The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=reepblue;42374816][thumb]https://dl.dropboxusercontent.com/u/16218991/leavemealonekthx.jpg[/thumb][/QUOTE]
You're a butt, that's not old.
But it is an easy puzzle.
[QUOTE=ColossalSoft;42376417]You're a butt, that's not old.
But it is an easy puzzle.[/QUOTE]
Not new ether. And it's a [i]Blue Portals Puzzle[/i], so you can't claim that it's "easy".
There was 2 other rooms, also [i]Blue Portals Puzzles.[/i]
[QUOTE=MindMuncher;42360482]You are my hero.
I hope that you find that someone to code the gamemode, and I hope they realize how much shrapnel comes from cannon fire. People die far more often from wood shrapnel than from cannon hits. Being on the boat you'd be getting peppered every time someone hit it, and if you're too close you may get an arm-length chunk of wood through your chest.
With that in mind, I hope someone make a chef role on the ship as the medic so people can go chow down on some hard tack in the galley to slowly regain health, taking them off the guns for a bit or something.
I'd play it.[/QUOTE]
Been working on optimising the cannons with great success, figured I was bored with entity work and started propper'ing the ship itself. Just by propper'ing the obvious things I'm down to 742 brushes on the entire boat. Cap is over 8000. That's not including the separate-instance bilge but this brings "reasonable" up to around 8 boats in one instance. Undercutting that for safety's sake to 5 or 6 makes for some pretty big pitched naval battles so I look forward to posting some gameplay pictures. Given the low number of brushes the possiblity of adding in perhaps 3rd/4th rates is completely on the table, although with the intended gameplay mechanics I don't think a ship that size would be crewable with less than 10 players.
Your hardtack idea is happening by the way, that is simply ideal, I don't know why I was thinking of rusty saws for recovering health. As for splinters, I'm all for experimenting with them via coding (I really, really am) but they don't fit with the intended game mechanics I have planned. This does not mean they are off the table. Gibs and explosion radious I believe could simulate very similar effects, plus precise gib direction on boat facings could fire splinters aesthetically inwards upon destruction.
Anything else I type is beyond speculation but when I've got this playable it will be designed as close to realism as it can without compromising gameplay, taking fully into account what people want as best I can.
[QUOTE=Whitby;42377224]Been working on optimising the cannons with great success, figured I was bored with entity work and started propper'ing the ship itself. Just by propper'ing the obvious things I'm down to 742 brushes on the entire boat. Cap is over 8000. That's not including the separate-instance bilge but this brings "reasonable" up to around 8 boats in one instance. Undercutting that for safety's sake to 5 or 6 makes for some pretty big pitched naval battles so I look forward to posting some gameplay pictures. Given the low number of brushes the possiblity of adding in perhaps 3rd/4th rates is completely on the table, although with the intended gameplay mechanics I don't think a ship that size would be crewable with less than 10 players.
Your hardtack idea is happening by the way, that is simply ideal, I don't know why I was thinking of rusty saws for recovering health. As for splinters, I'm all for experimenting with them via coding (I really, really am) but they don't fit with the intended game mechanics I have planned. This does not mean they are off the table. Gibs and explosion radious I believe could simulate very similar effects, plus precise gib direction on boat facings could fire splinters aesthetically inwards upon destruction.
Anything else I type is beyond speculation but when I've got this playable it will be designed as close to realism as it can without compromising gameplay, taking fully into account what people want as best I can.[/QUOTE]
Love to hear it!
I laughed when I realized that you thought I meant to actually implement individual shrapnel ingame too! I meant only to illustrate that in real boat battles people would be impaled and the like. Ingame I was imagining more of an explosion radius system like you mention. Had never expected to simulate realistic shrapnel- that would be far too intensive. Firing a broadside volley would likely slow the game to a crawl while the computer tries to figure out the several thousand specific bullet trajectories from the impact point, and then simulate the damage based on the size of shrapnel, not to mention the difficulty in making different sized shrapnel to simulate the randomness inherent in it. Nope. That sounds like a nightmare.
I was definitely thinking more of mildly damaging explosion radii so that the crew feels like they're being peppered, and maybe much higher damage near the center of the explosions.
May I ask why it takes ten people to operate? What are their jobs specifically?
I feel that expecting twenty people on the server minimum is a bit optimistic. We'd never get to play and the server would be more expensive for more people, wouldn't it?
[editline]2nd October 2013[/editline]
Also is there a bailing system!?
"Men! To the buckets! We're taking on water!"
Turns out watching HD documentaries and screen capturing everything that could be a texture is a nice way to make textures :v:
[img_thumb]http://i.imgur.com/UfLt4WN.jpg[/img_thumb]
Can a refract texture blend with another texture if used on a model? Trying to make some neat icefloes here.
