I've learned to drop it and leave it alone, you should to. If you don't like something, don't ignore it, but you don't have to follow it either.
This whole thing could have been avoided if you said somethign like "Allright, I'll work more on that"
[QUOTE=Janooba;20127375]I've learned to drop it and leave it alone, you should to. If you don't like something, don't ignore it, but you don't have to follow it either.
This whole thing could have been avoided if you said somethign like "Allright, I'll work more on that"[/QUOTE]
I was waiting for someone to post so I could say that w/out editing my last post. I'm ready to drop it and move on.
[QUOTE=Godzillaa;20122833]Sirrus, just because someone gives you a "negative" opinion doesn't mean you have to start crying. In all honesty, Deadchicken is absolutely correct on every aspect that he's pointed out: The main geometry is basic, the map as a whole needs vast improvement, your map looks nothing like that house, and the majority of people that compliment your map are those that have no experience in development or architecture. In my opinion, I believe that your map is a poor excuse for hard work. I can guarantee that any decent mapper could create a perfect replica of your map within three days due to how simple it is. I don't know what methods you are using to create this map, but based on the way that it looks, it shouldn't of taken any time to create this map at all; that's how simple it is. Moreover, it looks like every building was copied and pasted with poor texture differences on each building. Also, most of your textures aren't used properly. Finally, you're really proving yourself to be asinine by ignoring Deadchicken's criticism. No nutriding intended, but Deadchicken is a godly mapper and I can bet that nearly 99% of the time he knows exactly what he's talking about. If anything you should be grateful that he's even offering his constructive criticism on your map. You're a fool for calling him an idiot and insulting him.[/QUOTE]
You're a dick.
[highlight](User was banned for this post ("Flaming" - grea$emonkey))[/highlight]
lets stay on topic here.
Anything new on the map?
did you add that park I suggested?
[QUOTE='[CWG]RustySpannerz;20127845']You're a dick.[/QUOTE]
Ignorance at it's best.
[QUOTE=Fourm Shark;20127973]on topic:
I like how the map is going so far. i recommend you add a museum of some kind.
u no like idea?[/QUOTE]
it doesn't seem to fit the theme of gm_construct, and what would be in it?
[editline]04:37PM[/editline]
[QUOTE=Godzillaa;20128098]Ignorance at it's best.[/QUOTE]
please stay on topic, instead of dragging on this worthless argument.
Here's the good news: The map is sealed with Skybox textures and a city wall, so it's a lot closer to being finished than before.
Here's the bad news: Waterinidicies are at 96%, which means I'm going to have to be dropping a lot of func_details back to brushes to take the load off of the waterindicies and still cram the last two buildings in.
[QUOTE=Sirrus;20123676]I'm fine with criticism, but they way deadchicken "criticized" my map came off as offensive to me.[/QUOTE]
Everything comes off as offensive to you
Every bit of criticism isn't a personal attack believe it or not
[QUOTE=Sirrus;20129206]Here's the good news: The map is sealed with Skybox textures and a city wall, so it's a lot closer to being finished than before.
Here's the bad news: Waterinidicies are at 96%, which means I'm going to have to be dropping a lot of func_details back to brushes to take the load off of the waterindicies and still cram the last two buildings in.[/QUOTE]
make all the large buildings standard brushes, if not all of them for the final compile.
correct me if this is a bad thing, other mappers.
PLEASE tell me all of your buildings aren't func_details...
[QUOTE=Deadchicken;20130370]PLEASE tell me all of your buildings aren't func_details...[/QUOTE]
No, they're not. Func_Detail was used logically and sensibly where it would normally be used. However, use of Func_detail pushes up waterindicies, which are created when a func_detail brush comes into contact with a world brush. Converting func_detail brushes to world brushes lets me use some of my leftover brushes budget to take the load off of waterindicies without having to fuss with Propper.
Believe it or not, I'm not an incompetent mapper.
[QUOTE=Sirrus;20130596]No, they're not. Func_Detail was used logically and sensibly where it would normally be used. However, use of Func_detail pushes up waterindicies, which are created when a func_detail brush comes into contact with a world brush. Converting func_detail brushes to world brushes lets me use some of my leftover brushes budget to take the load off of waterindicies without having to fuss with Propper.
Believe it or not, I'm not an incompetent mapper.[/QUOTE]
And where did you logically and sensibly use func_detail? You shouldn't have almost hit the limit for this size of the map; you did something wrong.
[QUOTE=HighdefGE;20130806]And where did you logically and sensibly use func_detail? You shouldn't have almost hit the limit for this size of the map; you did something wrong.[/QUOTE]
I'm going to answer the only question you asked: Railings, door frames, brush detailing, window frames, trims, etc.
any new pics?
I can map, but I like this map.
Does that make me a bad mapper? (Hint: No)
[QUOTE=Sirrus;20130596]No, they're not. Func_Detail was used logically and sensibly where it would normally be used. However, use of Func_detail pushes up waterindicies, which are created when a func_detail brush comes into contact with a world brush. Converting func_detail brushes to world brushes lets me use some of my leftover brushes budget to take the load off of waterindicies without having to fuss with Propper.
