[QUOTE=Sirrus;19409628]This is kind of like Mobenix, now that I think about it. Where this map is an RP map masquerading as a construct, I think Mobenix was the other way around.
Edit: Update.
This building is construct themed only in textures, but seeing as this is designed for DarkRP I figured I'd need some form of police station.
[IMG]http://i33.photobucket.com/albums/d58/photobug101/police.png[/IMG]
Also, the windows are black because the interior is unlit at this point.[/QUOTE]
Those walls by the door are ugly.
[QUOTE=meepugh;19414868]Those walls by the door are ugly.[/QUOTE]
Alright, I'll do something with them.
I'd say you should make them shorter.
I had my doubts about those walls. They were originally going to be the bottom part of an extension to a part of the second floor, but I decided against it. I like this new design better than both of the old ones put together.
[IMG]http://i33.photobucket.com/albums/d58/photobug101/police2.png[/IMG]
[QUOTE=HoliestCow;19383618]Hey i like how you just got here and have no right to criticize him for the fact its rp_construct when it looks NOTHING like construct.[/QUOTE]
I've been here since 2008. Please do your research.
And he said it was supposed to be in the same theme as gm_construct. Basically, He's using the same theme as about a hundred other maps. Don't you think that's boring? If i were him i'd use some other textures. There are lots of other themes to choose that aren't this used.
Another tip is to vary the textures more. Like that brick building. Split it up a bit.
[QUOTE=omega322;19393933]Yowch, someone had a bottle of haterade shoved up their hole this morning.
Good luck with your mappin.[/QUOTE]
There is always things to improve right. Just because i only say negative thing's it doesn't mean everything's bad.
The brushwork for example is all right, and so is the lighting.
The brush work looks good, but please, change up the lighting, I can't stand how bland it looks tbh.
[QUOTE=RealisticCar;19415826]I've been here since 2008. Please do your research.[/QUOTE]
Oh have you now?
[img]http://img32.imageshack.us/img32/7739/dater.jpg[/img]
[QUOTE=Firegod522;19416094]The brush work looks good, but please, change up the lighting, I can't stand how bland it looks tbh.
Oh have you now?
[img]http://img32.imageshack.us/img32/7739/dater.jpg[/img][/QUOTE]
I said, Do your research. I'm sure you've heard about alt accounts. My name strongly suggests which my original is. I'm sure that if you look trough the garrysmod section you'll figure it out.
Realistic, look. I can understand this:
"He's using the same theme as about a hundred other maps."
But I think you're missing the point of what I'm trying to do. Let me explain my thought process.
Construct maps are something that almost every new mapper does. I started a construct map, but I soon realized that what makes a construct map truly wonderful is not so much the brushwork or the texturing (because the texturing is usually pretty generic). It's the layout. It's extremely difficult to get the layout of a construct map correct. Most construct maps either suck or are too generic and don't get downloaded.
Now RP maps flop for a different reason: People attempt a realistic theme both in textures and geometry and while they might get close on the textures usually the geometry just doesn't look realistic. There is also the issue of layout, but I think it's easier to lay out an RP map well than it is to lay out a construct.
Here I am. New to mapping. I feel like I've mastered the basics of Hammer and I'm ready to start a larger project. I start a construct map. Quickly realize that I'm going to bringing nothing new to the table and even if I do the map well, it's going to sink the the darkest corners of garrysmod.org.
and realistic RPs, I realized, are so difficult to get perfect that I didn't want to invest months on end only to come out with a very mediocre project that, again, would probably sink to the scary corners of garrysmod.
So I started looking for something original that I could do. I love RP maps, but again I didn't want to attempt to make a realistically themed one, at least not right now. I started looking for original ideas and thought why not do a construct themed RP map. I love RPs, love the appearance of Construct maps and I think they would go great together, and to the best of my knowledge it hadn't been done before. If I could turn out a decent map, I could at least get a little attention and maybe net a few downloads because my idea was original.
