• Gm_Urbex
    114 replies, posted
[QUOTE=trema]Whoa, for some reason reminds me of COD4 and Chernobyl. Good work. I'll go download tomorrow :D[/QUOTE] I Agree I reminds me to of COD4 and Chernobyl, it's some thing with the hospital I think. (Poor cats in Chernobyl).
Oh so you released this thing at last. :) Finally. Time to have fun.
What the fuck. Alright well I'm getting errors in the building itself, and I have Episode two. The trees work and the other episode two models but the inside the building itself and the windows its errors and the interior is fucked up. Ugh any help?
This map is pure liquid HDR awesome. I'm in the process of converting it into a HL2 campaign of some kind. The hospital will be held by the combine... And I guess it'll be launching headcrab shells... or something.. yes.. hrm
[QUOTE=Clockwork301]What the fuck. Alright well I'm getting errors in the building itself, and I have Episode two. The trees work and the other episode two models but the inside the building itself and the windows its errors and the interior is fucked up. Ugh any help?[/QUOTE] Post pictures. [b]Edit:[/b] [QUOTE=Ilwrath]I got so inspired by this map that i actually made a pose! (Well, actually five.) :D [url]http://i40.photobucket.com/albums/e228/Ilwrath/TheHunt01.jpg[/url] [url]http://i40.photobucket.com/albums/e228/Ilwrath/TheHunt02.jpg[/url] [url]http://i40.photobucket.com/albums/e228/Ilwrath/Dream.jpg[/url] (Links, because i do not want to derail the thread.)[/QUOTE] Looks sweet dude. [b]Edit:[/b] [QUOTE=Momentus]It's a mildly competent detail map and a sub par building / screwing around. It's not really useful at all but it looks ok.[/QUOTE] It was part of a map battle on interlopers, I just finished up the surroundings and released it. It has some uses I already see a save using it and a ragdoll pose.
Uuuh.. Thread-icon doesn't lie... :derp:
Nice, you have my download.
You need to try out some dreary colour correction on this map Sgt. ;)
Your map was beautiful. I downloaded it to my server and had a quick run at it. Found one glitch though. Above the staircase there's ... heres some pics they can explain better than me [IMG]http://i5.photobucket.com/albums/y171/DestyPwnsU/gm_urbex0001.jpg[/IMG] [IMG]http://i5.photobucket.com/albums/y171/DestyPwnsU/gm_urbex0000.jpg[/IMG] I can walk through that. Fell off got agitated. Went back up and avoided it.
There is also a door on the second floor that clips through another door... Other that that, this map is one of the best i have seen round here for a very very long time.
This is really awesome. Well done.
Good map, you need to spruce up the trees placement though... it all feels a bit unnatural the way they are in such a uniform. Good work though.
[QUOTE=DestyNova]Your map was beautiful. I downloaded it to my server and had a quick run at it. Found one glitch though. Above the staircase theres ... heres some pics they can explain better than me I can walk through that. Fell off got agitated. Went back up and avoided it.[/QUOTE] What the railing?
Great Map! I think a night version of it would be great... Very spooky! :)
Decent map, but a few things bother me; [list]The perfectly lined up trees at the road feels unnatural [*]The outside of the 'asylum' lacks details, especially the back, there's also a distinct lack of details inside of the asylum. A whole roof and a bunch of floors caved in yet there's barely any sign of debree? [*]Sunlight leaks in on some walls inside [*]Some rooms are fully furnished while most are empty which doesn't make any sense [*]Some textures inside the asylum feels like they don't belong inside of a building, I also noticed some textures that doesn't line up with eachother [*]The borders of the map at spawn are blocked of with player clip which is a no-no in most cases [*]NO AMBIENT SOUNDS!! This really brings down the whole map. The map would reach a whole new level of realism and atmosphere with some cleverly executed sound effects/nature sounds etc. I do realise it's meant mainly for posing but it does bring down the gameplay value. [/list] Other than that, I like it. It is also really well optimized.
