• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Cfart;42943550]It looks quite sharp, but its really only a 45 (AHA i looked for that on my keyboard!) ° angle. It's just the way i took the picture i guess. Here's the overview of the tunnel...It's still work in progress, (yes the overview, i am thinking of changing it in many ways, i just don't know where. only because i haven't playtested yet.) Currently leaving home for a weekend so won't playtest it for a while, but i got my laptop so i'll be working! ;) [IMG]http://25.media.tumblr.com/2ccb988b9d2a4b8093beb58f43f2978c/tumblr_mwnbfeBS251r35d9co1_1280.png[/IMG][/QUOTE] Oh hey, i remember when that thing was just a drawing! Good job :)
Hi all. I have a problem with my map. After chceking it out on the other computer this bugs have appeared: [URL="http://prntscr.com/25w94s"]http://prntscr.com/25w94s[/URL] I copied all assets of the map to the second computer but i can't figure out why this happens.
[QUOTE=cRUSHpl;42945537]Hi all. I have a problem with my map. After chceking it out on the other computer this bugs have appeared: [URL="http://prntscr.com/25w94s"]http://prntscr.com/25w94s[/URL] I copied all assets of the map to the second computer but i can't figure out why this happens.[/QUOTE] The object origin might be in the ground, this is the center part of the model and is identified with a small x icon, try setting it's origin a little high above ground.
I've changed the lighting origin but it didn't work. Do somebody have some other clues why it happens?
[QUOTE=BlackPhoenix;42939421]I think it would be pretty fun to collaborate on the station designs themselves. I will make a proper thread for the map later, but roughly speaking there are about 10 to 15 stations that need to be designed in soviet subway station style. It's usually nothing complicated, just some interesting station geometry plus neat texturing. I wonder if any mappers around here would be interested in that.[/QUOTE] I''m interested in that.
[QUOTE=Giraffen93;42943118][t]http://i.imgur.com/1y0jw46.jpg[/t] god damnit it's 4am again[/QUOTE] Just curious, why are there so many coffee machines on the kitchen counter? Is that some kind of kitchen that prepares coffee for a whole apartment building? Apart from that, it looks very nice.
[QUOTE=Merijnwitje;42948538]Just curious, why are there so many coffee machines on the kitchen counter? Is that some kind of kitchen that prepares coffee for a whole apartment building? Apart from that, it looks very nice.[/QUOTE] it's a school building with 4 classes in it, the teachers drink a lot of coffee :v: i work there, was going to take more photos but i fell asleep
Bit off-topic, but makes complete sense, the teachers on my school drink coffee like damn water. Was so bad I had to look through the whole school to fill 2 mugs with coffee.
[t]http://i.imgur.com/bXz3iWc.jpg[/t]
[QUOTE=Giraffen93;42948601]it's a school building with 4 classes in it, the teachers drink a lot of coffee :v: i work there, was going to take more photos but i fell asleep[/QUOTE] I'd be careful of accurately designing maps based off of real school buildings.
[QUOTE=Charades;42955237]I'd be careful of accurately designing maps based off of real school buildings.[/QUOTE] Why would that be? To learn criminals how to gain access to that school building?
[QUOTE=Phone-Booth;42942825]I know you are trying to say that its fine because in this picture the lighting is like that. That is fine- it is your map. But hes right, its too dark. You put all that work into the detail, just to wash it away in darkness and dim sharp angled env_light. It would look better with more light from the single source, or/and multiple light sources. Realism doesn't always yield the best results[/QUOTE] Well the player has a flashlight so it's not like you won't be able to see all the details. Besides the map takes place during a blackout so it's kinda hard to add other light sources to a ruined castle.
[QUOTE=onebit;42955689]A guy was arrested once for doing it[/QUOTE] [url=http://www.joystiq.com/2007/05/02/student-arrested-for-making-a-map-of-his-school/]"Student arrested for making a map of his school"[/url] - This was one of the articles I remember reading a while back, another more recent one was the guy who was making the [url=http://www.eurogamer.net/articles/2013-02-19-replica-montreal-subway-map-for-counter-strike-go-attracts-ire-of-canadian-authorities]Montreal Berri-Uqam Metro station for CS:GO[/url].
