The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[img]http://i602.photobucket.com/albums/tt106/Afnopo/yow-1.png[/img]
Disclaimer! It's for my game, but being made on CS:GO's build.
Also this is really early on in development, will look drastically different from final.
[QUOTE=Giraffen93;43214424][t]http://i.imgur.com/eoWzTJi.jpg[/t]
Is the halo effect distracting?
Also, can i set the sprite draw distane somewhere?[/QUOTE]
Street lights are a lot brighter than you think
[QUOTE=redBadger;43224365]Street lights are a lot brighter than you think[/QUOTE]
If I set them brighter it looks odd.
And it fades too quickly.
[QUOTE=Giraffen93;43224466]If I set them brighter it looks odd.
And it fades too quickly.[/QUOTE]
Then you're doing something wrong. Play with the [i]Constant[/i], [i]Linear[/i] and [i]Quadratic[/i] values to make the fading suit your scene.
[QUOTE=Jukka K;43234504]Then you're doing something wrong. Play with the [i]Constant[/i], [i]Linear[/i] and [i]Quadratic[/i] values to make the fading suit your scene.[/QUOTE]
oh, the lights themselves?
never used those values actually
[QUOTE=Giraffen93;43234521]oh, the lights themselves?
never used those values actually[/QUOTE]
They're extremely useful, if you see any map with good lighting, chances are it utilizes those values.
[QUOTE=glitchvid;43234700]They're extremely useful, if you see any map with good lighting, chances are it utilizes those values.[/QUOTE]
Does anyone have some examples? Like some nice lighting states with the Constant, Linear and Quadratic values to show how it works? I've never personally touched those states either.
Small special preview for you guys only of my current project.
[t]http://cloud-4.steampowered.com/ugc/702857494041483434/4885B7270273265F78DB2F6C78FED6D18182C18A/[/t]
[t]http://cloud-4.steampowered.com/ugc/702857494041486983/830C69371A9E520C81A3B2CAF72FE7C5B4F5DF7E/[/t]
Right now I'm working on shadows again, and I quickly found it doesn't make any sense at all.
[T]http://i.imgur.com/18Kv678.png[/T]
This is how I set it up in Hammer (downrod blocklight brush got removed somehow)
[T]http://i.imgur.com/18Kv678.png[/T]
And this is how the scene looks like in-game
[T]http://i.imgur.com/wCzuiNu.jpg[/T]
[T]http://i.imgur.com/MlxW7In.jpg[/T]
[T]http://i.imgur.com/QQ8NhPO.jpg[/T]
The fan blades don't get any shadows drawn because that prop is attached to a func_rotating
Any ideas on drawing some proper shadows for the fan blades and the base? Haven't been playing around with advanced lighting that much yet.
[QUOTE=sirdownloadsalot;43235393]Does anyone have some examples? Like some nice lighting states with the Constant, Linear and Quadratic values to show how it works? I've never personally touched those states either.[/QUOTE]
Decompile BMS maps.
[QUOTE=sirdownloadsalot;43235393]Does anyone have some examples? Like some nice lighting states with the Constant, Linear and Quadratic values to show how it works? I've never personally touched those states either.[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff[/url]
[media]http://www.youtube.com/watch?v=uaeveBqLlzo[/media]
I am determined to actually release this 1950s-themed L4D2 map if it kills me.
[img]https://dl.dropboxusercontent.com/u/102156717/suburban_house_0020003.jpg[/img]
It's about to be finished, but uh, now I need to get some sleep.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-20_00011.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-20_00013.jpg[/T]
So I decided to work on a cubicle room.
[t]http://i.imgur.com/HmiWrDv.jpg[/t]
[t]http://i.imgur.com/5jSRyks.jpg[/t]
Now, here's a problem I'm having. This restroom entrance is looking pretty bland, but I'm not sure how to make it look more interesting other than adding supports on those wall corners. What do you guys think I should do with this?
[t]http://i.imgur.com/bfEL1AU.jpg[/t]
Add a light in there?
[QUOTE=Skerion;43244253]Now, here's a problem I'm having. This restroom entrance is looking pretty bland, but I'm not sure how to make it look more interesting other than adding supports on those wall corners. What do you guys think I should do with this?
[t]http://i.imgur.com/bfEL1AU.jpg[/t][/QUOTE]
Can you make one of the fountains higher or lower? Maybe closer together too? That's how they usually are, for people of different heights. It'd also give it some asymmetry and make it more interesting.
[QUOTE=NotExactly;43242635]I am determined to actually release this 1950s-themed L4D2 map if it kills me.
[img]https://dl.dropboxusercontent.com/u/102156717/suburban_house_0020003.jpg[/img][/QUOTE]
can you fit a car on that road?
[QUOTE=redBadger;43247141]can you fit a car on that road?[/QUOTE]
Ever been to Europe?
[QUOTE=Skerion;43244253][t]http://i.imgur.com/bfEL1AU.jpg[/t][/QUOTE]
Every floor needs a fire escape, or at least a glowy glowy fire escape sign. Also consider pot plants, you'd be surprised how they still turn up in even the most demoralising of office spaces.
...Sometimes because they grow through walls
[QUOTE=hiyougami;43247587]Every floor needs a fire escape, or at least a glowy glowy fire escape sign. Also consider pot plants, you'd be surprised how they still turn up in even the most demoralising of office spaces.
...Sometimes because they grow through walls[/QUOTE]
there were no fire escapes in Stanley parable and no office plants as well
[QUOTE=redBadger;43247141]can you fit a car on that road?[/QUOTE]
I'm going to make it wider, but didn't want the first screenshot I posted to have a horribly scaled up texture.
-Snip-
[QUOTE=Rubs10;43246607]Can you make one of the fountains higher or lower? Maybe closer together too? That's how they usually are, for people of different heights. It'd also give it some asymmetry and make it more interesting.[/QUOTE]
I think I could add a third drinking fountain in the middle. My school has that for some of the restroom entrances or whatever you call them.
[QUOTE=hiyougami;43247587]Every floor needs a fire escape, or at least a glowy glowy fire escape sign. Also consider pot plants, you'd be surprised how they still turn up in even the most demoralising of office spaces.
...Sometimes because they grow through walls[/QUOTE]
Needs more doors in general, offices aren't JUST wall space; they have little janitorial closets, the like.
[QUOTE=laakkone24;43243907]It's about to be finished, but uh, now I need to get some sleep.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-20_00011.jpg[/T]
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/p2maps/project_a/screenshots/2013-12-20_00013.jpg[/T][/QUOTE]
Looking very good. keep up the nice work
A Csgo map I started making that is based off valve's training map
[img]http://i.imgur.com/nVdSgdW.jpg[/img]
Lego anyone?
[t]http://cloud-2.steampowered.com/ugc/487811400507699197/53C4BD40154D86198F8DED97860DABC86F26D4F8/[/t]
The tram is out of scale it seems. I wanted to make it fit to the default tracks (80 units between rails).
Also what's the best way to make glass look like glass?
[QUOTE=DasMatze;43263564]Lego anyone?
[t]http://cloud-2.steampowered.com/ugc/487811400507699197/53C4BD40154D86198F8DED97860DABC86F26D4F8/[/t][/QUOTE]
Looks awesome which Lego game did you use for this?
i just went so far as to implement the stock blackout animation in my map
i feel filthy now
[QUOTE=nickster50;43263861]Looks awesome which Lego game did you use for this?[/QUOTE]
Why port the models and be restricted to the models from the game when you can easily create your own bricks?!
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