[QUOTE=demoguy]Decent map, but a few things bother me; [list]The perfectly lined up trees at the road feels unnatural [*]The outside of the 'asylum' lacks details, especially the back, there's also a distinct lack of details inside of the asylum. A whole roof and a bunch of floors caved in yet there's barely any sign of debree? [*]Sunlight leaks in on some walls inside [*]Some rooms are fully furnished while most are empty which doesn't make any sense [*]Some textures inside the asylum feels like they don't belong inside of a building, I also noticed some textures that doesn't line up with eachother [*]The borders of the map at spawn are blocked of with player clip which is a no-no in most cases [*]NO AMBIENT SOUNDS!! This really brings down the whole map. The map would reach a whole new level of realism and atmosphere with some cleverly executed sound effects/nature sounds etc. I do realise it's meant mainly for posing but it does bring down the gameplay value. [/list] Other than that, I like it. It is also really well optimized.[/QUOTE] Alright. Sounds reasonable. But let me explain a few little things. [list]The trees well yeah some look rather straight. No matter how I add trees people always tell me it looks unatural, so I ignore that one. I like em. They are growing along side the road. I have seen things like this before in real life. They clear cut a path and bam straight trees. Also don't tell me it looks bad because the surrounding area has very few trees. Add more if you want. But if you want the map to be playable I cannot add 4000 trees. [*]There is not usually much to these buildings, when they are abandoned most are stripped, cleaned up and left to rot. A few things usually remain, basically the stuff that cannot be used elsewhere or is broken. What is left like wiring, plumbing anything that can be sold for scrap is usually looted over time. The back well yeah is bland. The debris, yeah there is a bit not a lot. Left room for people to pose. They can add more debris if they feel like they need it, but there wasn't a lot of fitting debris models to use so it is how it is. [*]Post pictures of where it leaks through. I don't see any besides through the windows, which is the point for so many windows. [*]Which textures? Also there are a couple of places I could not get to exactly line up. [*]Player clip is there to do just that. You aren't meant to explore in the hills since it is the edge of the map. If you need to get out of it noclip. [*]There is a soundscape. I did not focus much on sound. But the one soundscape does it for me. Provides a nice forest ambiance even though you are in a creepy building. I just wanted the map to be in a playable state so I could release it to get all of my focus onto EvoCity2. [/list] I just wanted the map to be finished and playable. I never said it was perfect and I have no plans on fixing it. It is how it is. Take it or leave it. I will take these things into consideration once the second map in the series gets rolling sometime in the future.
Couple bugs i found: Clip doesn't stop vehicles. Don't know if this was on purpose or not but you could always add a vehicle clip. Windows are pure white unless smashed.
[QUOTE=Jimmy421]Couple bugs i found: Clip doesn't stop vehicles. Don't know if this was on purpose or not but you could always add a vehicle clip. Windows are pure white unless smashed.[/QUOTE] Windows being foggy is due to there being no lights on the inside of the building. Dunno about the clip brush... Should stop everything. Oh well.
Oh Sgt. I do love your maps.
You maps are always awesome Sgt. and I got it fixed, I had to buy Episode 1, already had episode 2. The map is awesome, just want I wanted to have a combine/zombie attack on a rebel stronghold. Although it is quite spooky inside without any lights on, it would be hilarious if you added something to scare the shit out of people maybe in one of the rooms. [b]Edit:[/b] [QUOTE=demoguy]Decent map, but a few things bother me; [list]The perfectly lined up trees at the road feels unnatural [*]The outside of the 'asylum' lacks details, especially the back, there's also a distinct lack of details inside of the asylum. A whole roof and a bunch of floors caved in yet there's barely any sign of debree? [*]Sunlight leaks in on some walls inside [*]Some rooms are fully furnished while most are empty which doesn't make any sense [*]Some textures inside the asylum feels like they don't belong inside of a building, I also noticed some textures that doesn't line up with eachother [*]The borders of the map at spawn are blocked of with player clip which is a no-no in most cases [*]NO AMBIENT SOUNDS!! This really brings down the whole map. The map would reach a whole new level of realism and atmosphere with some cleverly executed sound effects/nature sounds etc. I do realise it's meant mainly for posing but it does bring down the gameplay value. [/list] Other than that, I like it. It is also really well optimized.[/QUOTE] Map nazi. [b]Edit:[/b] [QUOTE=Sgt.Sgt]Alright. Sounds reasonable. But let me explain a few little things. [list]The trees well yeah some look rather straight. No matter how I add trees people always tell me it looks unatural, so I ignore that one. I like em. They are growing along side the road. I have seen things like this before in real life. They clear cut a path and bam straight trees. Also don't tell me it looks bad because the surrounding area has very few trees. Add more if you want. But if you want the map to be playable I cannot add 4000 trees. [*]There is not usually much to these buildings, when they are abandoned most are stripped, cleaned up and left to rot. A few things usually remain, basically the stuff that cannot be used elsewhere or is broken. What is left like wiring, plumbing anything that can be sold for scrap is usually looted over time. The back well yeah is bland. The debris, yeah there is a bit not a lot. Left room for people to pose. They can add more debris if they feel like they need it, but there wasn't a lot of fitting debris models to use so it is how it is. [*]Post pictures of where it leaks through. I don't see any besides through the windows, which is the point for so many windows. [*]Which textures? Also there are a couple of places I could not get to exactly line up. [*]Player clip is there to do just that. You aren't meant to explore in the hills since it is the edge of the map. If you need to get out of it noclip. [*]There is a soundscape. I did not focus much on sound. But the one soundscape does it for me. Provides a nice forest ambiance even though you are in a creepy building. I just wanted the map to be in a playable state so I could release it to get all of my focus onto EvoCity2. [/list] I just wanted the map to be finished and playable. I never said it was perfect and I have no plans on fixing it. It is how it is. Take it or leave it. I will take these things into consideration once the second map in the series gets rolling sometime in the future.[/QUOTE] TELL IT LIKE IT IS!