Believe it or not, I'm not an incompetent mapper.[/QUOTE]
Never saw this before
[QUOTE=Sgt.Sgt;19715996][QUOTE=Sirrus;19689092]What are waterindicies and how do I cut down on them?[/QUOTE]Waterindicies are also tjuncts, but basically waterindices are where func_details meet world brushes, and where there are T-junctions in regular brushes. You can cut them down by modeling stuff that is func_detail. Turning some things into displacements if you can, like stairs etc. YES you can do that don't make a habit of it though. Also simplifying brushwork helps, mitering edges cuts faces which sometimes brings waterindicies down as well.[/QUOTE]
[QUOTE=Zally13;20131055]I can map, but I like this map.
Does that make me a bad mapper? (Hint: No)[/QUOTE]
Apparently.
I still haven't figured out what the hell water indices are anyways. Look it up on valve wiki and you get a foggy answer. And why would they be called [b]water[/b] if they don't have much to do with water?
[QUOTE=Janooba;20138092]Apparently.
I still haven't figured out what the hell water indices are anyways. Look it up on valve wiki and you get a foggy answer. And why would they be called [b]water[/b] if they don't have much to do with water?[/QUOTE]
They used to have something to do with water. I forget exactly what it is but at one point in Source's long and colorful history they involved water in some way.
[QUOTE=Janooba;20138092]Apparently.
I still haven't figured out what the hell water indices are anyways. Look it up on valve wiki and you get a foggy answer. And why would they be called [b]water[/b] if they don't have much to do with water?[/QUOTE]
A shot in the dark here, but maybe it has got something to do with the old concept of faces applying to eachother. In HL1 engine, you might notice that going outside into the skybox (don't ask me how that works, and no, it's not a leaked map) it gives the effect of being under water. Maybe they just kept the name.
Again, a total shot in the dark. If someone is sitting on some knowledge of these waterindicies, please share.
[QUOTE=Chili Banan;20138184]A shot in the dark here, but maybe it has got something to do with the old concept of faces applying to eachother. In HL1 engine, you might notice that going outside into the skybox (don't ask me how that works, and no, it's not a leaked map) it gives the effect of being under water. Maybe they just kept the name.
Again, a total shot in the dark. If someone is sitting on some knowledge of these waterindicies, please share.[/QUOTE]
Ah, here we go, this is a five year old forum post from some obscure Source modding community:
"These are indices that are stored to represent various tessellations that vbsp does. When they were first created they were only used to subdivide water meshes (that's why they are often referred to as water indices). In HL2, they are only used to fix cracks in the world. Normally each face is fan-tessellated, so no indices are stored, but with several t-junctions on the face's edges this is often not possible and a separate tessellation is generated and stored."
[QUOTE=Sirrus;20138533]Ah, here we go, this is a five year old forum post from some obscure Source modding community:
"These are indices that are stored to represent various tessellations that vbsp does. When they were first created they were only used to subdivide water meshes (that's why they are often referred to as water indices). In HL2, they are only used to fix cracks in the world. Normally each face is fan-tessellated, so no indices are stored, but with several t-junctions on the face's edges this is often not possible and a separate tessellation is generated and stored."[/QUOTE]
Uh, right... Good to know. :science:
Any new pictures
and I think there should be a secret room somewhere like a walk through wall
[QUOTE=gregg465;20143845]Any new pictures
and I think there should be a secret room somewhere like a walk through wall[/QUOTE]
I was thinking about having a door in an entirely dark section of a corridor (basically a part where the wall is unlit or almost unlit) and that lead into a secret room. We'll see if I have leftover geometry or not.
Also here's some screenshots of the most recent compile that I did in a night time version for shits 'n grins.
[url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct200003.jpg?t=1265842093[/url]
[url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct200000.jpg?t=1265842150[/url]
entire map:
[url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct200002.jpg?t=1265842125[/url]
the long awaited wall which I still want to tweak the pillars a bit.
[url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct200001.jpg?t=1265842176[/url]
Change the pillar texture to give it more of a construct feel.
I think the map look better at night
People seem to forget that most maps like this are made for functionality, not so much the look of it (whic I think is totally fine). Otherwise it wouldn't even be called RP.
It seems almost every thread in this section turns into a war over the way the map looks, when nobody has even played it yet.
"blocky" should be a banword or something.
[QUOTE=Zally13;20144238]Change the pillar texture to give it more of a construct feel.[/QUOTE]
I think it looks fine. What would you propose I changed it to?
It does indeed look better at night, get some streetlights up there, and you could have a really nice ambience in this map, especially with the big walls, which by the way, have some weird looking shadows on the pillars.
the pillars look weird, so can you remove them or make it more [i]blocky?[/i]
that's the way construct is like, so why not this?
Nice work, could be a little more spacious.
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