[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]
If you add rails, do you intend for usable ones :>?
Mopman why
[QUOTE=Black-Ice;42379804]If you add rails, do you intend for usable ones :>?[/QUOTE]
Mostly aesthetic. Most of industrial port etc also have trains.
[QUOTE=Black-Ice;42379804]If you add rails, do you intend for usable ones :>?
Mopman why[/QUOTE]
EVERY GODDAMN THREAD
[editline]2nd October 2013[/editline]
heres something i guess, need to tone down the fog and align the textures better
[t]http://cloud-2.steampowered.com/ugc/903260876229660976/95746A793D0E6475EF90310FDF769550CB3A4438/[/t]
[QUOTE=pac0master;42368524]Worked a bit on the lighting
[img]http://imageshack.com/scaled/800x600/109/6l8j.jpg[/img]
[img]http://imageshack.com/scaled/800x600/547/fvqb.jpg[/img][/QUOTE]
Is there a way i can darker a bit the shadow? I would like to make them more visible i think it would look pretty good.
[QUOTE=pac0master;42381838]Is there a way i can darker a bit the shadow? I would like to make them more visible i think it would look pretty good.[/QUOTE]
Lowering lightmap grids and setting falloff parameters on lights might help.
Whoa, some of the op maps are insane! I didn't even know source is so powerful. Shame I can't think of a search term to find more of these masterpieces.
[QUOTE=MindMuncher;42379699]Love to hear it!
I laughed when I realized that you thought I meant to actually implement individual shrapnel ingame too! I meant only to illustrate that in real boat battles people would be impaled and the like. Ingame I was imagining more of an explosion radius system like you mention. Had never expected to simulate realistic shrapnel- that would be far too intensive. Firing a broadside volley would likely slow the game to a crawl while the computer tries to figure out the several thousand specific bullet trajectories from the impact point, and then simulate the damage based on the size of shrapnel, not to mention the difficulty in making different sized shrapnel to simulate the randomness inherent in it. Nope. That sounds like a nightmare.
I was definitely thinking more of mildly damaging explosion radii so that the crew feels like they're being peppered, and maybe much higher damage near the center of the explosions.
May I ask why it takes ten people to operate? What are their jobs specifically?
I feel that expecting twenty people on the server minimum is a bit optimistic. We'd never get to play and the server would be more expensive for more people, wouldn't it?
[editline]2nd October 2013[/editline]
Also is there a bailing system!?
"Men! To the buckets! We're taking on water!"[/QUOTE]
I'll do what I can with splinters and fine-tune it after I've got a playable alpha. To best answer your main questions I'll briefly outline the gameplay mechanics.
Cannons have up to 4 elevation levels. Each increases the height the cannonball reaches in its arc and the cannonball's range. Naturally, it's possible to shoot too high or too low on a target. The game is not aimed for ADHD kids jumping around FPS_Doug'ing it, it's designed as a team-based tactical game where the main thing that determines the winner is who communicates best between the guy on the helm and the gun crews manning the swivels and the cannons. Aiming left/right like with real naval battles is based upon the ship's orientation. Aiming up/down is based upon the ship's pitching and yawing in the water, plus the chosen cannon elevation. While a cannonball hitting a player is going to be a very instant death, their primary function is to remove sections of cover from the enemy's ship, smashing the broadsides up and exposing the crew to small arms and swivel fire.
Each ship has certain weak points and strong points. There will be different ships to choose from ingame, and each will have their own sailing characteristics and armament. The larger ships will have larger weak points. The smaller ships will have less cover once they have sustained a handful of successful hits, but will have superior manouverability.
For arguments sake on a three-masted frigate, losing each component suffers a negative of:
Rudder: 55% turn rate
Jib: 45% turn rate, 10% speed
Mainmast: 40% speed
Foremast: 25% speed
Mizzenmast: 25% speed
Larger weak points especially accessable via raking an opponent through the stern, such as hitting the rudder or taking out a mast (which would be hard to miss lengthways, you'll likely hit at least one) cripples a ship. This is the logical choice when fighting a superior opponent.
Landing a succession of successful hits on the waterline outrightly sinks a ship.
Landing hits on the main areas of a ship containing crew exposes the crew to small arms and swivel fire, which you yourself fire into from cover. Inaccurate muskets firing centre-mass on exposed targets is more effective than inaccurate muskets trying to get a headshot over a railing.
Landing hits on opponents cannons knocks their cannons out. Again, raking really fucks up a ship.
Successful boarding action and lighting an opponent's powder cache sinks a ship.