I know that was a wall of text, so I'll provide you with a tl;dr.
tl;dr: I was hesitant to do a realist RP or a construct themed construct because both of those fields are so bloated with mostly mediocre work and my map would join that lot so I crossed the two genres and eliminated what I thought to be the difficult part of each.
It's not that hard to just pick some more original textures.
Besides, It's just my thoughts. People don't have to agree.
[QUOTE=Sirrus;19415393][IMG]http://i33.photobucket.com/albums/d58/photobug101/police2.png[/IMG][/QUOTE]
Maybe add some old-fashioned police light globes to both sides of the doors?
[QUOTE=RealisticCar;19416159]I said, Do your research. I'm sure you've heard about alt accounts. My name strongly suggests which my original is. I'm sure that if you look trough the garrysmod section you'll figure it out.[/QUOTE]
Unrealistic car? :smug:
Lighting needs some work and I'd strongly suggest some custom textures.
I was gonna find some tutorials on facepunch and post links but it's such a bitch to find anything.
[QUOTE=~ZOMG;19416446]Unrealistic car? :smug:
Lighting needs some work and I'd strongly suggest some custom textures.
I was gonna find some tutorials on facepunch and post links but it's such a bitch to find anything.[/QUOTE]
I agree on the custom textures part. Especially the windows. The window textures you use look so dirty. It ruins the feeling construct maps have.
[QUOTE=RealisticCar;19416528]I agree on the custom textures part. Especially the windows. The window textures you use look so dirty. It ruins the feeling construct maps have.[/QUOTE]
What I would do, and have done in the past, is joined one of those sites where you get like 15mb of textures then you have to pay.
You could get some pretty high res. textures with 15mb.
I can agree on the windows. I'll work with that a bit. As for lighting, are you referring to environmental lighting, or lighting in buildings and such?
[QUOTE=CSW94;19416434]Maybe add some old-fashioned police light globes to both sides of the doors?[/QUOTE]
Definitely. I'll add that to the map todo list.
[QUOTE=Sirrus;19416369]Realistic, look. I can understand this:
"He's using the same theme as about a hundred other maps."
But I think you're missing the point of what I'm trying to do. Let me explain my thought process.
Construct maps are something that almost every new mapper does. I started a construct map, but I soon realized that what makes a construct map truly wonderful is not so much the brushwork or the texturing (because the texturing is usually pretty generic). It's the layout. It's extremely difficult to get the layout of a construct map correct. Most construct maps either suck or are too generic and don't get downloaded.
Now RP maps flop for a different reason: People attempt a realistic theme both in textures and geometry and while they might get close on the textures usually the geometry just doesn't look realistic. There is also the issue of layout, but I think it's easier to lay out an RP map well than it is to lay out a construct.
Here I am. New to mapping. I feel like I've mastered the basics of Hammer and I'm ready to start a larger project. I start a construct map. Quickly realize that I'm going to bringing nothing new to the table and even if I do the map well, it's going to sink the the darkest corners of garrysmod.org.
and realistic RPs, I realized, are so difficult to get perfect that I didn't want to invest months on end only to come out with a very mediocre project that, again, would probably sink to the scary corners of garrysmod.
So I started looking for something original that I could do. I love RP maps, but again I didn't want to attempt to make a realistically themed one, at least not right now. I started looking for original ideas and thought why not do a construct themed RP map. I love RPs, love the appearance of Construct maps and I think they would go great together, and to the best of my knowledge it hadn't been done before. If I could turn out a decent map, I could at least get a little attention and maybe net a few downloads because my idea was original.
I know that was a wall of text, so I'll provide you with a tl;dr.
tl;dr: I was hesitant to do a realist RP or a construct themed construct because both of those fields are so bloated with mostly mediocre work and my map would join that lot so I crossed the two genres and eliminated what I thought to be the difficult part of each.[/QUOTE]
Sorry, what exactly is the point of this?
[QUOTE=~ZOMG;19416638]Sorry, what exactly is the point of this?[/QUOTE]
I wanted to explain myself about why i chose the textures that I did.
