The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Since we're on the topic of ports, I've been working on this one for HL1, maybe people will want a HL2 port of the map with improvements
[t]http://cloud-2.steampowered.com/ugc/740008303587911594/A1A82F532209E5716B960B02463C2117277AE179/[/t]
[QUOTE=Anthracite;42828601]Since we're on the topic of ports, I've been working on this one for HL1, maybe people will want a HL2 port of the map with improvements
[t]http://cloud-2.steampowered.com/ugc/740008303587911594/A1A82F532209E5716B960B02463C2117277AE179/[/t][/QUOTE]
High tech u-boat ?
[QUOTE=kaskade700;42829560]High tech u-boat ?[/QUOTE]
Normandy from Mass Effect.
hehe, a dumb for not having played Mass Effect :v:
There hasn't been a FP map contest in a while, someone should start one. Also relating to pimpage, kaskade700 how far along are you in that map? I know someone else was making a ME map a while back.
[QUOTE=Anthracite;42828601]Since we're on the topic of ports, I've been working on this one for HL1, maybe people will want a HL2 port of the map with improvements
[t]http://cloud-2.steampowered.com/ugc/740008303587911594/A1A82F532209E5716B960B02463C2117277AE179/[/t][/QUOTE]
Reminds me of inside the Death Star from Star Wars. :v:
[t]http://i.imgur.com/LGPvDJR.jpg[/t]
this gate looks like shit
how would i make it not look like shit?
[QUOTE=Giraffen93;42844529][t]http://i.imgur.com/LGPvDJR.jpg[/t]
this gate looks like shit
how would i make it not look like shit?[/QUOTE]
Make a model of the whole thing instead of a flat transparent texture, extend the railing beyond the gate ?
[QUOTE=Giraffen93;42844529][t]http://i.imgur.com/LGPvDJR.jpg[/t]
this gate looks like shit
how would i make it not look like shit?[/QUOTE]
Make a custom model or not use hl2 default textures.
[QUOTE=Giraffen93;42844529][t]http://i.imgur.com/LGPvDJR.jpg[/t]
this gate looks like shit
how would i make it not look like shit?[/QUOTE]
I would suggest making the pillars on each side thicker, taller than the gate, and capping them off with something on top rather than cutting them off square. Maybe even add a light on top of each pillar.
[U]Edit -[/U] Something like this:
[IMG]http://www.mightymulegates.com/images/Mighty-Mule-Automatic-Driveway-Gate-Opener-Index.jpg[/IMG]
If you want the actual metal part on the gate to not look like shit, you'll need to find a better texture or a model for it. Or you could create a model yourself if you have the ability/can use propper.
well i'm terrible at making models, don't think that would work out very well
[QUOTE=Giraffen93;42844700]well i'm terrible at making models, don't think that would work out very well[/QUOTE]
Really, the gate texture is fine as it is. If it's in a random corner of the map and only being used to show the way that the player entered then you don't need a hi-poly custom prop for it.
[QUOTE=TurtleeyFP;42844712]Really, the gate texture is fine as it is. If it's in a random corner of the map and only being used to show the way that the player entered then you don't need a hi-poly custom prop for it.[/QUOTE]
the player enters through it to a new area, however it's not directly interacted with
[QUOTE=Giraffen93;42844700]well i'm terrible at making models, don't think that would work out very well[/QUOTE]
Regardless, you could use the picture on my last post as a reference to improve your gate if you so desire. Even if you left the gate texture alone.
[t]http://i.imgur.com/yeaI5Qg.jpg[/t]
[t]http://i.imgur.com/mIZPeGN.jpg[/t]
[t]http://i.imgur.com/nHNrRwo.jpg[/t]
[t]http://i.imgur.com/xz8xzwe.jpg[/t]
[t]http://i.imgur.com/gAuO4wd.jpg[/t]
[t]http://i.imgur.com/XuBGAsp.jpg[/t]
[t]http://i.imgur.com/n1YcOiG.jpg[/t]
[t]http://i.imgur.com/5FqROV5.jpg[/t]
[t]http://i.imgur.com/c6vcHzc.jpg[/t]
[t]http://i.imgur.com/cZXBcCR.jpg[/t]
[t]http://i.imgur.com/EpbyVjr.jpg[/t]
[t]http://i.imgur.com/w9BMUxV.jpg[/t]
[t]http://i.imgur.com/7vM3FX9.jpg[/t]
[t]http://i.imgur.com/cZXBcCR.jpg[/t]
[t]http://i.imgur.com/OTxLci7.jpg[/t]
[t]http://i.imgur.com/BMN1CSY.jpg[/t]
[t]http://i.imgur.com/PWENTrj.jpg[/t]
[t]http://i.imgur.com/ZinCpaI.jpg[/t]
[t]http://i.imgur.com/4ASdn3p.jpg[/t]
Pictures went all out of order, sorry.
Pretty much need to work out lighting/shadows issues. Other than that most of the brushwork is complete! Happy with how this came out and I'm slowly making my concept for the next level.
[QUOTE=redBadger;42845017][t]http://i.imgur.com/xz8xzwe.jpg[/t][/QUOTE]
I tried re-creating this and going ham on the lighting but found that style of light to be particularly metal.
[img]http://cloud-2.steampowered.com/ugc/454030986878624957/049B7B6DF1D878C240942C20F144B138DB801EC6/1024x435.resizedimage[/img]
[t]https://dl.dropboxusercontent.com/u/11039877/Screenshots/MapPimpage/you_think_this_is_a_fucking_game.png[/t]
This was the best I could get in half an hour. It was brutal. Now I feel your pain.
