The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
That bank/bureau building looks decent, but those apartments/tenements are meh.
[editline]26th December 2013[/editline]
CS:GO.
[QUOTE=oskutin;43313006]
CS:GO.[/QUOTE]
no
I just browsed my old photobucket account.
[URL]http://s673.photobucket.com/user/Oskutin/library/?sort=3&page=1[/URL]
Good memories.
Wow, i even found my vmf dump.
[URL]http://www.facepunch.com/showthread.php?t=1067111[/URL]
First time really using point_viewcontrol for more than just a background map.
[media]http://www.youtube.com/watch?v=c9oZfFDaSck[/media]
Fish time!
[img]http://files.1337upload.net/turskaaa.png[/img]
[editline]27th December 2013[/editline]
[IMG]http://cloud-2.steampowered.com/ugc/687095438619509745/26B8022E1E88C28317DAAD3A015AF2A339774E06/[/IMG]
[IMG]http://cloud-3.steampowered.com/ugc/687095438619512556/8351596F7BA056A729415C9C81218CC3445D8122/[/IMG]
Nice fish, looks like a barble (or cod?).
A fish of that size (and type if it is a barble or cod) wouldn't very much appreciate being kept in a tank that size though.
The fish looks unhappy, is the fish tank serving as a reservoir for the waste water? D:
I think you should make the fish a little bit smaller (if possible).
The fishtank is pretty small for this big fishy :)
decided to play with selfillum (and potentially working on a new deathmatch map)
[t]http://cloud-3.steampowered.com/ugc/883002022427067439/86616225741AF454F9C371D9D20EEC1C0E508EF1/[/t]
[QUOTE=opti2000;43324251]I think you should make the fish a little bit smaller (if possible).
The fishtank is pretty small for this big fishy :)[/QUOTE]
That's the joke in there. Who the hell would keep a cod in a fish tank anyway? :v:
That phone.
So I decided to continue on some small stuff I started some time ago.
[IMG]http://cloud-2.steampowered.com/ugc/505826446719599978/CE1FB987D7950B2DACB13B9BEDF961FDED2B33A5/[/IMG]
How did that car get in there?
[QUOTE=Jukka K;43327996]That's the joke in there. Who the hell would keep a cod in a fish tank anyway? :v:[/QUOTE]
My dad had a pike in a fish tank when me and my brother were little kids, then it got to big so we put it in the fountain in our backyard where it lasted for 2 days until a seagull came and took it. :v:
[QUOTE=~ZOMG;43330782]How did that car get in there?[/QUOTE]
idk :(
Someone parked it in there, and then the builders trapped it with a fence for fun. Or... It's the ultimate car theft protection.
Some pics from an upcoming British RP map, rp_chipperton. (Heavy WIP)
[img]http://cloud-2.steampowered.com/ugc/885254746615560166/5AEC6961678CAB184926172829E95157BEE93E59/1024x576.resizedimage[/img]
[img]http://cloud-2.steampowered.com/ugc/885254746615549419/A227AA99DD7F4C2233A5D25744B3AB518F58E780/1024x576.resizedimage[/img]
Chipperton railway station (which also acts as the spawn area)
[img]http://cloud-4.steampowered.com/ugc/885254746615527561/388CF3E019BB3E42FA75AAA35D94C31C66455984/1024x576.resizedimage[/img]
Outside the station (the train on the bridge goes past every 90 seconds or so)
[img]http://cloud-3.steampowered.com/ugc/885254746615588459/6B0EE66CBC4D4A7C1A29B495B4592ECAB7355B65/1024x576.resizedimage[/img][img]http://cloud-4.steampowered.com/ugc/885254746615579665/A435B2662BFE1523DEA6D1A05A7F58B15FE8420F/1024x576.resizedimage[/img]
The local pub
[img]http://cloud-2.steampowered.com/ugc/885254746615599570/AFFC9F35E4FDBFBA27CC0976DB8BBAC4FA51047E/1024x576.resizedimage[/img]
Whole map overview
Also, does anyone know what happened to those UK road textures? I know they were posted earlier in this thread, have they been released yet?
Anyone got any packs of overlays/decals for road markings and such?
[QUOTE=EddieLTU;43325124]decided to play with selfillum (and potentially working on a new deathmatch map)
[t]http://cloud-3.steampowered.com/ugc/883002022427067439/86616225741AF454F9C371D9D20EEC1C0E508EF1/[/t][/QUOTE]
Not sure why this is so overlooked. The soft shadows are very nice. 1 light source maps are hard to do so well.
[QUOTE=TRLEChippers;43333744]Some pics from an upcoming British RP map, rp_chipperton. (Heavy WIP)[/QUOTE]
Make multiple spawn areas so it's less easy for someone to spawn camp them.
are the maps at the very beginning ready for download? if they are, could i have the names of them
[QUOTE=wauterboi;43334711]Make multiple spawn areas so it's less easy for someone to spawn camp them.[/QUOTE]
It's an rp map, nobody should be camping them in the first place.
Also those pavements are too high, they should be no higher than 8 units above the road surface.
[QUOTE=ViralHatred;43337156]It's an rp map, nobody should be camping them in the first place.
Also those pavements are too high, they should be no higher than 8 units above the road surface.[/QUOTE]
Propblocking is an issue sometimes. Just have multiple entrances and exits or make spawn and open area.
I'll think you should remove the underground trainstation entirely and make new trainstation to the surface track.
From no HDR support, poor lighting, and no color correction, I welcomed Dr. Kleiner's lab to the 2013 engine with HDR, fog volume and color correction.
[thumb]https://dl.dropboxusercontent.com/u/16218991/screenshots/hl2/d1_trainstation_050005.jpg[/thumb]
[QUOTE=reepblue;43341236]From no HDR support, poor lighting, and no color correction, I welcomed Dr. Kleiner's lab to the 2013 engine with HDR, fog volume and color correction.
[thumb]https://dl.dropboxusercontent.com/u/16218991/screenshots/hl2/d1_trainstation_050005.jpg[/thumb][/QUOTE]
Just add some lens flare and then you'll have Dr. Kleiner's lab : Frostbite 2 version
source 2013 has volumetric fog? As in, I can make a brush of dense fog?
[QUOTE=Kuro.;43342340]source 2013 has volumetric fog? As in, I can make a brush of dense fog?[/QUOTE]
I ported fog_volume from ASW into my 2013 build. What it does is it gets a env_fog_controller and toggles the fog settings on client side if the player is in the volume or not. Pretty much it's a works the same as making a trigger, and making the output:
[code]OnStartTouch -> !activator -> SetFogController -> my_fog_controller[/code]
It's also suppose to do this for color correction (And post processing control but I could not port that) but it does not seem to work.
[QUOTE=Kuro.;43342340]source 2013 has volumetric fog? As in, I can make a brush of dense fog?[/QUOTE]
I know L4D2 has it. Don't know about Src 2013.
decided to get back onto this after not using hammer for months.
[img]http://i.imgur.com/XaZdwyM.jpg[/img]
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