The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Gamershaze;42075140]water from L4D2. Or at the very least, rain that isn't just blue lines by default.[/QUOTE]
CS:GO, Portal 2, Alien Swarm SDK, SDK 2013. All of these have the 'l4d' water.
[QUOTE=glitchvid;42081859]CS:GO, Portal 2, Alien Swarm SDK, SDK 2013. All of these have the 'l4d' water.[/QUOTE]
Having it in SDK 2013 doesn't help when you can't compile a mod without fifty assert errors and shit breaking.
[QUOTE=Horse Strangler;42080943]Are you SURREEEEE[/QUOTE]
Go finish City 17 EP1 please ok thanks for your time sir.
In response to Source 2, I'm excited simply because they'd be pretty silly not to be making large strides at this point. They are kind of slacking compared to other engines, and they're going to have to make something more robust in order to compete in the future.
[QUOTE=Zanarias;42082868]Go finish City 17 EP1 please ok thanks for your time sir.
In response to Source 2, I'm excited simply because they'd be pretty silly not to be making large strides at this point. They are kind of slacking compared to other engines, and they're going to have to make something more robust in order to compete in the future.[/QUOTE]
Burnnnn
(this was sarcasm if no one noticed, I am the reason Horse didnt finish city 17 I ate his HDD through the internet)
I ain't ever finishing it. BAM. But anyways that's cool if he works there now. I just remember him saying he wanted to finish school and have a released project under his belt before working at valve.
[thumb]http://cloud-4.steampowered.com/ugc/617280195756241513/506F63BF9DC08ED413E6CF9FD1D7E5A36D8AEA0A/[/thumb]
for those who don't know, it's a vertical lift bridge. still a heavy wip as you can see, but i just wanted thoughts on how i could improve it/make it more realistic.
[QUOTE=Azzator;42087047][thumb]http://cloud-4.steampowered.com/ugc/617280195756241513/506F63BF9DC08ED413E6CF9FD1D7E5A36D8AEA0A/[/thumb]
for those who don't know, it's a vertical lift bridge. still a heavy wip as you can see, but i just wanted thoughts on how i could improve it/make it more realistic.[/QUOTE]
That lighting style, marry me
[QUOTE=hiyougami;42087183]That lighting style, marry me[/QUOTE]
And BF3 gets a lot of flak for having too much Blue :P
[QUOTE=Stiffy360;42087200]And BF3 gets a lot of flak for having too much Blue :P[/QUOTE]
But they got rid of it after people complained, the blue just didn't fit some of the environments e.g. desert. It's why nobody complains about EP2's blue, it fits the visual style. As does Azzator's piece here, it's a style and I think it's justified c: Plus it's implied that there's a body of flowing water beneath.
Wanna know the real definition of too much blue?
[IMG]http://i1.ytimg.com/vi/DXAgRsLWORI/maxresdefault.jpg[/IMG]
[img]http://i.imgur.com/tQWoMuJ.png[/img]
Rejected i_i
Theres 2 things im primarily hopeing they do with source engine 2 , add real time lighting and the ability to actually resize a model when you need it in engine
I never really got into mapping with the source engine we have now cause its a old engine and practically no one but valve uses it anyways (moders not counting i mean )
I did the thing
[URL="http://cloud-4.steampowered.com/ugc/581251398751984131/F5F3724DE40B693D7F1A30B733B5EBB6E7916632/"][IMG]http://cloud-4.steampowered.com/ugc/581251398751984131/F5F3724DE40B693D7F1A30B733B5EBB6E7916632/1024x435.resizedimage[/IMG][/URL]
[URL="http://cloud-2.steampowered.com/ugc/581251398752200305/25C143CA5F6D1E0E57879DA9F57106AF92E023AB/"][IMG]http://cloud-2.steampowered.com/ugc/581251398752200305/25C143CA5F6D1E0E57879DA9F57106AF92E023AB/1024x435.resizedimage[/IMG][/URL]
[I]Whooooossshhhhhhhh[/I]
[QUOTE=Greatdictator;42088297]Theres 2 things im primarily hopeing they do with source engine 2 , add real time lighting and the ability to actually resize a model when you need it in engine
I never really got into mapping with the source engine we have now cause its a old engine and practically no one but valve uses it anyways (moders not counting i mean )[/QUOTE]
Respawn Entertainment, Thechineseroom, [URL="http://www.galactic-cafe.com/"]Galactic Cafe[/URL], 5th Cell, Outerlight, Digital Ranch, various independent animation houses... 'Practically no one' is still a [URL="http://www.giantbomb.com/source-engine/3015-751/games/"]long list[/URL], if I may point out.
