My first hammer map. Based around gcombat! Pre-release pics and info.
325 replies, posted
1 sentence: If anyone told you it was anything less then awesome, they'd be the worlds biggest liar.
[QUOTE=MindMuncher;13296002]I be thinking it needs some more stuff.... Like a tower? a base built around a rowwer or someting.... something to launch air raids from... or send couches covered in thrusters from...[/QUOTE]
I could build a few simple bunkers around the map, including small towers and places to take cover. I will start work on the map again. I will try and clean it up so it's doesn't run like shit. I will post a few pics of the stuff I added last time I worked on it.
[QUOTE=Rocketracer4;13298846]1 sentence: If anyone told you it was anything less then awesome, they'd be the worlds biggest liar.[/QUOTE]
lol It's still in beta so I think it looks like shit.
This is hot. [img]http://sa.tweek.us/emots/images/emot-buddy.gif[/img]
Sorry for the large amount of pics.
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/gm_ubasev3_60033.jpg[/IMG]
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Comments and suggestions are very welcome.
I don't care if you think you won't because you will[B] node[/B] this.
Also suggestions: The runway looks odd... Maybe you could clip the corner off of the top to round it up just slightly but still have that "bunker-ish" blockyness.
2:[img]http://img246.imageshack.us/img246/8003/landscapemk1.jpg[/img]
RED:tower with small wall (it's the back part of the wall) comes out of and loops around. Doesn't have to be a big tower or anything, just a nice little building like the bridge building... except make the tower like four stories tall.
GREEN: Needs to be a path up this cliff face to the platform above of course. Not too obvious looking, but easy enough to see.
3: not sure but does anyone else think that water is [I]too[/I] clear? You have a beautiful and fairly realistic landscape... except the strangely almost invisible(in shallow spots) water with deep blue in the middle... nice looking, but looks more like a pool texture, not a lake.
Your map looks pretty awesome. Can we get a beta release of the map where it is with these most recent pics?
This is one of the few maps on facepunch that actualy looks good :)
Also: Is this map as big as the hammer grid allows?
Edit: How did you learn to map? Where did you find toturials?
I'm not very good at maps... but i did make the first tidal wave =D, look for it on youtube
[QUOTE=mr_fj;13344788]Also: Is this map as big as the hammer grid allows?
Edit: How did you learn to map? Where did you find toturials?[/QUOTE]
Thanks :D
The map is actually a bit smaller then the grid.
Most of what I know is from this guy.
[url]http://www.youtube.com/view_play_list?p=13A8C11B9FC96967[/url]
Other then that I just googled any errors I came across, some taking a few days to fix :<
[QUOTE=CMasta;13346832]I'm not very good at maps... but i did make the first tidal wave =D, look for it on youtube[/QUOTE]
I saw your wave when you first posted it xD looked fun.
oh really? respond to [I]his[/I] comments, but not my suggestions? No really though (sarcasm ends here) please do tell me (with pictures or words... pictures are nice) if you're going to impllement my suggestions.
[QUOTE=MindMuncher;13361679]oh really? respond to [I]his[/I] comments, but not my suggestions? No really though (sarcasm ends here) please do tell me (with pictures or words... pictures are nice) if you're going to impllement my suggestions.[/QUOTE]
Yeah, I will add some stuff that you suggested to the map. But it will be at a later date, I am busy with school at moment. So I do not plan to map for a bit.
Oh, I was being partly sarcastic. I like to be told if peoplethink my idea is dum, but I was suggesting it for your benefit, not so I could take credit for a part of the map. I'm sugesting things for you and would like if they be implemented but I'm not bothered if they get left out... Don't feel pressed to do anything.
By the way. Your displacemen ts inspired me to go make an outdoor scene in a kinda bizarre map... it's cool.
Oh and sorry for the doule post but, please figure out how to include the materials pak in the map so we don't have to dowload it... however those other mappers did it. I for one do't know aythi aout it and don't want to go through the assle of putting tem in the folders eery time, but you could just pack em' in. I guaratee you'll have more downloads if you do.
