm currently working on the outdoors part of the map. I suck at outdoors shit. [url]http://dl.dropbox.com/u/3310518/mapping/rd_barracks.vmf[/url] [url]http://dl.dropbox.com/u/3310518/mapping/rd_barracks.bsp[/url] If anyone finds a problem or has suggestions of things to fix, lemme know!
Here's my progress so far. You can't even imagine how long it took for me to get the frame just right. Still not finish with the frame but still I got the difficult part out. [img]http://img849.imageshack.us/img849/7435/farmhouse04.png[/img]
Not a fan of the barn wall texture, it's pretty repetitive. Your brushwork is looking good though.
[QUOTE=Stupideye;29022612]Not a fan of the barn wall texture, it's pretty repetitive. Your brushwork is looking good though.[/QUOTE] thats the barn from L4D1 isn't it ?
[QUOTE=glitchvid;29029161]thats the barn from L4D1 isn't it ?[/QUOTE] If you mean that looks like a generic barn, indeed. And ofcourse that looks like the barn in L4D thats because thats a generic barn too. :science:
[url=http://www.garrysmod.org/downloads/?a=view&id=120057][img]http://www.garrysmod.org/img/?t=dll&id=120057[/img][/url] The map could probably use some more detail and stuff but i'm too lazy. Feel free to make updates on it, i included the vmf. Also, i've stopped working on my army base map. Someone here should finish it. [url]http://dl.dropbox.com/u/3310518/mapping/rd_barracks.vmf[/url] [url]http://dl.dropbox.com/u/3310518/mapping/rd_barracks.bsp[/url]
Do you still have that old mall map that you were working on for the old redead or no? I remember that you released the vmf but removed it later on.
I probably have it on my laptop but i didn't get much work done on it... I might just dump a zip file full of my half complete maps.
Does this gamemode not allow ragdolls like in the old redead? I was hoping to add a ragdoll with a shotgun and blood on the wall behind him.
Ragdolls get deleted. You can use the corpse model from de_train though.
I was able to make it so zombies can get on the porch roof by jumping through the window. Here's the end result: [img]http://img16.imageshack.us/img16/605/farmhouse05.png[/img]
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