When you change the engine your baseing your game on to a VERY large degree theres really no point in counting them in (like respawn did for titanfall , not sure bout the others) because why get a engine if yoru going to change it so drastically anyways ? And honestly ive never heard the word source really even mentioned with some of these games like , never heard that amnesia was developed with soruce . Im not saying that soruce is incapable of makeing really nice maps n shit . The stuff here is testament to that . But there was constantly something that irritated me with source that made me not want to learn it more . I even took to learning UDK but problem with that was the variety of props and textures (its all like dirty sci fi stuff ) , but other then that it was less of a hassle then hammer was.
[QUOTE=Greatdictator;42090830][IMG]http://i.imgur.com/8R1D9eQ.png[/IMG][/QUOTE]
Why invest in a notepad someone else made if you're just going to fill it with your own words?
[QUOTE=Greatdictator;42090830]When you change the engine your baseing your game on to a VERY large degree theres really no point in counting them in (like respawn did for titanfall , not sure bout the others) because why get a engine if yoru going to change it so drastically anyways ? And honestly ive never heard the word source really even mentioned with some of these games like , never heard that amnesia was developed with soruce . Im not saying that soruce is incapable of makeing really nice maps n shit . The stuff here is testament to that . But there was constantly something that irritated me with source that made me not want to learn it more . I even took to learning UDK but problem with that was the variety of props and textures (its all like dirty sci fi stuff ) , but other then that it was less of a hassle then hammer was.[/QUOTE]
Or if you'd really like to make your point hit home you could say: 'I think Titanfall should look like HalfLife Ep 2! It would be so much better!
Wait...
And your own ignorance is no grounds for argument. I've heard that Amnesia was made in the source engine. Apparently at least one other person in this thread has as well.
[editline]5th September 2013[/editline]
Why am I being mean... You even stopped and complimented the maps here. Sorry buddy. lemme reread what you wrote and see if you have a point I was missing.
Amnesia was made in its own engine, called HPL (named after H. P. Lovecraft).
[QUOTE=hiyougami;42091226]Why invest in a notepad someone else made if you're just going to fill it with your own words?[/QUOTE]
because unlike a notepad, an engine is supposed to save you time and effort implementing features
[QUOTE=Juniez;42091986]because unlike a notepad, an engine is supposed to save you time and effort implementing features[/QUOTE]
A [I]lined [/I]notepad.
[QUOTE=Juniez;42091986]because unlike a notepad, an engine is supposed to save you time and effort implementing features[/QUOTE]
Ahem, no. A game engine is designed for whatever the author of said engine has made it to be. For Source, it's a framework that allows both Valve, and everyone else (due to their kindness) to develop what they want. Rather it a first person shooter, a MMORPG, or a flight simulator- it's all very much possible. Which is also why it's not packed full of features that the game it's based from doesn't need; since if you're making a flight simulator, you don't need pre-made 1337slow-mo bullet effects of that from a first person shooter.
You shouldn't be in game design if you want everyone else to 'save you time', let alone by coating everything with features that you, or the next person with a different project probably won't need anyways. 'You', not being 'Juniez' in-specific, but whoever thinks that a game engines purely exist to save time with loads of features.
Can't find the map reference thread, thought this was really cool, built during the cold war 26 feet underground. [url]http://imgur.com/a/M60PQ?gallery[/url] I'll be too lazy to make something like it and I know people are always looking for ideas.
[img]http://imgkk.com/i/l857.png[/img]
[QUOTE=Gamershaze;42094432]Ahem, no. A game engine is designed for whatever the author of said engine has made it to be. For Source, it's a framework that allows both Valve, and everyone else (due to their kindness) to develop what they want. Rather it a first person shooter, a MMORPG, or a flight simulator- it's all very much possible. Which is also why it's not packed full of features that the game it's based from doesn't need; since if you're making a flight simulator, you don't need pre-made 1337slow-mo bullet effects of that from a first person shooter.
You shouldn't be in game design if you want everyone else to 'save you time', let alone by coating everything with features that you, or the next person with a different project probably won't need anyways. 'You', not being 'Juniez' in-specific, but whoever thinks that a game engines purely exist to save time with loads of features.[/QUOTE]
Well i guess i can understand that . But i did once hear from a developer (this was a long time ago so i dont remember from who) that they got a engine cause it wouldve been either too costly or too time consumeing to write their own and that getting a already capable engine such as Unreal .
