• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Map looks like a very nice layout other than the few errors pointed out.
Made a better lighting [t]http://cloud-2.steampowered.com/ugc/1100292456321019076/93EAB03AB43F66F4B7CD4997460B467BA655CA2C/[/t] [t]http://cloud-2.steampowered.com/ugc/1100292456321016179/D75382D2B790EB6B0DB3D2D50556097E1EAA7C97/[/t] Anyone here knows where I can get some good models for Industrial Port? I need fences, rails, Cranes etc. Oh and I started an other FP mapping Google Hangout [url]https://plus.google.com/hangouts/_/5f726352df694005c783f1f8cce88cbec61b1332?hl=en[/url]
[QUOTE=pac0master;42262596]Made a better lighting [t]http://cloud-2.steampowered.com/ugc/1100292456321019076/93EAB03AB43F66F4B7CD4997460B467BA655CA2C/[/t] [t]http://cloud-2.steampowered.com/ugc/1100292456321016179/D75382D2B790EB6B0DB3D2D50556097E1EAA7C97/[/t] Anyone here knows where I can get some good models for Industrial Port? I need fences, rails, Cranes etc. Oh and I started an other FP mapping Google Hangout [url]https://plus.google.com/hangouts/_/5f726352df694005c783f1f8cce88cbec61b1332?hl=en[/url][/QUOTE] The canals should have some porty stuff. If it's cranes and other dockyard stuff, I'm porting de_port, so I may make a few models like that.
[QUOTE=thefrog;42179872][img]http://puu.sh/4qkVP.jpg[/img][/QUOTE] I really like the lighting there.
[QUOTE=Stiffy360;42262854]The canals should have some porty stuff. If it's cranes and other dockyard stuff, I'm porting de_port, so I may make a few models like that.[/QUOTE] Yeah its a Port / Dockyard. I am trying a few concepts atm. thank you if you share anything :)
[QUOTE=pac0master;42262596]Made a better lighting [t]http://cloud-2.steampowered.com/ugc/1100292456321019076/93EAB03AB43F66F4B7CD4997460B467BA655CA2C/[/t] [t]http://cloud-2.steampowered.com/ugc/1100292456321016179/D75382D2B790EB6B0DB3D2D50556097E1EAA7C97/[/t][/QUOTE] Not liking the water texture much? Is it final or not? Also it may look better once everything is textured so my opinion is slightly invalid.
[QUOTE=matt000024;42264700]Not liking the water texture much? Is it final or not? Also it may look better once everything is textured so my opinion is slightly invalid.[/QUOTE] Yeah I do not like the water too. but It's portal 2's water. I haven't seen one that looks nice. Right now its the Underground Toxic Slime. [editline]21st September 2013[/editline] Warehouse Concept. Large Warehouse concept for the Old Aperture. Import/Export The Warehouse is situated at the surface. It was used since the construction of the Facility to supply the place with everything they require. Stock come from Ships or roads by vans. ( as far I know Aperture Science required materials to build and dig the entire facility. I doubt the Salt mine had a Shit ton of natural Steel/Iron and plaster laying around waiting to be picked up) [t]http://cloud-2.steampowered.com/ugc/1100292456329960054/DEE4B224CDA9EE4B6C0462D05B3FE1E854160113/[/t] [t]http://cloud-3.steampowered.com/ugc/1100292456329957604/A81B0F25F8AD22BEDFC3B11AB68CA51A2CC8B39B/[/t]
Those trusses are oriented wrong way on the ceiling. They should be rotated 90 degrees. I'd also reduce the amount of them slightly.
[QUOTE=Jukka K;42265570]Those trusses are oriented wrong way on the ceiling. They should be rotated 90 degrees. I'd also reduce the amount of them slightly.[/QUOTE] Ceiling supports are stronger when they span shorter distances. It looks odd, but imo their current direction would provide better support. I agree though, too many.
