The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=NotExactly;43435279]Too much visual detail going on in one place, especially for somewhere that's not really meant to draw the player's eye[/QUOTE]
I think the problem is that the metal is too light, it makes the rock look like black spots on the wall.
Try to finder a darker, finer(higher res) metal texture with the value matcher closer to the rock.
edit: also have a section without the mesh to "show off" the rock. If people see the rock they will realise what it is meant to be so their imagination will see rock with mesh rather than a spotty grey wall.
[IMG] http://cloud-2.steampowered.com/ugc/469798213400801292/94951606434B7FC013D2B12801967E3625FF9FE6/[/IMG]
and
[IMG]http://cloud-3.steampowered.com/ugc/469798213400807802/F02CEDDD3165B1AFB5B5D9EE60EA1CD0D408D03B/[/IMG]
trying to make a combine-tech lift
feels like stock combine textures automatically give maps bad reputation, it's so overused
[QUOTE=Giraffen93;43437005]feels like stock combine textures automatically give maps bad reputation, it's so overused[/QUOTE]
That's just because bad maps use them improperly. So many quick and sleezy RP maps use them to add variation in places where they arent' really needed.
Also they're really dark and don't fit with anything. Even in Half Life 2 they're used to make the Citadel dark and gloomy and blue.
image dump!
A WiP of rp_stiffyville (help me think of a better name)
[img]http://cloud-4.steampowered.com/ugc/487812768532356046/8115289F0E25366460825480F379AB43B2BEDDE3/[/img]
[img]http://cloud-2.steampowered.com/ugc/487812768532360754/8BF8970A5E516D638D06A01395719B5D5A39596D/[/img]
[img]http://cloud-4.steampowered.com/ugc/487812768532364523/38A15686E4811F3D9A9EA7FA44B1E6AE7269826C/[/img]
[img]http://cloud-4.steampowered.com/ugc/487812768532368209/4EFEA5CDB181EF7941A4BF96450461DC83BB92F8/[/img]
[img]http://cloud.steampowered.com/ugc/487812768532373340/F9566A11689A4BB422F1354B716E066FF1E26459/[/img]
Meh, feels like i never get good at hammer, been using it almost every day for 7 years now.
Sure I've gotten better but still.
[QUOTE=Stiffy360;43438754]image dump!
A WiP of rp_stiffyville (help me think of a better name)
-rad pics-[/QUOTE]
I think 'stiffyville' is the best name any map could ever have, really.
[QUOTE=Stiffy360;43438754]image dump!
A WiP of rp_stiffyville (help me think of a better name)
[img]http://cloud-4.steampowered.com/ugc/487812768532356046/8115289F0E25366460825480F379AB43B2BEDDE3/[/img]
[img]http://cloud-2.steampowered.com/ugc/487812768532360754/8BF8970A5E516D638D06A01395719B5D5A39596D/[/img]
[img]http://cloud-4.steampowered.com/ugc/487812768532364523/38A15686E4811F3D9A9EA7FA44B1E6AE7269826C/[/img]
[img]http://cloud-4.steampowered.com/ugc/487812768532368209/4EFEA5CDB181EF7941A4BF96450461DC83BB92F8/[/img]
[img]http://cloud.steampowered.com/ugc/487812768532373340/F9566A11689A4BB422F1354B716E066FF1E26459/[/img][/QUOTE]
Great texturing, great layout, overall pretty fucking great. I love maps like this where they're all intricate and interlocking and you can actually get lost in them. However, the lighting is a little bland, and also it doesn't seem to be very good lighting for an RP map. This is more preference, but if I was to play a map like this, I'd rather it was daytime.
[QUOTE=Stiffy360;43438754]image dump!
A WiP of rp_stiffyville (help me think of a better name)
[img]http://cloud-4.steampowered.com/ugc/487812768532356046/8115289F0E25366460825480F379AB43B2BEDDE3/[/img]
[img]http://cloud-2.steampowered.com/ugc/487812768532360754/8BF8970A5E516D638D06A01395719B5D5A39596D/[/img]
[img]http://cloud-4.steampowered.com/ugc/487812768532364523/38A15686E4811F3D9A9EA7FA44B1E6AE7269826C/[/img]
[img]http://cloud-4.steampowered.com/ugc/487812768532368209/4EFEA5CDB181EF7941A4BF96450461DC83BB92F8/[/img]
[img]http://cloud.steampowered.com/ugc/487812768532373340/F9566A11689A4BB422F1354B716E066FF1E26459/[/img][/QUOTE]
Wow, I really love the architectural design of that, looks amazing to just wander around in there, looking at all the details.