[QUOTE=Sirrus;19416721]I wanted to explain myself about why i chose the textures that I did.[/QUOTE]
Right...
Even though most of that was nothing to do with textures and the tl;dr (because I couldn't be arsed to re-read it) didn't mention anything about texturing...
[QUOTE=~ZOMG;19416806]Right...
Even though most of that was nothing to do with textures and the tl;dr (because I couldn't be arsed to re-read it) didn't mention anything about texturing...[/QUOTE]
Well the whole thing was pretty much summed up in the tl;dr but I thought you were asking why I wrote it, and that's because I kept getting pestered about my texture choice.
Build in nodraw, so all the hidden geometry is never drawn, If you build in nodraw, then texture only what you see, it's much more optimised than building with the dev textures. I usually go Nodraw -> dev -> proper to make things look nice.
[QUOTE=pl0xinat0r;19417461]Build in nodraw, so all the hidden geometry is never drawn, If you build in nodraw, then texture only what you see, it's much more optimised than building with the dev textures. I usually go Nodraw -> dev -> proper to make things look nice.[/QUOTE]
I'm doing all my brushwork with Dev textures and then texturing what I can see then replacing all dev textures with Nodraw when the map is done. That way I've got a texture that clearly doesn't fit anywhere in the map, but I can still see it if I haven't gotten around to texturing it yet.
It's nice to lay out some rough geometry, test how it feels walking around in it in-engine and then come back and do textures.
[QUOTE=Sirrus;19417531]I'm doing all my brushwork with Dev textures and then texturing what I can see then replacing all dev textures with Nodraw when the map is done. That way I've got a texture that clearly doesn't fit anywhere in the map, but I can still see it if I haven't gotten around to texturing it yet.
It's nice to lay out some rough geometry, test how it feels walking around in it in-engine and then come back and do textures.[/QUOTE]
I suppose that way works too, never thought about doing it that way.
I like what you're doing here, a role-play map based off of gm_construct. The brushwork is good, but the lighting outside looks like fullbright. You might want to do something about that.
[QUOTE=HighdefGE;19417584]I like what you're doing here, a role-play map based off of gm_construct. The brushwork is good, but the lighting outside looks like fullbright. You might want to do something about that.[/QUOTE]
Right now I'm getting very bland but bright environmental lighting/skybox. That way I can do lights for environmental lighting that's already bright so if I decide to go with darker environmental lighting it will look good in areas where environmental lighting doesn't reach.
[QUOTE=Sirrus;19417648]Right now I'm getting very bland but bright environmental lighting/skybox. That way I can do lights for environmental lighting that's already bright so if I decide to go with darker environmental lighting it will look good in areas where environmental lighting doesn't reach.[/QUOTE]
I see. I'd definitely like to see this when this is done, but keep up the good work.
I decided to use a completely different skybox/lighting just for grins. This isn't going to be the final lighting/skybox, obviously, but I really like the way it looks.
[IMG]http://i33.photobucket.com/albums/d58/photobug101/giggles.jpg[/IMG]
Eh, in my own opinion, I don't really like it. You could go with the evening feel.
[QUOTE=HighdefGE;19417819]Eh, in my own opinion, I don't really like it. You could go with the evening feel.[/QUOTE]
Wasn't meant to be a change in the map's lighting, I just wanted to see what a night version would be like.
Anyway, I'm probably going to go with a late afternoon/early evening lighting.
Also, would no HDR be alright? I generally don't like the way it looks on maps.
Its looking nice!
Cant wait till its done.
[QUOTE=Sirrus;19418085]Wasn't meant to be a change in the map's lighting, I just wanted to see what a night version would be like.
Anyway, I'm probably going to go with a late afternoon/early evening lighting.
Also, would no HDR be alright? I generally don't like the way it looks on maps.[/QUOTE]
I think that a morning kind of lighting would feel good in this map. Also, I'd say you should compile with HDR. If you don't like the extreme bloom it creates, it can be tuned down in the light_environment.
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