[QUOTE=Jukka K;42265570]Those trusses are oriented wrong way on the ceiling. They should be rotated 90 degrees. I'd also reduce the amount of them slightly.[/QUOTE] I can reduce them a bit for sure. but the way I made the Main support frame it would look Odd to rotate everything 90 degrees. the trusses models wont fit a 90 switch on both side. I would need to rebuild the entire area to make them fit properly [editline]21st September 2013[/editline] [QUOTE=Pyth;42265764]Ceiling supports are stronger when they span shorter distances. It looks odd, but imo their current direction would provide better support. I agree though, too many.[/QUOTE] Yeah, Weird though they have a space of 32 between each. It is about the same as any rooftop i saw irl [t]http://www.nexus.globalquakemodel.org/gem-building-taxonomy/overview/images-1/rme3_canada_brzev_2/image_preview[/t] [t]http://www.selecttrusses.com//wp-content/uploads/s21-498174_960x600.jpg[/t]
[QUOTE=pac0master;42265776]Yeah, Weird though they have a space of 32 between each. [/QUOTE] That would probably look better as 64u, remember that a normal doorway fits snugly in a 64u area. Use doors as a reference for scale and remember that the HL2 world is built to a different scale than it's models.
[QUOTE=ViralHatred;42266154]That would probably look better as 64u, remember that a normal doorway fits snugly in a 64u area. Use doors as a reference for scale and remember that the HL2 world is built to a different scale than it's models.[/QUOTE] Yeah I am messing around with the trusses atm :P
And sometimes realism must be altered for the sake of aesthetic appeal. Did you guys know that the Parthenon's steps actually bend upwards in the center slightly to compensate for the tendency of the human eye to perceive long horizontal surfaces as a downward bend? If people are perceiving it different than you intend, bend the rules a bit to make them see it the way it's supposed to come across as! Not that you need any convincing, obviously. Liking the docks' layout so far! Digging the warehouse too. Gonna add a gantry crane?
Halloween themed TTT map, a haunted mansion. [img]http://i.imgur.com/kE3AISR.jpg?1[/img] Would anyone happen to have any smart way of giving instructions to players? In this map, The traitors can turn off lights to certain parts of the main building, then the players will need to find a fuse to start the lights back up, though, I don't really have any good way of telling them they need to do this.. I was thinking a texture, but I would definately be curious if theres any more subtle way anyone can think of?
[QUOTE=The fox;42267082]Halloween themed TTT map, a haunted mansion. [img]http://i.imgur.com/kE3AISR.jpg?1[/img] Would anyone happen to have any smart way of giving instructions to players? In this map, The traitors can turn off lights to certain parts of the main building, then the players will need to find a fuse to start the lights back up, though, I don't really have any good way of telling them they need to do this.. I was thinking a texture, but I would definately be curious if theres any more subtle way anyone can think of?[/QUOTE] You could have a decal texture that is like an industrial sprayed-on sign below a backup generator powered light or something that comes on when the rest go out and says "[b]IN EVENT OF POWER OUTAGE, REPLACE FUSE AND CHECK CIRCUIT BREAKERS[/B]". It wouldn't be more subtle, but it would likely mesh with a basement themed area much better than the regular instructions placed around server maps.
why is the smoke so bright?
[QUOTE=MindMuncher;42267264]You could have a decal texture that is like an industrial sprayed-on sign below a backup generator powered light or something that comes on when the rest go out and says "[b]IN EVENT OF POWER OUTAGE, REPLACE FUSE AND CHECK CIRCUIT BREAKERS[/B]". It wouldn't be more subtle, but it would likely mesh with a basement themed area much better than the regular instructions placed around server maps.[/QUOTE] I like it, will definately give it a shot. EDIT: As for the smoke, I am a bit uncertain.. I have already tried making it dark, but it still shows up as grey. Will try and fix it. EDIT: Came out way better than I expected, thanks; [img]http://i.imgur.com/KdAeBC0.jpg?1[/img]
[QUOTE=MindMuncher;42267264]You could have a decal texture that is like an industrial sprayed-on sign below a backup generator powered light or something that comes on when the rest go out and says "[b]IN EVENT OF POWER OUTAGE, REPLACE FUSE AND CHECK CIRCUIT BREAKERS[/B]". It wouldn't be more subtle, but it would likely mesh with a basement themed area much better than the regular instructions placed around server maps.[/QUOTE] Nitpicking but the power wouldn't have both breakers and fuses. Individual components on their own could and often do have dedicated fuses, but the main panel would have one or the other.