However, I think it needs to be a bit brighter in some areas, try to add some contrast like streetlights, floodlights and other lightsources, or turn up the values for ambient lighting a little bit. Some more contrast would really spruce this up!
How long have you been working on this map?
edit:
I dig the HL2 beta style so much, this map is perfect ...
Lighting is still a WiP, gonna muck around with it more when nearly everything is done.
The map has been in a hiatus for a significant bit of time. It was only until recently I started working on it again. I'd say I've been working on this for 2 weeks total :v
-snip- Wrong thread, keep up the great work though! The maps you guys make are beautiful.
More WIP shots from GMod Tower's new lobby. [url=http://www.gmtower.org/index.php?p=staff]Aigik[/url] has been making tons of amazing content to complement the team's designs.
[t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00005.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00006.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00008.jpg[/t]
[t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00009.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00010.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00011.jpg[/t]
[t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00012.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00013.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00015.jpg[/t]
[t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00016.jpg[/t] [t]http://www.gmtower.org/images/media/lobby2014/2014-01-06_00017.jpg[/t] [t]http://cloud-3.steampowered.com/ugc/705110818990808328/5B9CA6CBDFEA40B24C4118E7FBC80C25AA62E772/[/t]
You can track progress of the map on [url=https://trello.com/c/gO6LZnTE/6-new-lobby-map]our Trello.[/url]
Is it still full of money grinding and power abusing admins?
[QUOTE=Giraffen93;43446698]Is it still full of money grinding and power abusing admins?[/QUOTE]
We completely relaunched GMTower in mid-2012, restarting and working out the kinks with our community. We've laid down strict rules to prevent any abuse in our administration system and removed all abusive admins. To this day we're still working on creating content that keeps our amazing community strong.
[QUOTE=Giraffen93;43446698]Is it still full of money grinding and power abusing admins?[/QUOTE]
I've never, ever had any problems with admins, and I've never really felt the need for money. I just play the games.
Uploaded my map to the workshop
Have a look at it!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=213822470[/url]
[QUOTE=Zovox;43450182]Uploaded my map to the workshop
Have a look at it!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=213822470[/url][/QUOTE]
Map is a bit bland in some places, but overall I like the lighting and design of it.
Add some decals and junk models as well as inaccessible areas and it'll look great.
I've been working on a outside area of Aperture facility. Heres some progress I've made with the parking lot.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/portal2project/screenshots/other/intro_map/2014-01-07_00001.jpg[/T]
Screenshot is taken in CS:GO. Gonna import CS stuff into Portal 2 later when I'm done using its content.
Also this differs little bit from original Portal 1 parking lot seen in the end, but I thought having some difference might work as well.
I have to say I'm quite unexperienced with outdoor elements so all kind of criticism is welcome! I wan't to improve this as much as I can.
Been experimenting with light and interiors. Step one of my process is to make the empty rooms first, and walk around them to get a feel for them on a personal level, imagining what I want to change inside them based on their flow and arrangement.
[t]http://cloud-3.steampowered.com/ugc/452910041590236204/CAF0938E390E386BEC7DC3EA21011645DACD0469/1024x575.resizedimage[/t] [t]http://cloud-2.steampowered.com/ugc/452910041589348076/65B713F6F5ADDA77FEEC6A7A7E87B1861694417F/1024x575.resizedimage[/t] [t]http://cloud-3.steampowered.com/ugc/452910041590536577/7E9A5871EC01C0BCCA4F412665396CEDFFA5335D/[/t]
[QUOTE=hiyougami;43452917]
[t]http://cloud-3.steampowered.com/ugc/452910041590236204/CAF0938E390E386BEC7DC3EA21011645DACD0469/1024x575.resizedimage[/t][/quote]
Christ, almost looks like it's straight from VRay. Tell me your secrets.
All that postprocessing.