Though dont get me wrong i suppose i understand the need to change the engine depending on what you want to make out of the game . But i will admit the fact that they used Soruce for Titanfall shocked the shit out of me
[QUOTE=MindMuncher;42091313]Or if you'd really like to make your point hit home you could say: 'I think Titanfall should look like HalfLife Ep 2! It would be so much better!
Wait...
And your own ignorance is no grounds for argument. I've heard that Amnesia was made in the source engine. Apparently at least one other person in this thread has as well.
[editline]5th September 2013[/editline]
Why am I being mean... You even stopped and complimented the maps here. Sorry buddy. lemme reread what you wrote and see if you have a point I was missing.[/QUOTE]
Well i guess my point was that i understand change to the engine i guess but if you wanted to severly change the engine ...why not just make your own ?
But at least thanks for seeing that i wasnt bashing the engine merely wasnt sure what the point of it was .
Anyone know what the best hammer to use is that isnt the CSGO one?
Specifically for CSS and Gmod?
[QUOTE=elih595;42102614]Anyone know what the best hammer to use is that isnt the CSGO one?
Specifically for CSS and Gmod?[/QUOTE]
"Source sdk"
[QUOTE=oytal;42103785]"Source sdk"[/QUOTE]
Don't be an asshole, nobody likes assholes. Besides, you could have lead him into the old and broke Source SDK in doing so.
[QUOTE=elih595;42102614]Anyone know what the best hammer to use is that isnt the CSGO one?
Specifically for CSS and Gmod?[/QUOTE]
The best version of Hammer to use for C:SS/GMod, would be the C:SS Version. This stops you from having to copy over the content, and ensures your map will be compatible with GMod unlike say, CS:GO. If you aren't familiar with the SteamPipe update, you'll find that the Source SDK under Tools no longer works. There are tools now packed into each individual game, which you can find in their bin folder.
i.e: steamapps/common/counter-strike source/bin/hammer.exe
[QUOTE=Gamershaze;42103894]Don't be an asshole, nobody likes assholes. Besides, you could have lead him into the old and broke Source SDK in doing so.
The best version of Hammer to use for C:SS/GMod, would be the C:SS Version. This stops you from having to copy over the content, and ensures your map will be compatible with GMod unlike say, CS:GO. If you aren't familiar with the SteamPipe update, you'll find that the Source SDK under Tools no longer works. There are tools now packed into each individual game, which you can find in their bin folder.
i.e: steamapps/common/counter-strike source/bin/hammer.exe[/QUOTE]
Thank you for the help.
[QUOTE=LewyJudge12;42098587][IMG]http://imgkk.com/i/l857.png[/IMG][/QUOTE]
There's lighting but there's no shadows whaaaaaat
[B]Edit [/B]Never mind it's the sun angle c:
[QUOTE=LewyJudge12;42098587][img]http://imgkk.com/i/l857.png[/img][/QUOTE]
Horizontal planks on a single vertical plank (the house on the right) is an absolute no-go.
WIP RP map that is suppose to compete with downtown v2, But I am not fully satisfied, since this is a Test to experiment with the layout :\ (Inspired by HL2 architecture of course)
[IMG]http://i71.servimg.com/u/f71/14/24/17/53/2013-016.jpg[/IMG]
[QUOTE=ATIXIUM;42107030]WIP RP map that is suppose to compete with downtown v2, But I am not fully satisfied, since this is a Test to experiment with the layout :\ (Inspired by HL2 architecture of course)
[IMG]http://i71.servimg.com/u/f71/14/24/17/53/2013-016.jpg[/IMG][/QUOTE]
Well considering you posted a mat_fullbright 2 screenshot I might as well state that you need some more colour for your environment light.
Ambient lighting should be somewhat desaturated blue/purple and the sun of course yellow/orange.
[img]http://filesmelt.com/dl/13540830642081628378_2013-09-07_00001.png[/img]
[img]http://filesmelt.com/dl/13540830642081628378_2013-09-07_00002.png[/img]
a lot of people didn't like the blue so i made it whitish instead. the lighting was heavily inspired [sp]read: shamelessly stolen from[/sp] by the bridge crossing chapter in HL2.
[editline]7th September 2013[/editline]
fuck i wish i knew how to create flowmaps :/
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