The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
So I'm working on a project with a group of people in order to make an MVM map. I've been looking around at some others, and am trying to figure out how the layout should work. Still in very early stages, so I don't have much of anything to show--but, first thing's first. What are some good do's and don'ts of making an MVM map? Chokepoints and the like. I don't want to make some atrocious campable clusterfuck choke, and I also don't want an unstoppable wave of bots. Any tips?
TF2M has some nice guides on MvM:
For writing special bots: [url]http://forums.tf2maps.net/showthread.php?t=20732[/url]
A study of the official maps (the ones in when it was written): [url]http://forums.tf2maps.net/showthread.php?t=20439[/url]
Some common issues and how to fix them: [url]http://forums.tf2maps.net/showthread.php?t=20541[/url]
[IMG]http://i.imgur.com/4c3Xyxa.png[/IMG]
Making a dam ;)
No shit on texture.
[QUOTE=Giraffen93;43470949]getting transparency to look good is pretty hard :v:
but i'm trying to replace as many stock textures as i can[/QUOTE]
Alright, I know this is pretty late. But whatever. I found this website where you can get materials that you can use in your mod: [url]http://www.cgtextures.com/[/url]
It also has plenty of decals that could look pretty good. So you should definitely check that out :dance:
EDIT: Also, a question from here. What size would a decal like this [url]http://www.cgtextures.com/texview.php?id=52866&PHPSESSID=5b9g8muofkv8jtvh285g0k9ir7[/url] usually be? Is 1024x578 too small, or does that go well with half life 2 textures? I would find out myself, but this computer cant run Hammer..
[QUOTE=ThePhailed;43509011]Alright, I know this is pretty late. But whatever. I found this website where you can get materials that you can use in your mod: [url]http://www.cgtextures.com/[/url]
It also has plenty of decals that could look pretty good. So you should definitely check that out :dance:
EDIT: Also, a question from here. What size would a decal like this [url]http://www.cgtextures.com/texview.php?id=52866&PHPSESSID=5b9g8muofkv8jtvh285g0k9ir7[/url] usually be? Is 1024x578 too small, or does that go well with half life 2 textures? I would find out myself, but this computer cant run Hammer..[/QUOTE]
All Source textures need to have dimensions to the power of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048). 512 is standard for most textures, as it's standard wall size.
[editline]12th January 2014[/editline]
The size of the texture would need to be reduced to 1024 x 512 assuming height is 512, so it fits the wall.
[QUOTE=sirdownloadsalot;43509086]All Source textures need to have dimensions to the power of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048). 512 is standard for most textures, as it's standard wall size.
[editline]12th January 2014[/editline]
The size of the texture would need to be reduced to 1024 x 512 assuming height is 512, so it fits the wall.[/QUOTE]
Oh, I did not know that! Thank you very much for that! :downs:
[QUOTE=hiyougami;43500216]Building on it slowly but surely!
[t]http://cloud-2.steampowered.com/ugc/469798831227715435/79BBB73B6DFEECE39B454F8752321E5D79C5D447/1024x575.resizedimage[/t][t]http://cloud-2.steampowered.com/ugc/469798831227720651/4C75E7FFE3A21C4F22240C0BF7F207A234329C90/1024x575.resizedimage[/t][t]http://cloud-3.steampowered.com/ugc/469798831227741788/6C3E5F09400ABE4F0B10617B9DC19243B858FAE5/1024x575.resizedimage[/t][/QUOTE]
too much black makes it look out of palce, especially on the 2 last screenshots.
also that sort of bench on the first screenshot doesnt have any ao around it and blends too much with the wall its attached to
[QUOTE=Ntag;43505292][t]http://puu.sh/6hWKL.jpg[/t][/QUOTE]
I really like this lighting. I'd recommend using a warmer and more prominent sunlight colour, to balance the coolness of the blue ambient light colour, or perhaps even overpower its coldness. The reason white surfaces look 'sun-white' in broad daylight is mainly because sky and sun cancel each other out, at least to the eye :)
[QUOTE=GoldPlatinum;43509223]too much black makes it look out of palce, especially on the 2 last screenshots.
also that sort of bench on the first screenshot doesnt have any ao around it and blends too much with the wall its attached to[/QUOTE]
Cheers c:
I'll be balancing the black bits with black furniture first, then seeing what changes will need to be made. All the placeholder stuff like that table will go, too.
