The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=ColossalSoft;42795051]As stated, brushwork needs work. But I disagree about the great prop usage. It seems like you just spammed models everywhere. The same models, at that. Like how many times are you going to use stacks of plywood leaning against a wall? Is there even a point to the plywood being there?[/QUOTE]
Propwise it's not perfect, but it conveys the idea of a busy construction site pretty well, and I think that's the more important factor even if it is a bit repetitive. That said, it could definitely use some tweaking.
[QUOTE=pac0master;42789368]I hope "source 2" use Real time light rendering It would be so easier to map and fix the lighting.[/QUOTE]
[url=http://www.youtube.com/watch?v=x_uGPaOS2xk]There is already, just have to add it yourself[/url]
[QUOTE=onebit;42790071]I made a cs:go map
-pics-[/QUOTE]
it's okay but the lighting is pretty flat, and with the amount of finishing to the architecture it doesn't look like something that should have as much construction props as it should.
[QUOTE=Cosine;42782091]Finished my 5-part series of experimental puzzles for Portal 2! [url=http://steamcommunity.com/workshop/filedetails/?id=185818341]Check it out.[/url]
[url=http://steamcommunity.com/workshop/filedetails/?id=185818341][img]https://dl.dropboxusercontent.com/u/37624951/portal%202/enigma.png[/img][/url]
Also, a bit late on the whole lighting/falloff/bouncing debate, but it's worth noting that a lot of indoor lights in TF2 are literally brighter than the sun, at around 1600 brightness.[/QUOTE]
This map pack is the most baffiling thing I've ever played, especially the fourth one so far. I have no idea what's going on.
[editline]8th November 2013[/editline]
It's really cool tho
[QUOTE=opti2000;42791119]The last 3 looks like the map "Sovereign" from CoD: Ghost[/QUOTE]
Someone bought Ghosts?
[QUOTE=Armageddon104;42795881]Someone bought Ghosts?[/QUOTE]
Yes, unfortunately my little brother. Waste of 60€.
[QUOTE=pac0master;42792760]not bad, is it some sort of office building ?[/QUOTE]
House
[QUOTE=Zanarias;42795244]Propwise it's not perfect, but it conveys the idea of a busy construction site pretty well, and I think that's the more important factor even if it is a bit repetitive. That said, it could definitely use some tweaking.[/QUOTE]
De_vertigo conveys the idea of a busy construction site and it isn't nearly as cluttered as his map.
[QUOTE=wazanator;42795427][url=http://www.youtube.com/watch?v=x_uGPaOS2xk]There is already, just have to add it yourself[/url][/QUOTE]
I mean in hammer editor. unless you can edit every lights entities in game. It take quite a long time to compile for every try and error, more if we compile in full to have the best result and as the map get bigger it consume a lot of time. It would be so handful.
[QUOTE=pac0master;42796501]I mean in hammer editor. unless you can edit every lights entities in game. It take quite a long time to compile for every try and error, more if we compile in full to have the best result and as the map get bigger it consume a lot of time. It would be so handful.[/QUOTE]
Lighting is pretty intuitive if you know what you are doing, and you can usually get it in a few tries.
Been working on toning down the lighting:
[img_thumb]http://i.imgur.com/wUvr58t.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/MEFrE6h.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/4hksmjx.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/6sRhzih.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/TCiejV2.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/ixho7dY.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/hS8Kpx4.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/wD4vcti.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/7jwGDjL.jpg[/img_thumb]
For the outside I added some hills above the wall to add a bit of depth and more trees and stuff. Also, water underneath the walkway.
[img_thumb]http://i.imgur.com/4VxtYO8.jpg[/img_thumb]
[editline]8th November 2013[/editline]
Still can't figure out the best way to use those damn env_lightglow things on the lights. It's either too bright from far away or non existent.
[QUOTE=redBadger;42798904]Been working on toning down the lighting:
For the outside I added some hills above the wall to add a bit of depth and more trees and stuff. Also, water underneath the walkway.
[editline]8th November 2013[/editline]
Still can't figure out the best way to use those damn env_lightglow things on the lights. It's either too bright from far away or non existent.[/QUOTE]
First pic, for the kinds of light models you are using the room would not be nearly as lit and would not be casting that high up on the walls and ceiling. Try using light_spots with a light entity that has a low radius and is closer to the ground
[img_thumb]http://i.imgur.com/r5uCX9o.jpg[/img_thumb]
Yeah I figured toning down the entire jail cell area for a more ominous tone. But yeah that'll be the first thing I do when I get home. I'm probably going to lower the lights on the entire map, or maybe throw in color correction, I dunno.
[QUOTE=onebit;42796952]Don't know what to do with the cluttering since I want the map to be hard to navigate, will work on lighting though.[/QUOTE]
I wouldn't really make a counter-strike map and then make it hard to navigate. People are more into maps that have a good layout that it's easy to navigate.
I got a issue here which is pulling my damn hairs out.
I'm making a TV wall mount with the AIM of the ability to move it into different positions, using phys_hinge entities and making the brushes func_physbox.
Problem is, when loading the map in Episode 2, the brushes simply fall on the ground like the hinges aren't even there.
