• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Hello, i know this isn't a wip shot yet, but i'm hoping to get advice on my layout. I'm modeling the train cars before i block out the map so that i can get the size measurements right in the tunnel, especially around the bends. But tell me what you think. Will post some in-game shots once i begin blocking it out. Thanks in advance. (For CS:GO btw) [IMG]http://31.media.tumblr.com/cdf22b05c933b13aa4f625cbd6ba531d/tumblr_mtnhjgXyLE1r35d9co1_r1_1280.png[/IMG]
After lurking this thread it looks like I've been inspired to start mapping again. I'm pretty shite but maybe I can make something interesting. Thanks for the inspiration FP!
[IMG]http://img818.imageshack.us/img818/5176/0plp.png[/IMG] Fuck entities. It took me about 3 hours to work out the issue was a func_door_rotating and the problem was a flag option not a move... eh why does it even matter. I hate entities. [QUOTE=Azzator;42403501]<Yousefultube>[editline]October 4th, 2013[/editline] one of his more useful 'tutorials', if i might add. :v:[/QUOTE] Thanks for this. Really. This helps me. :) Edit: Good news, since all the bugs have been fixed it's time for a release. [img]http://img824.imageshack.us/img824/65/wsy3.png[/img]
[QUOTE=Cfart;42403781]Hello, i know this isn't a wip shot yet, but i'm hoping to get advice on my layout. I'm modeling the train cars before i block out the map so that i can get the size measurements right in the tunnel, especially around the bends. But tell me what you think. Will post some in-game shots once i begin blocking it out. Thanks in advance. (For CS:GO btw) [IMG]http://31.media.tumblr.com/cdf22b05c933b13aa4f625cbd6ba531d/tumblr_mtnhjgXyLE1r35d9co1_r1_1280.png[/IMG][/QUOTE] Station platforms are too short for the trains.
[QUOTE=oskutin;42404606]Station platforms are too short for the trains.[/QUOTE] Not all the train carriages are enterable and as you can see, the trains are that length for gameplay purposes, not for realism.
[QUOTE=Armageddon104;42402785]jpeg_quality 100, cl_drawhud 0/crosshair 0, r_drawviewmodel 0.[/QUOTE] R_DrawVGUI 0
[QUOTE=ViralHatred;42406628]Not all the train carriages are enterable and as you can see, the trains are that length for gameplay purposes, not for realism.[/QUOTE] You know you could always get DrumDevil's trains and use one of his DMU trains and it would look realistic and only be a prop. It could work, it really could, and it would look radical.
[QUOTE=ViralHatred;42406628]Not all the train carriages are enterable and as you can see, the trains are that length for gameplay purposes, not for realism.[/QUOTE] You could easily extend both platforms out of the gameplay area according to your layout
Hey there I have updated the Lighting and the detail of the Maintenance shaft. [img]http://cloud-2.steampowered.com/ugc/1099167936536044468/2BC169AEB3F935811E3FD77B2C62A76D78869FD0/[/img] [img]http://cloud-3.steampowered.com/ugc/1099167936535603624/D8E19E9FEAB3FF8F3563425E62246D4348E5A6D3/[/img] [img]http://cloud-2.steampowered.com/ugc/1099167936535602544/BAEF2D7DCD524B9240DDCDED46A6234932DEB64E/[/img]
are the settings maxed out? they look kinda low res. apart from that it's shaping up really nicely.
[QUOTE=pac0master;42412530]Hey there I have updated the Lighting and the detail of the Maintenance shaft. [t]http://cloud-2.steampowered.com/ugc/1099167936536044468/2BC169AEB3F935811E3FD77B2C62A76D78869FD0/[/t] [/QUOTE] Looks a bit too busy, but that might just be because no AA. You might benefit from having everything less evenly lit, having the ceiling much darker can help hide much of the visual noise up there, unless someone explicitly looks for it.
Woops Here is the screenshot with Maxed out AA etc.. [img]http://cloud-2.steampowered.com/ugc/1099167936538752846/7B53E5E93F04FF974ACD8DABAA24C78070F18DC2/[/img] [img]http://cloud-2.steampowered.com/ugc/1099167936538751863/B8322BD7111612A265B49F7D4EDDA91E3B84A5FB/[/img] [img]http://cloud.steampowered.com/ugc/1099167936538750510/637ADC59F2B4EC4D0F353E8E87DE94787125388A/[/img]
those cables in the first shot make no sense (random wires clipping in and out iron beams lolwut) and they just make the scene look cluttered. content: [thumb]http://filesmelt.com/dl/13540830642081628378_2013-10-05_00006.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-10-05_00003.png[/thumb] so i'm giving sci-fi mapping another shot. lighting is far from final and this is just the brushwork [i]so far[/i]. and let me tell you, for this pretty small scene i'm already at 2.5k fucking solids :suicide:
Propper to the rescue ?
yeah but i'd rather not sacrifice visual quality to Source's crap model lighting. no propper unless i [i]really[/i] need it.
[QUOTE=Azzator;42413610]those cables in the first shot make no sense (random wires clipping in and out iron beams lolwut) and they just make the scene look cluttered. content: [thumb]http://filesmelt.com/dl/13540830642081628378_2013-10-05_00006.png[/thumb] [thumb]http://filesmelt.com/dl/13540830642081628378_2013-10-05_00003.png[/thumb] so i'm giving sci-fi mapping another shot. lighting is far from final and this is just the brushwork [i]so far[/i]. and let me tell you, for this pretty small scene i'm already at 2.5k fucking solids :suicide:[/QUOTE] That looks really wonderful.