Thats your first map? O.o wow great job man
[QUOTE=S1CK130Y;13368897]Thats your first map? O.o wow great job man[/QUOTE]
That's after 4-5 months of work xD
[QUOTE=MindMuncher;13365553]Oh and sorry for the doule post but, please figure out how to include the materials pak in the map so we don't have to dowload it... however those other mappers did it. I for one do't know aythi aout it and don't want to go through the assle of putting tem in the folders eery time, but you could just pack em' in. I guaratee you'll have more downloads if you do.[/QUOTE]
I know, but I am saving that for the final release if there is one. Right now I do not know how to pack them, and didn't want to just throw them in the folder. I wanted people to go to the link and download the guys work.
[QUOTE=evan_madore;13305391]Your map looks pretty awesome. Can we get a beta release of the map where it is with these most recent pics?[/QUOTE]
I am uploading the map in said pics now. Just Ignore the room with the nodraw as the floor. I was going to work on that room but forgot to close it off before running the map and don't care to fix it. It's out of the way so it shouldn't be bad.
[url=http://www.garrysmod.org/downloads/?a=view&id=61361][img]http://www.garrysmod.org/img/?t=dll&id=61361[/img][/url]
There it is :D
[QUOTE=MindMuncher;13361679]oh really? respond to [I]his[/I] comments, but not my suggestions? No really though (sarcasm ends here) please do tell me (with pictures or words... pictures are nice) if you're going to impllement my suggestions.[/QUOTE]
MUHAHA!
jk ;)
Has anyone that downloaded the map had any problems that need to be addressed?
Wow, Just.. WOW
this is amazing for a first map, quick call gabe!
there are still little things that can be improved like lightning but seeying those displacements just makes me fall in love with you (as a matter of speaking!)
I've been mapping for atleast 6 years (not non stop!) and I still SUCK at displacements...
Good job man!
[QUOTE=Wokkel;13432792]Wow, Just.. WOW
this is amazing for a first map, quick call gabe!
there are still little things that can be improved like lightning but seeying those displacements just makes me fall in love with you (as a matter of speaking!)
I've been mapping for atleast 6 years (not non stop!) and I still SUCK at displacements...
Good job man![/QUOTE]
Thanks! If you have any suggestions on lighting I would love to hear it.
Looks like a great improvement, going to download now. :D
Suggestion just from looking at pictures, you may want to add a 3D skybox
[QUOTE=True_colors;13435916]Looks like a great improvement, going to download now. :D
Suggestion just from looking at pictures, you may want to add a 3D skybox[/QUOTE]
I was planning that, it's the reason why I added walls around the whole map. It would be a pain in the ass to line up the displacements. Plus I need to learn how to add one xD
you are a true example of what all mappers should be when (pre-)releasing their first map.
Anyway, On the lightning, any suggestions ey.
[QUOTE=30-aught-six;11362354]...
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...[/QUOTE]
uhm... Be carefull with the amount of lights and lightsources. Don't overdo it, just add less lights with a higher brightness value but be carefull with making them too bright, Find the right balance. And Don't add 10 of the same lights in one room, look around you everywhere, there is always more than 1 different kind of lightsource (try using different models)
[QUOTE=Wokkel;13436685]you are a true example of what all mappers should be when (pre-)releasing their first map.
Anyway, On the lightning, any suggestions ey.
uhm... Be carefull with the amount of lights and lightsources. Don't overdo it, just add less lights with a higher brightness value but be carefull with making them too bright, Find the right balance. And Don't add 10 of the same lights in one room, look around you everywhere, there is always more than 1 different kind of lightsource (try using different models)[/QUOTE]
I agree. I made that room a LONG time ago, and since you bought that up, I shall look around and fix up some stuff. I will be redoing that rooms lights, since now that I think about it, it looks bad. I will also lower the amount of lights and spread them out a bit.
[QUOTE=30-aught-six;13300327]lol It's still in beta so I think it looks like shit.[/QUOTE]
It *Looks* like a professional grade map.
It's got more and more pretty features than most professional-grade build maps.
You could get yourself on pretty much any mod team with a portfolio of maps like this (No personal experience, just guessing).
Oh, and in reference to the room you were just talking about: Whenever a light has a hood around it, use a light_spot. It doesn't make sense for the ceiling to be illuminated, does it?
And mindmuncher: the problem with VVIS on fast is that it does not optimize visibility fully, meaning that you will get lower framerates. This is generally not a problem for a beta release, assuming you do a full compile for full releases.
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