• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Azzator;42223223][thumb] http://filesmelt.com/dl/13540830642081628378_2013-09-17_00002.png[/thumb] shantytown stuff, heavy wip. don't ask me about the building supports im still trying to figure it out :v: i want to populate the entire canyon with these shitty shacks; hopefully source won't give up on me.[/QUOTE] Looks really cool. Just remember that Source's max brush limit is around 8000 brushes. (It sounds like a lot but you can chew through thousands really quick, I personally hit the limit once) But, what is that dark megalith in the distance? Is it an error or some kind of alien artifact? It gives the map a very mysterious feel, which is good. Also, singleplayer, multiplayer, or map showcase?
[QUOTE=The_Blazer;42223757]Looks really cool. Just remember that Source's max brush limit is around 8000 brushes. (It sounds like a lot but you can chew through thousands really quick, I personally hit the limit once)[/quote] it's 8192 brushes to be precise. i've burnt through 800+ solids so far, and that includes the ones I intend to Propper. but i think i have enough to work with atm [QUOTE=The_Blazer;42223757] But, what is that dark megalith in the distance? Is it an error or some kind of alien artifact? It gives the map a very mysterious feel, which is good. [/QUOTE] tbh it's just a dev textured wall :v: but i intend to detail it later though. [QUOTE=The_Blazer;42223757] Also, singleplayer, multiplayer, or map showcase?[/QUOTE] it'll most likely be just a showcase, but i might release it for RP if I can/want to. i don't really set a purpose for these maps; i just create stuff on the whim as the inspiration strikes. thanks for the feedback also. :smile:
[QUOTE=Azzator;42223223][thumb] http://filesmelt.com/dl/13540830642081628378_2013-09-17_00002.png[/thumb] shantytown stuff, heavy wip. don't ask me about the building supports im still trying to figure it out :v: i want to populate the entire canyon with these shitty shacks; hopefully source won't give up on me.[/QUOTE] You could make some of those shcaks to be made from driftwood , bricks and some evan as hybrids. Also make some community/infrastructural/workshop shacks.
[QUOTE=oskutin;42224041] Also make some community/infrastructural/workshop shacks.[/QUOTE] that's the plan! so far all i've made are housing shacks; the ones on the upper levels will be community ones so i can justify plugging in more bright lights.
I'll think that the bottom fits more for workshop, infrastructure and some services, because river can be used for fishing, transportation and energy production.
[QUOTE=oskutin;42224272]I'll think that the bottom fits more for workshop, infrastructure and some services, because river can be used for fishing, transportation and energy production.[/QUOTE] Or more likely waste disposal. Poor shanty community? They're pooping in the river.
[QUOTE=GoldPlatinum;42223168]try baking the lighting into the texture, or do it manually via photoshop by brightening or darkening certain parts[/QUOTE] You shouldn't have to manually change that, if you need to change the prop you'll have to do those tweaks again. plus you won't be able to reuse that asset outside of those specific lighting parameters.
[QUOTE=MindMuncher;42224892]Or more likely waste disposal. Poor shanty community? They're pooping in the river.[/QUOTE] Or both
[QUOTE=Anthracite;42218567]We posted a video of our WIP HL1 svencoop map on the sc forums but I guess I can post here too. It's a survival map twice the size of source's max. [video=youtube;mQx4NUGDb8o]http://www.youtube.com/watch?v=mQx4NUGDb8o[/video] more info here: [URL]http://forums.svencoop.com/showthread.php/41225-sc_tempest[/URL][/QUOTE] How exactly did you increase the map size by so much? I searched, but could not find out how.
Possibly tricks with teleports, one plane above, one beneath.
[QUOTE=tier22;42229026]Possibly tricks with teleports, one plane above, one beneath.[/QUOTE] Nope they literally increased the map size to twice the initial map size.
The lights look really uniform, looks pretty good otherwise.
[QUOTE=GoldPlatinum;42223168]try baking the lighting into the texture, or do it manually via photoshop by brightening or darkening certain parts[/QUOTE] some people disagreed, but. Here's an example of manually drew lighting texture on the table (if it wouldnt be drew, the table would turn up too bright.. [IMG]http://files.1337upload.net/parlor.png[/IMG]
The candles would cast orange-ish lights on the room though, as it is it looks like theyre just luminescent.
[QUOTE=Sprockethead;42231771]The candles would cast orange-ish lights on the room though, as it is it looks like theyre just luminescent.[/QUOTE] by the setting of the map, these candles should cast blueish light
[QUOTE=GoldPlatinum;42232074]by the setting of the map, these candles should cast blueish light[/QUOTE] Thats not how fire works though. But you have creative freedom, im just peddling my own point of view.