Tactics are inspired from the real age of sail. I've worked out a system to simulate wind direction which can fluctuate. This is how a smaller frigate can close quickly on a larger one and rake the stern, if they first lose their opponent in the fog and then take the weather gauge. See Master and Commander for details. ;) Specifically regarding available crew, more crew means you can fire off an accurate broadside quickly, then move for better positioning as your guns reload. A lack of crew means to keep fire on opponents you would have to sacrifice positioning. This is designed so people willingly choose a frigate that fits how many people are on the server, and keeping with the mechanics implementation of heavier rates means you would need a crew of at least 10 people to man the helm and 2 full gundecks efficiently while jostling for competitive positioning.
The bottom line here is there's no correct way to play or win. The only factor past individual theory and doctrine if I balance this game right, is the communication between the players on the same team. The individual capabilities of a gunner or marksman helps no doubt, but every round of the game is supposed to play out differently but fairly. Dealing with situations as they occur is key.
Edit:
Ran a compile after proppering, here's the results. Need to recompile basically everything since there's stupid flickering textures everywhere on the models. Gotta love Propper.
[img]http://screenshot.xfire.com/s/128926719-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128926722-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128926720-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128926726-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128926723-4.jpg[/img]
[img]http://screenshot.xfire.com/s/128926724-4.jpg[/img]
Right. Hi. I'm Solomon. I'm not actually a mapper, nor do I possess any particular talent in that area. I'm here, however, looking for a map. I'm looking for a map that sorta' look like the end of the Watchmen movie if you've seen it. It's all in snow and there's a blizzard roaring. In the distance you can see a facility.
I'm pretty sure this map doesn't exist, and if possible, I'd like it if someone could create it. You can tell me to shove off, and that's fine. Don't wanna step on any toes or make anybody mad or anything :x
[QUOTE=MissingNoGuy;42373494]So I've been working on a Left 4 Dead 2 survival map (I know, there's way too many out there). I just want to see if anyone could provide some constructive criticism as to what could possibly be wrong with my map here. So far the only ratings have either been mixed or negative on my workshop (talking about all files, not this specific one even though the only rating was a downvote). I'm guessing it's either too boring-looking/generic or just no fun but I want to see what you guys think.
[IMG]http://173.55.37.90/steamworkshop_webupload_previewfile_173321411_preview.jpg[/IMG]
[IMG]http://173.55.37.90/steamworkshop_webupload_previewfile_173321411_preview (1).jpg[/IMG]
[IMG]http://173.55.37.90/steamworkshop_webupload_previewfile_173321411_preview (2).jpg[/IMG]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=173321411[/url] (Workshop link if anyone wants to test)[/QUOTE]
Looks too clean for a L4D2 level. Needs some random chaos in the rooms like someone was just informed that they are going to turn into a zombie.
I love that ship, It just looked a bit strange to have the helm at the bow of the ship. If the ship is going to be sailed then yes that would give the player a better view.
Are those two displacements clipping or is the texture misaligned?
[QUOTE=Callinstead;42398488]I love that ship, It just looked a bit strange to have the helm at the bow of the ship. If the ship is going to be sailed then yes that would give the player a better view.[/QUOTE]
It's a winch thingy. The helm's further back, I'll make it more noticable. Good call. :P
So it floats and is fully destructable. I added the cannon in last night and they didn't work because when I rotated them all the movement directions of all the func_doors, func_door_rotating and trigger_push entities used on each didn't rotate even though the items themselves did. So I raged. A lot. And deleted everything. Only joking. I could really use any good reputable tutorials for using thrusters in hammer if anybody wants to offer any by the way, that's the only remotely significant obstacle left to overcome.
So when I'm done getting food poisoning from microwaving Chinese food I'll get the 16lb'ers on the gundeck sorted out, don't see why I can't make a 9lb or 12lb'er for the topdeck and get that working in the next few hours too. Which for a playable alpha leaves nothing but the thrusters.
If that works I'll pretty it up and sort all the masts/rigging out which is tedious but easy. While I'm doing that me and my friends will likely be bugtesting and refining it. I'll post a poll for the next boat and let the community pick it.
What's a good dark water texture? Setting is a lake with dark lighting but will be reflecting the sky, if that helps with specifics.
[QUOTE=:smugspike:;42402494]What's a good dark water texture? Setting is a lake with dark lighting but will be reflecting the sky, if that helps with specifics.[/QUOTE]
You can type water into the texture browser search bar and choose one.
cl_drawhud 0,impulse 200 - for screenshots - why didnt anyone tell me this sooner??
[QUOTE=Armageddon104;42402546]You can type water into the texture browser search bar and choose one.[/QUOTE]
But you can't see what they look like unless you compile and run. I was wondering if anybody knew one off hand.
[media]http://www.youtube.com/watch?v=-CouO4tqxrg[/media]
[editline]October 4th, 2013[/editline]
one of his more useful 'tutorials', if i might add. :v:
Brilliant, thanks. I completely forgot he had made that.
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