[QUOTE=Cfart;42934372][B]CS:GO "DE_SUBTRANSIT"[/B] Finally showing work in progress shots my first source map ever, "de_subtransit". Expect future versions to have plenty of custom models including a brand new train (with variations) to replace the default cs:go prop. I just haven't had much luck with importing models into cs:go lately. Custom textures will replace many of the default walls and floors as well. unfortunately, my computer is fairly old hence the low quality textures, so compiling this map (it's pretty big) takes at least a day on my poor machine...so i haven't started beta testing yet. But once subtransit hits the workshop, i'll post the link here to let everybody know. But, without further ado, Subtransit. [img]http://cloud-2.steampowered.com/ugc/723121698738815038/48C8761C539B096AAC6AAB734BE766209537C4F6/[/img] So tell me what you think of it, What could look better and what you'd like to see changed. I'll take any sort of criticism as long as it's reasonable.[/QUOTE] I personally really do not like those tracks, it would distract the living hell out of me. You could always just make the tunnel go off into a distant black wall or turn the tracks into brushes?
[QUOTE=Kickin Balls;42956250]I personally really do not like those tracks, it would distract the living hell out of me. You could always just make the tunnel go off into a distant black wall or turn the tracks into brushes?[/QUOTE] The tracks are temporary just like the train models, i'm working on my own in 3ds max, then i'lll be replacing them, they should curve a lot smoother when i'm done, hopefully they'll be less distracting lol.
[QUOTE=Charades;42955237]I'd be careful of accurately designing maps based off of real school buildings.[/QUOTE] I know the risks. It's not going to be released to the public.
[QUOTE=Giraffen93;42957175]I know the risks. It's not going to be released to the public.[/QUOTE] Permission first, also don't directly base the design off it because you can still get into legal trouble, ask a few teachers about it first.
[QUOTE=ZombieDawgs;42957305]Permission first, also don't directly base the design off it because you can still get into legal trouble, ask a few teachers about it first.[/QUOTE] I work there though? :v: Isn't everything ok as long as it's for personal use?
[QUOTE=ZombieDawgs;42957305]Permission first, also don't directly base the design off it because you can still get into legal trouble, ask a few teachers about it first.[/QUOTE] remind me of the guy who was creating a Cs:go map based on the Subway station Berri-UQam from Montreal City and the city wanted him to put the map down. [QUOTE=Hawx;42955974][url=http://www.joystiq.com/2007/05/02/student-arrested-for-making-a-map-of-his-school/]"Student arrested for making a map of his school"[/url] - This was one of the articles I remember reading a while back, another more recent one was the guy who was making the [url=http://www.eurogamer.net/articles/2013-02-19-replica-montreal-subway-map-for-counter-strike-go-attracts-ire-of-canadian-authorities]Montreal Berri-Uqam Metro station for CS:GO[/url].[/QUOTE] crap didn't saw your post. I live next to Montreal and I've been there a few time lol [url]http://www.cbc.ca/news/canada/montreal/video-game-designer-ordered-to-delete-montreal-metro-scene-1.1347096[/url] [media]http://www.youtube.com/watch?v=LVPs6Z9ZgOw[/media]
Still not yet ready to create the map thread, but here's a longer ride on the train, including reversing in a tunnel. [video=youtube;G6aWjeHM72c]http://www.youtube.com/watch?v=G6aWjeHM72c[/video] The map represents one line, here it is (the green filled area is how much track was layed out so far): [t]http://i.imgur.com/bp5z4d9.png[/t]
Nice job. Are you planning on making the above-ground city in any way explorable or interactive, or is the main main focus just going to be riding the train?
[QUOTE=Skerion;42961996]Nice job. Are you planning on making the above-ground city in any way explorable or interactive, or is the main main focus just going to be riding the train?[/QUOTE] It will be useable as a construct map. The city will be low-poly, mostly just nice custom textures. It will be fully open for exploration (at least the 1.2 x 1.2 playable part of it) - not inside the big buildings though. Maybe limited access into hangars and such in industrial district.