Starting to feel a bit bad about posting a metre of images every day so here's a small one and a link: [IMG]http://img703.imageshack.us/img703/8784/ow2z.png[/IMG] [URL="http://img844.imageshack.us/img844/1034/4ejq.png"]What the bugged out picture looks like now.[/URL] That's 9lb and 16lb cannons, with appropriate trajectories and range, on a boat that floats and is fully destructable. All works, bug free. Except the occasional missing texture here and there which relocate depending on the location of the boat ingame. No idea how to sort that. Need to learn to do Thrusters now and the closed alpha release is pretty much done. Any recommended tutorials? [b]Edit:[/b] No need for the tutorials. Got it sorted. Numbers I went with: Jib/rudder 50/50 turn rate. Mizzen: 20% speed. Mainmast: 40% speed. Foremast: 30% speed. Jib: 10% speed. All works. Just need to sort the interface.
I feel those textures don't do very good justice to that extraordinaire brushwork.
[QUOTE=Whitby;42416168]*Awesome work*[/QUOTE] I forgot it was Brush work 0_0 Well done
hey what should I add to this building its ugly and how do I fix the lighning on the door some doors and dynamic props turn green or red ... [IMG_THUMB]http://cloud-2.steampowered.com/ugc/613905076707166906/405A928528B680A57C76C3D5F39DC494A3C5B53B/[/IMG_THUMB] and this one [IMG_THUMB]http://cloud-2.steampowered.com/ugc/613905076707169489/B2D5FED4F0D42D6DEA7B9352B54406F519A455F4/[/IMG_THUMB]
[QUOTE=soldierrob;42418112]hey what should I add to this building its ugly and how do I fix the lighning on the door some doors and dynamic props turn green or red ... [IMG_THUMB]http://cloud-2.steampowered.com/ugc/613905076707166906/405A928528B680A57C76C3D5F39DC494A3C5B53B/[/IMG_THUMB] and this one [IMG_THUMB]http://cloud-2.steampowered.com/ugc/613905076707169489/B2D5FED4F0D42D6DEA7B9352B54406F519A455F4/[/IMG_THUMB][/QUOTE] supports or building extrusions. it'll make your buildings look a little more convincing. also, nice looking windows in that last shot.
Add stuff to the walls. Pipes, gutters, electrical boxes, etc.
[QUOTE=Hellsten;42417227]I feel those textures don't do very good justice to that extraordinaire brushwork.[/QUOTE] The textures are missing "edges" to give all the shapes definition. In my opinion the majority of the textures need some kind of trim to be aligned towards the brush edges.
[QUOTE=soldierrob;42418112]hey what should I add to this building its ugly and how do I fix the lighning on the door some doors and dynamic props turn green or red ... [IMG_THUMB]http://cloud-2.steampowered.com/ugc/613905076707166906/405A928528B680A57C76C3D5F39DC494A3C5B53B/[/IMG_THUMB] and this one [IMG_THUMB]http://cloud-2.steampowered.com/ugc/613905076707169489/B2D5FED4F0D42D6DEA7B9352B54406F519A455F4/[/IMG_THUMB][/QUOTE] A mall around where I live could maybe provide some useful references judging on similarities? [img_thumb]http://upload.wikimedia.org/wikipedia/commons/0/08/Spinderiet_glass_roof.jpg[/img_thumb] [img_thumb]http://2.bp.blogspot.com/-NJ6eK5PPm54/UBo70sK8evI/AAAAAAAACa0/g2oiMlr4wBs/s1600/IMG_0239_spinderiet_2012_overd%25C3%25A6kket.jpg[/img_thumb]
Starting some work on turning my college into a CS:GO map. I don't think this will ever be completed due to the scale of the place but here's a start: [IMG]http://puu.sh/4ItE7.jpg[/IMG] The little room to the right is a little shop. (There's a buyzone there too). The 'DigitalSpace' signs are just custom textures based off of the real signage there.
[img_thumb]http://cloud-4.steampowered.com/ugc/884121054355809258/B253F6D6D9E545AB607CC0B54AC03814FBCB7F02/[/img_thumb] Something I've been working on, I was interested in mapping and looking for space skyboxes; So while searching on google I came across a video showing off a space skybox and decided to recreate the hallway that was shown. I dont know if the map shown was ever released but I plan on making this a lot bigger. This is my first actual time using Hammer too!
[QUOTE=Zennyization;42422808][img_thumb]http://cloud-4.steampowered.com/ugc/884121054355809258/B253F6D6D9E545AB607CC0B54AC03814FBCB7F02/[/img_thumb] Something I've been working on, I was interested in mapping and looking for space skyboxes; So while searching on google I came across a video showing off a space skybox and decided to recreate the hallway that was shown. I dont know if the map shown was ever released but I plan on making this a lot bigger. This is my first actual time using Hammer too![/QUOTE] Since this is sort of your first map be sure you learn to properly func_detail some of those brushes otherwise you're going to be asking yourself why compile is taking 2 days.
Hi all! This is one of my projects. A old soviet bunker with a number station near chernobyl. The pictures shows the entrance of the old USSR bunker. It is a closed area with a dark ambient. (well i am trying) How is it so far? Is there anything i could improve more with the lighting to let it look more darker and creepy? Or the the forrest surrounding it? [t]http://abload.de/img/2013-10-06_00001wduvf.jpg[/t] [t]http://abload.de/img/2013-10-06_0000220uzy.jpg[/t] [t]http://abload.de/img/2013-10-06_000033vuza.jpg[/t]
[QUOTE=kaskade700;42422413]A mall around where I live could maybe provide some useful references judging on similarities? [/QUOTE] Turn that lighting scale real sharp
[img]http://img545.imageshack.us/img545/5936/qcve.png[/img] Seriously, who even needs modelling software. :P
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