[QUOTE=matt000024;42228802]How exactly did you increase the map size by so much? I searched, but could not find out how.[/QUOTE] Sniper modified some code to make it possible but actually didn't tell anyone about it in the first place because it wasn't finished. jpiolho and myself found out it was possible on SC 4.8 by pure accident when doing some hammer hacks for our own mod. It's possible to go even further but you're quickly blocked by the allocblocks and clipnode count, which force you to use ridiculous texture scales like 10 or 20 resulting in this kinda awful lighting. I'm using a detailtexture on top of the scaled texture to negate the effect. Beyond that, it's mostly using tricks, optimization and find out what works beyond +4096/-4096 and what does not. [QUOTE=Itauske Roken;42231070]Nope they literally increased the map size to twice the initial map size.[/QUOTE] that's wrong, the default HL1 map size is 8192x8192, source being twice that, this map being four times that.
[QUOTE=Sprockethead;42232090]Thats not how fire works though. But you have creative freedom, im just peddling my own point of view.[/QUOTE] Actually if you gave the lights some glass casings in blue-tinted glass that might work. But youd need a custom model.
[QUOTE=GoldPlatinum;42231695]some people disagreed, but. Here's an example of manually drew lighting texture on the table (if it wouldnt be drew, the table would turn up too bright.. [IMG]http://files.1337upload.net/parlor.png[/IMG][/QUOTE] I got a little fright when I noticed the breen bust :v:
[QUOTE=Sprockethead;42232090]Thats not how fire works though. But you have creative freedom, im just peddling my own point of view.[/QUOTE] Ghost fire
Finally got my train to work properly :dance: [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533065455/2E832C17EAF1C992AE5FCD15C0E1CD86AC6A6BAD/[/IMG_THUMB]
[QUOTE=l33tkill;42137091]Tried to make a kitchen for the horror map. It feels empty. What should I add? [t]http://i.imgur.com/8Nk4mph.jpg[/t][/QUOTE] Try using dim, cold fluorescent lighting. Fluorescent lighting is horrid. Which makes it perfect. [QUOTE=soldierrob;42245491]Finally got my train to work properly :dance: [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533065455/2E832C17EAF1C992AE5FCD15C0E1CD86AC6A6BAD/[/IMG_THUMB][/QUOTE] Some nice appreciable detail in that station area :)
[QUOTE=soldierrob;42245491]Finally got my train to work properly :dance: [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533065455/2E832C17EAF1C992AE5FCD15C0E1CD86AC6A6BAD/[/IMG_THUMB][/QUOTE] You have one too many clocks!
[QUOTE=soldierrob;42245491]Finally got my train to work properly :dance: [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533065455/2E832C17EAF1C992AE5FCD15C0E1CD86AC6A6BAD/[/IMG_THUMB][/QUOTE] it looks a little small to be a proper train station. idk; im used to seeing train stations with longer platforms and wider horizontal space.
[QUOTE=soldierrob;42245491]Finally got my train to work properly :dance: [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533065455/2E832C17EAF1C992AE5FCD15C0E1CD86AC6A6BAD/[/IMG_THUMB][/QUOTE] I'd put a bus stop sign next to that bench on the left. Maybe continue the back fences to fill the space on the right, as well.
[QUOTE=soldierrob;42245491]Finally got my train to work properly :dance: [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533065455/2E832C17EAF1C992AE5FCD15C0E1CD86AC6A6BAD/[/IMG_THUMB][/QUOTE] I just wish you added more detail to the train.
I think it would look best with only 1 clock.
I'm working on this map for 3 years now, i think im going to release a beta on the workshop in this year. but i still have some bugs i have to fix: weird lighning on doors maybe because i have ent_data 103% and Waterindices 97% and there is still 40 fps in the city. [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596562625505/F3990440D72FE5C2C833F71DA0D4472DA6A70690/[/IMG_THUMB] Map i made in photoshop [IMG_THUMB]http://www.weebly.com/uploads/5/0/6/0/5060706/8605945_orig.jpg[/IMG_THUMB] [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596562610003/64022FF4097F9CC9D14E31B4F05658ED7EA4DB8E/[/IMG_THUMB] [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533673528/18F7AEC5CD386FC22CF7CF18731E8F4A4C1DBAE4/[/IMG_THUMB] [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596562618749/4CBA37A51F4D5D9D22B2811A5A61CC74DB1F446D/[/IMG_THUMB] The other trainstation ( number 2 on the map) [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596562600517/3F615CD23AC0F0A6D891BB36E8210B737B3FB7E6/[/IMG_THUMB]
[QUOTE=soldierrob;42254448] [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533673528/18F7AEC5CD386FC22CF7CF18731E8F4A4C1DBAE4/[/IMG_THUMB] [/QUOTE] Seems odd to have a fountain structure outside of a fountain. I'd replace it with a tree/garden/statue.
[QUOTE=soldierrob;42254448] [IMG_THUMB]http://cloud-2.steampowered.com/ugc/615029596533673528/18F7AEC5CD386FC22CF7CF18731E8F4A4C1DBAE4/[/IMG_THUMB][/quote] the fog doesn't match the skybox
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