[QUOTE=BlackPhoenix;42961274]Still not yet ready to create the map thread, but here's a longer ride on the train, including reversing in a tunnel. [video=youtube;G6aWjeHM72c]http://www.youtube.com/watch?v=G6aWjeHM72c[/video] The map represents one line, here it is (the green filled area is how much track was layed out so far): [t]http://i.imgur.com/bp5z4d9.png[/t][/QUOTE] Looks like the train is physic. can it crash and fell out the rails? It would be interesting. Also, how will the cart work. can you sit down every seat? It would be pretty nice online.
Add Metro-2 :v: [editline]24th November 2013[/editline] [img]http://cloud-2.steampowered.com/ugc/705107300323291042/DF0DC5C7FB99EEF920FFB150F6B73963438F472B/[/img] Made tons of vine models (59). Also, forgive the lighting. They support 3 skins, so that means 177 different vines :v:
Here is some screenshot from yesterday. the ceiling here is all brushwork, it should be modelled someday. [t]http://cloud-4.steampowered.com/ugc/903265683900295200/94CD576C87F4E4C5EBADBDCC3FFE21F1583A963A/[/t] [t]http://cloud-4.steampowered.com/ugc/903265683900289686/9883A3EC253DDEFB59AC971561373C0D4A2FCD36/[/t] [t]http://cloud-2.steampowered.com/ugc/903265683900291357/EF96BEC4B44BA8B2286072F79CBF483B3D149753/[/t] [t]http://cloud-4.steampowered.com/ugc/903265683900293076/7E00210FFEAB0B4C773C8A08C5516C47C45B7B1F/[/t] Also have a nice new loading logo. [img]http://imageshack.com/a/img844/8858/hqp.gif[/img] Edit: thanks to Boon for the gif.
Those square lights would honestly look better with just env_sprite on them, rather than point_spotlight.
[QUOTE=pac0master;42962165]Looks like the train is physic. can it crash and fell out the rails? It would be interesting. Also, how will the cart work. can you sit down every seat? It would be pretty nice online.[/QUOTE] I'm testing toghether with blackphoenix so I can awnser some of your questions. Yes the train derails when taking corners too fast. It's a pain in the ass sometimes to get it back on track. 60 km/h is safe for most curves though. Derailments: [thumb]http://cloud-4.steampowered.com/ugc/504697463952549664/A536ACC62F535B2DD29232613E4CAEEA991994DD/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/504696746603973976/EC82DDE66322CD4A77CAE9C75AAB9504BB57452B/[/thumb] Seats work but they actually have invisable airboat chairs on them. There are also some sort of passenger npcs. [THUMB]http://cloud-2.steampowered.com/ugc/505821920393485966/0FF7EAE675A3D60A721F8773379B915E118739CC/[/THUMB] [thumb]http://cloud-4.steampowered.com/ugc/504697494962229181/65CE16B66360FCE5E3C51BDF1342607F99F4CB6C/[/thumb] Even signals and speed limits work. We have driven 4 seperate trains and the signalling works alright. Speedsigns indicate the trackspeed for curves and the automatic train controll pulls the emergency brake if the train is overspeeding for a certain amount of seconds (it can be turned off though). [thumb]http://cloud-3.steampowered.com/ugc/504697382626197067/7B934CCC25D894122A843FB05FA1A02C82653BBD/[/thumb] And the train models will be replaced with better ones eventually because right now they have an incredibly high polycount.
[QUOTE=samuel2213;42963660]Those square lights would honestly look better with just env_sprite on them, rather than point_spotlight.[/QUOTE] Will test this out.
[QUOTE=evilfoxnl;42965657]I'm testing toghether with blackphoenix so I can awnser some of your questions. Yes the train derails when taking corners too fast. It's a pain in the ass sometimes to get it back on track. 60 km/h is safe for most curves though. Derailments: Seats work but they actually have invisable airboat chairs on them. There are also some sort of passenger npcs. Even signals and speed limits work. We have driven 4 seperate trains and the signalling works alright. Speedsigns indicate the trackspeed for curves and the automatic train controll pulls the emergency brake if the train is overspeeding for a certain amount of seconds (it can be turned off though). And the train models will be replaced with better ones eventually because right now they have an incredibly high polycount.[/QUOTE] You're an engineering genius. Have my seal of approval [img]http://files.1337upload.net/RataslogoHammer_1.png[/img]
What entity are you using for the Airboat seats? Are they custom, or some other magic?
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