[QUOTE=HGrunt;43453281]All that postprocessing.[/QUOTE]
Needed wide FOV to show the room but it looked weird so I fishoop'd them
[QUOTE=hiyougami;43452917]Been experimenting with light and interiors. Step one of my process is to make the empty rooms first, and walk around them to get a feel for them on a personal level, imagining what I want to change inside them based on their flow and arrangement.
[t]http://cloud-3.steampowered.com/ugc/452910041590236204/CAF0938E390E386BEC7DC3EA21011645DACD0469/1024x575.resizedimage[/t] [t]http://cloud-2.steampowered.com/ugc/452910041589348076/65B713F6F5ADDA77FEEC6A7A7E87B1861694417F/1024x575.resizedimage[/t] [t]http://cloud-3.steampowered.com/ugc/452910041590536577/7E9A5871EC01C0BCCA4F412665396CEDFFA5335D/[/t][/QUOTE]
On the third image, there is a little line of light where it shouldn't be. Between the windows.
Other than that the lighting is amazing.
[QUOTE=samuel2213;43453879]On the third image, there is a little line of light where it shouldn't be. Between the windows.
Other than that the lighting is amazing.[/QUOTE]
Yeah, it leaks around quite a bit. I'll see if I can fix it, I think I know what's going on.
Update: Step 2 is defining the zones of each room.
[t]http://cloud-4.steampowered.com/ugc/452910041593894665/BF710F04B69BEE416A83D357415C5D33DB630492/[/t] [t]http://cloud-4.steampowered.com/ugc/452910041595687013/DF5FB85AEEF06C63BD7605D1B2202E7F9BE336E2/[/t]
Bleh, it's bleeding :(
[QUOTE=hiyougami;43454575]Yeah, it leaks around quite a bit. I'll see if I can fix it, I think I know what's going on.
Update: Step 2 is defining the zones of each room.
[t]http://cloud-4.steampowered.com/ugc/452910041593894665/BF710F04B69BEE416A83D357415C5D33DB630492/[/t] [t]http://cloud-4.steampowered.com/ugc/452910041595687013/DF5FB85AEEF06C63BD7605D1B2202E7F9BE336E2/[/t]
Bleh, it's bleeding :([/QUOTE]
What game engine is the map on? CSGO?
[QUOTE=lope;43454593]What game engine is the map on? CSGO?[/QUOTE]
Compiled with TF2, screens taken in Gmod (before being bastardised with lens effects)
[QUOTE=hiyougami;43454688]Compiled with TF2, screens taken in Gmod (before being bastardised with lens effects)[/QUOTE]
Can you get something like this from the CSS compiler? I have most source games (if not all) but I'm most comfortable with CCS. Should I change for better lighting and HDR?
[QUOTE=lope;43454817]Can you get something like this from the CSS compiler? I have most source games (if not all) but I'm most comfortable with CCS. Should I change for better lighting and HDR?[/QUOTE]
Yes, the CSS one is the same.
I achieved the shadowed corners/edges by making all the walls func_detail, and keeping the ceiling and floor world geometry. Though I imagine if the ceiling and floor were func_details too the same thing would occur (say, if you are making a house in the middle of a large landscape map, and you wouldn't want it to fragment your VIS).
So my idea worked out, still needs a lot of work though...
[thumb]http://i.imgur.com/CCj8xYB.jpg[/thumb][thumb]http://i.imgur.com/uIXo5Ya.jpg[/thumb]
Kinda hard to see, but everything in those pictures is scaled up by 32. Went for a "tabletop game" feeling.
[QUOTE=laakkone24;43452076]I've been working on a outside area of Aperture facility. Heres some progress I've made with the parking lot.
[T]https://dl.dropboxusercontent.com/u/6027747/mapping/portal2project/screenshots/other/intro_map/2014-01-07_00001.jpg[/T]
Screenshot is taken in CS:GO. Gonna import CS stuff into Portal 2 later when I'm done using its content.
Also this differs little bit from original Portal 1 parking lot seen in the end, but I thought having some difference might work as well.
I have to say I'm quite unexperienced with outdoor elements so all kind of criticism is welcome! I wan't to improve this as much as I can.[/QUOTE]
Nice to see i am not the only one working on a nice outside view of the facility. I'll be watching your progress!
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