[QUOTE=The fox;42267386]I like it, will definately give it a shot. EDIT: As for the smoke, I am a bit uncertain.. I have already tried making it dark, but it still shows up as grey. Will try and fix it. EDIT: Came out way better than I expected, thanks; [img]http://i.imgur.com/KdAeBC0.jpg?1[/img][/QUOTE] i have to disagree with the stencil approach. a notice like that should probably be in line with the ISO/ANSI standards; think BMS's signs. [thumb]http://wiki.blackmesasource.com/images//6/64/Texture_safetysigns1.jpg[/thumb] or maybe you could have it as a scribbled note or something...the stencil just looks really iffy imo.
[QUOTE=Azzator;42269976] or maybe you could have it as a scribbled note or something...the stencil just looks really iffy imo.[/QUOTE] Not sure if the sign looks any better, it's a bit too clean IMO. [img]http://i.imgur.com/49Us3uV.jpg?1[/img] EDIT: There we go, I think.. [img]http://i.imgur.com/IvyEt3O.jpg?1[/img]
I prefer the sign decal you made.
[QUOTE=The fox;42267082]Halloween themed TTT map, a haunted mansion. [t]http://i.imgur.com/kE3AISR.jpg?1[/t] Would anyone happen to have any smart way of giving instructions to players? In this map, The traitors can turn off lights to certain parts of the main building, then the players will need to find a fuse to start the lights back up, though, I don't really have any good way of telling them they need to do this.. I was thinking a texture, but I would definately be curious if theres any more subtle way anyone can think of?[/QUOTE] For TTT maps, easy to read signs is the best thing you can do, try in-game, gui, gmod hint messages trigger when T's cut the power, "real" (small) signs can be unnoticed most of the times for new players. You can make some kind of instructions table when players spawn, or in the map description. Nice map btw, but in my opinion, a dark map for TTT ? zombie survival will fit pretty well on this.
[QUOTE=nicolasx21;42271076]For TTT maps, easy to read signs is the best thing you can do, try in-game, gui, gmod hint messages trigger when T's cut the power, "real" (small) signs can be unnoticed most of the times for new players. You can make some kind of instructions table when players spawn, or in the map description. Nice map btw, but in my opinion, a dark map for TTT ? zombie survival will fit pretty well on this.[/QUOTE] I suppose I can show a text message on the TTT hud as well, though I will see what players think of the current text. As for the darkness, the screenshots always seem to come out rather dark, I can assure you, though, it is quite bright, especially inside.
[img]https://dl.dropboxusercontent.com/u/22707688/dev_station0020009.jpg[/img] Damn me, I was supposed to never map on Source again :c Heavy WIP for a commission work.
[QUOTE=Cbast;42271500][img]https://dl.dropboxusercontent.com/u/22707688/dev_station0020009.jpg[/img] Damn me, I was supposed to never map on Source again :c Heavy WIP for a commission work.[/QUOTE] some kind of sci-fi subway? nice nice. Just remember that CS:GO has no LODs, so keep the polycounts down and use Fade.
[QUOTE=Stiffy360;42272070]Just remember that CS:GO has no LODs, so keep the polycounts down and use Fade.[/QUOTE] Wait wait wait, what? Did they seriously removed/disabled Lods from the game? I wasn't even aware of that :v:
[QUOTE=Stiffy360;42272070]some kind of sci-fi subway? nice nice. Just remember that CS:GO has no LODs, so keep the polycounts down and use Fade.[/QUOTE] Right, because having 10, 10,000+ poly player models with no LODs on screen is Valve keeping the count low.
I can't believe they messed up the LODs. I mean, it's all right if they don't feel like doing some but they shouldn't break it though. Good thing this map is originally due for CS:S. Too bad for CS:GO.
[QUOTE=Cbast;42275676]I can't believe they messed up the LODs. I mean, it's all right if they don't feel like doing some but they shouldn't break it though. Good thing this map is originally due for CS:S. Too bad for CS:GO.[/QUOTE] As I said, they use some new kind of optimization which allows them to render a bunch of polygons on the screen at once.
[QUOTE=Stiffy360;42278028]As I said, they use some new kind of optimization which allows them to render a bunch of polygons on the screen at once.[/QUOTE] Still, LODs would be helpful in csgo, even if it's a pretty old tech.
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