[B][URL="https://dl.dropboxusercontent.com/u/11039877/Files/Maps/help_example.zip"]Download the pain[/URL][/B]
I'm unfamiliar with the term 'metal' used in that context, can you clarify?
And thanks for the help example.
[editline]12th November 2013[/editline]
[QUOTE=Armageddon104;42845863]stt[/QUOTE]
can't see shit. You should add a very small tad bit of light just so you can actually see things outside. The amount of light provided from those light poles should be enough to cast a bit of light on the building.
[QUOTE=redBadger;42846226]I'm unfamiliar with the term 'metal' used in that context, can you clarify?
And thanks for the help example.
[editline]12th November 2013[/editline]
can't see shit. You should add a very small tad bit of light just so you can actually see things outside. The amount of light provided from those light poles should be enough to cast a bit of light on the building.[/QUOTE]
As far as I'm aware, the usage is directly related to the musical genre - I was amused at how 'metal' was also being used as an adjective synonym for 'hardcore' :)
[I]e.g.
Tree houses are sick because you're literally forcing a tree to hold the corpse of his fallen brother - if that isn't the most metal thing ever, I don't know what is.[/I]
Right.
I think I'm using a bad light model, nothing seems to work out well since the prop always seems too bright. I'm going to try the "off" light model and see if I can make it appear as if it's on.
Also, I copied over that dust because I liked it and it's not coming out as well as yours. Don't know what I did wrong, I just copied it over.
[QUOTE=redBadger;42846407]Right.
I think I'm using a bad light model, nothing seems to work out well since the prop always seems too bright. I'm going to try the "off" light model and see if I can make it appear as if it's on.
Also, I copied over that dust because I liked it and it's not coming out as well as yours. Don't know what I did wrong, I just copied it over.[/QUOTE]
Mmhmm, it does seem to be way too brightly textured to be in a dark hallway.
The dust ain't working? Did the settings copy over right too? The hue/saturation/alpha is set specifically to complement the lights I used in my VMF - you should adjust the hue and alpha of the dust to your liking.
Also sometimes it just bugs out.
It might just be an in-game thing for me. It's appearing like giant squares.
[editline]12th November 2013[/editline]
Kind of like this a bit. Used a light_spot facing the prop.
might switch it to a normal light with a small amount of brightness later.
[t]http://i.imgur.com/wjJFfoL.jpg[/t]
[QUOTE=redBadger;42846603]It might just be an in-game thing for me. It's appearing like giant squares.
[editline]12th November 2013[/editline]
Kind of like this a bit. Used a light_spot facing the prop.
might switch it to a normal light with a small amount of brightness later.
[t]http://i.imgur.com/wjJFfoL.jpg[/t][/QUOTE]
No, keep that :) It's nice
I was getting the giant squares thing too. It hasn't been fixed for years.
My bhop map, probably the only map I will finish.
[IMG]http://i.imgur.com/qMEEzZqh.jpg[/IMG]
[IMG]http://i.imgur.com/fzsb9C2h.jpg[/IMG]
[IMG]http://i.imgur.com/yyRLwr6h.jpg[/IMG]
[IMG]http://i.imgur.com/9INz4Lph.jpg[/IMG]
[IMG]http://i.imgur.com/Z6MlmZHh.jpg[/IMG]
[IMG]http://i.imgur.com/NZ17jYrh.jpg[/IMG]
[QUOTE=redBadger;42846603]It might just be an in-game thing for me. It's appearing like giant squares.
[editline]12th November 2013[/editline]
Kind of like this a bit. Used a light_spot facing the prop.
might switch it to a normal light with a small amount of brightness later.
[t]http://i.imgur.com/wjJFfoL.jpg[/t][/QUOTE]
what about adding a block_light on the top of the model to block a part of the light so it do not create a perfect circle spot on the wall?
[QUOTE=Matt2468rv;42844914]Regardless, you could use the picture on my last post as a reference to improve your gate if you so desire. Even if you left the gate texture alone.[/QUOTE]
the thing that bothers me the most is that the flashlight doesn't light it up
Some work in progress.
Don't mind the lighting. ( compiled with default )
[t]http://cloud-2.steampowered.com/ugc/902139149590438221/3986D58E5A540C3FC90E17D18B74437E49BDA01C/[/t]
[t]http://cloud-2.steampowered.com/ugc/902139149590436381/9B83E42992A7C6484A58EF5C09F41D26DEDFD9BE/[/t]
[t]http://cloud-2.steampowered.com/ugc/902138687630868130/6A7AC294210B8AA83FE7DC9D5D0FD3EBA75212B0/[/t]
Happy 100th page on Facepunch. how should we celebrate it? :V
[QUOTE=pac0master;42849337]Happy 100th page on Facepunch. how should we celebrate it? :V[/QUOTE]
it's not really an award, we have more than 1000 pages if you count all the way back to v1
[QUOTE=onebit;42851613]make more maps[/QUOTE]
Challenge accepted [*meme*]
This is an old map i was working on almost a year ago.
I will remake it
[t]http://imageshack.com/a/img600/5048/spcustom010008.jpg[/t]
[t]http://imageshack.com/a/img22/9863/spcustom010005.jpg[/t]
[t]http://imageshack.com/a/img823/7028/spcustom010009.jpg[/t]
[t]http://i.imgur.com/VDgnU6z.jpg[/t]
eh, this'll have to do
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