I have named everything properly, all the specific brushes are linked to the phys_hinges by filling in it's name in the entity 1 field, and they are simply like fuck it, I'm lazy.
What could I be looking at right now?
[T]http://i.imgur.com/RoF7iKZ.png[/T]
[t]http://i.imgur.com/QgUVpY2.jpg[/t]
more progress on this thing
frame perfect snapshots are the key :v:
[QUOTE=redBadger;42798904]
Still can't figure out the best way to use those damn env_lightglow things on the lights. It's either too bright from far away or non existent.[/QUOTE]
Use env_sprites, env_lightglow isn't for small lights like that.
[QUOTE=Giraffen93;42799941][t]http://i.imgur.com/QgUVpY2.jpg[/t]
more progress on this thing
frame perfect snapshots are the key :v:[/QUOTE]
Nice concept! I'm making something close to this..
What about some rounded collumns and the grey dividers of the glass more thin ?
[QUOTE=nicolasx21;42801214]Nice concept! I'm making something close to this..
What about some rounded collumns and the grey dividers of the glass more thin ?[/QUOTE]
the columns aren't supposed to be rounded, making it as 1:1 as i can
[t]http://i.imgur.com/eaZd8P7.jpg[/t]
My Hammer exe disappeared from bin.. Verified and it's still gone.
[QUOTE=opti2000;42791119]The last 3 looks like the map "Sovereign" from CoD: Ghost[/QUOTE]
I met the guy who made that map / alpha tested it for him by the way.
[QUOTE=GameDev;42802524]My Hammer exe disappeared from bin.. Verified and it's still gone.
I met the guy who made that map / alpha tested it for him by the way.[/QUOTE]
Oh wow nice, how did you test it, if you're allowed to say. Did you play it just bare bones like some kind of bsp or w/e format it is viewer or in COD?
[QUOTE=HoliestCow;42802830]Oh wow nice, how did you test it, if you're allowed to say. Did you play it just bare bones like some kind of bsp or w/e format it is viewer or in COD?[/QUOTE]
was during a shadow at raven, can't say much
[QUOTE=redBadger;42798904]
Still can't figure out the best way to use those damn env_lightglow things on the lights. It's either too bright from far away or non existent.[/QUOTE]
If you are having trouble with env_lightglows, try just using env_sprite. They allow for many more options with brightness and whatnot, plus they would look nicer on most of those lights.
[QUOTE=samuel2213;42804468]If you are having trouble with env_lightglows, try just using env_sprite. They allow for many more options with brightness and whatnot, plus they would look nicer on most of those lights.[/QUOTE]
How would I get rid of the black borders around most of the sprites?
[QUOTE=redBadger;42805702]How would I get rid of the black borders around most of the sprites?[/QUOTE]
Change its render mode to either Glow (causes the sprite to grow and shrink depending on the distance from the player), or World Space Glow (stays at the same size at all times).
[QUOTE=onebit;42790071]I made a cs:go map
Please, feel free to criticize.[/QUOTE]
Slightly late, but the sprite on the TV in that living room looks really horrible to be honest. It looks like the beam of a projector in a smoky room.
[editline]9th November 2013[/editline]
Anyway, slowly working on a new map, right now the only thing that has proper details is the basement of a house.
[T]http://i.imgur.com/Gbm4URo.jpg[/T]
[T]http://i.imgur.com/HDhuZEU.jpg[/T]
Simple utility room, allows you to turn on/off the power of the whole house:
[T]http://i.imgur.com/mT2Zh3r.jpg[/T]
I think this is the best detailed map I worked on so far. I have included beams on the ceiling which are aligned with the texture, added wiring and even recorded the sounds of my cheap heater fan (on the parts bin on the workbench you see what I am talking about).
I am completely open to criticism.
I really dig the beams on the ceiling. Lighting needs to be toned down a lot.
When you recorded the heater fan, what did you use to record it with? I'd avoid USB mics like the black plague. Use an Omni-directional condenser mic for ambience of a room. For the heater, I'd use a basic XY technique with two (small diaphragm) pencil condensers.
If you have the money, pick up these: [url]http://www.amazon.com/APEX-185-Matched-Condenser-Microphone/dp/B000S5MW7Q/ref=sr_1_16?ie=UTF8&qid=1384028501&sr=8-16&keywords=condenser+pencil+microphone[/url]
And don't forget to snag an audio interface with 2 XLR inputs [url]http://www.amazon.com/M-Audio-MobilePre/dp/B0041OSWX8/ref=sr_1_4?ie=UTF8&qid=1384028658&sr=8-4&keywords=audio+interface+xlr[/url]
And of course, XLR cables which are a few bucks. If you're not looking for anything too expensive though, one condenser mic will work just fine, but if it's not stereo just fake it in audacity or something/
If you're on a tight budget, get the MXL 991 microphone and a cheap interface. Avoid Behringer.
While mucking around with props for that huge payed hunger games map, I made this.
[IMG]http://i.imgur.com/7YC5ARr.jpg[/IMG]
Does anyone here map for Insurgency 2? I havent been able to get custom maps to work, they just crash the game.