Yeah, I've noticed in my maps too that adding ambient sounds really makes the map go into a whole new level.
You know that you can play the HL2 ambient music via the console right?
Anyone else notice the trees are kinda in a line? Try to spread them out. Not all forests are grid shaped.
Really nice man.
[QUOTE=Sn1per]Anyone else notice the trees are kinda in a line? Try to spread them out. Not all forests are grid shaped.[/QUOTE] Some are though. And no not all of them are in lines. I did that to obscure the sight of the building from the road and make the area you can traverse very densely treed in.
reminds me of a thread I saw on here about a guy and his friends visting a old loony bin. Very excellent map.
[QUOTE=Clockwork301]Map nazi.[/QUOTE] The guy is a pretty experienced mapper can take constructive criticism without getting offended. This forum is so easily amazed you get praised as a mapping god if you post anything but a box with a light. [b]Edit:[/b] [QUOTE=Sgt.Sgt]Alright. Sounds reasonable. But let me explain a few little things. [list]The trees well yeah some look rather straight. No matter how I add trees people always tell me it looks unatural, so I ignore that one. I like em. They are growing along side the road. I have seen things like this before in real life. They clear cut a path and bam straight trees. Also don't tell me it looks bad because the surrounding area has very few trees. Add more if you want. But if you want the map to be playable I cannot add 4000 trees. [*]There is not usually much to these buildings, when they are abandoned most are stripped, cleaned up and left to rot. A few things usually remain, basically the stuff that cannot be used elsewhere or is broken. What is left like wiring, plumbing anything that can be sold for scrap is usually looted over time. The back well yeah is bland. The debris, yeah there is a bit not a lot. Left room for people to pose. They can add more debris if they feel like they need it, but there wasn't a lot of fitting debris models to use so it is how it is. [*]Post pictures of where it leaks through. I don't see any besides through the windows, which is the point for so many windows. [*]Which textures? Also there are a couple of places I could not get to exactly line up. [*]Player clip is there to do just that. You aren't meant to explore in the hills since it is the edge of the map. If you need to get out of it noclip. [*]There is a soundscape. I did not focus much on sound. But the one soundscape does it for me. Provides a nice forest ambiance even though you are in a creepy building. I just wanted the map to be in a playable state so I could release it to get all of my focus onto EvoCity2. [/list][/QUOTE] Fair enough. The screens: [IMG]http://img265.imageshack.us/img265/6848/gmurbex0000zg3.jpg[/IMG] [IMG]http://img228.imageshack.us/img228/9195/gmurbex0001ig8.jpg[/IMG] Some blocklight will probably fix that.
[QUOTE=demoguy]The guy is a pretty experienced mapper can take constructive criticism without getting offended. This forum is so easily amazed you get praised as a mapping god if you post anything but a box with a light. [b]Edit:[/b] Fair enough. The screens: [IMG]http://img265.imageshack.us/img265/6848/gmurbex0000zg3.jpg[/IMG] [IMG]http://img228.imageshack.us/img228/9195/gmurbex0001ig8.jpg[/IMG] Some blocklight will probably fix that.[/QUOTE] Oh that leaks because those boards are breakable. No big deal break the boards it looks normal.
[QUOTE=trema]Whoa, for some reason reminds me of COD4 and Chernobyl. Good work. I'll go download tomorrow :D[/QUOTE] Yeah it really does. It is like both games mixed together and put into Garry's mod! I can't wait to play it! :D
Nice detail! Mapping King for you!
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