[QUOTE=Giraffen93;43506824][t]http://i.imgur.com/rdOD839.jpg[/t]
okay this is new, what the hell[/QUOTE]
Are you sure you've been giving your VRAD its regular medication as prescribed?
This might seem like a ridiculous question. But does anyone here have a premium CG textures account that I can borrow? I'd like to gather some textures, and I really hate waiting 1 day to get an 15 MB download quota that I will use up in 5 seconds
Convert some CS:GO, L4D2 and Alien Swarm textures, or use BMS ones. :p
Well, I was thinking of using them in a mod. So I'm not sure how legal that would be, even though I would love to do it :P
As far I know, BMS textures can be modified and used freely. Not sure about the other games.
[QUOTE=TFlippy;43509422]As far I know, BMS textures can be modified and used freely. Not sure about the other games.[/QUOTE]
That's the only game on the list with textures that I could not use at all.
[QUOTE=hiyougami;43509321]Are you sure you've been giving your VRAD its regular medication as prescribed?[/QUOTE]
Yes, no errors.
[QUOTE=hiyougami;43509321]I really like this lighting. I'd recommend using a warmer and more prominent sunlight colour, to balance the coolness of the blue ambient light colour, or perhaps even overpower its coldness. The reason white surfaces look 'sun-white' in broad daylight is mainly because sky and sun cancel each other out, at least to the eye :)[/QUOTE]
[t]http://puu.sh/6ipPa.jpg[/t] [t]http://puu.sh/6iqou.png[/t] [t]http://puu.sh/6hWKL.jpg[/t]
Thanks! That really seemed to do the trick. It seems much more natural now and less sterile -- though only so much can be done.
[QUOTE=hiyougami;43500216]Building on it slowly but surely!
[t]http://cloud-2.steampowered.com/ugc/469798831227715435/79BBB73B6DFEECE39B454F8752321E5D79C5D447/1024x575.resizedimage[/t][/QUOTE]
I love that lighting. It's good but it's not "hey look at me!", it's more understated and natural.
[QUOTE=Giraffen93;43509598]Yes, no errors.[/QUOTE]
Try giving this tool a whirl?
[url]http://forums.tf2maps.net/showthread.php?t=21080[/url]
[QUOTE=Stiffy360;43510789]Try giving this tool a whirl?
[url]http://forums.tf2maps.net/showthread.php?t=21080[/url][/QUOTE]
yeeeah i'm not gonna manual edit the map every time
Should I go for realistic water like here: [url]http://imgur.com/a/OiFuK#2[/url]
Or a more clean and pristine type water?
Well if it doesn't look like stock HL2 water that'd be a great start.
[QUOTE=Chrille;43510939]Well if it doesn't look like stock HL2 water that'd be a great start.[/QUOTE]
It's the city water so I figured it would be best but clearly not...
[QUOTE=Giraffen93;43510817]yeeeah i'm not gonna manual edit the map every time[/QUOTE]
Just do it on the final compile.
[QUOTE=Stiffy360;43511149]Just do it on the final compile.[/QUOTE]
i always do final compiles :v:
[QUOTE=Giraffen93;43511279]i always do final compiles :v:[/QUOTE]
I mean the last last compile, like everything works except that :v
[QUOTE=Stiffy360;43511382]I mean the last last compile, like everything works except that :v[/QUOTE]
then i'd still need to find all of them, they've started appearing in multiple maps
[QUOTE=AtomicKirb;43504363]Finally released a tf2 map after dicking around with hammer for the last 3 years. Thoughts?
[img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/138949110602014-01-11_00003.jpg[/img_thumb]
[img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/138949110602014-01-11_00002.jpg[/img_thumb]
[img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/138949110602014-01-11_00001.jpg[/img_thumb][/QUOTE]
I'm not feeling B, it looks super narrow and very chokey.
[QUOTE=Eleryn;43507360]TF2M has some nice guides on MvM:
For writing special bots: [URL]http://forums.tf2maps.net/showthread.php?t=20732[/URL]
A study of the official maps (the ones in when it was written): [URL]http://forums.tf2maps.net/showthread.php?t=20439[/URL]
Some common issues and how to fix them: [URL]http://forums.tf2maps.net/showthread.php?t=20541[/URL][/QUOTE]
Mission writing and special bots aren't a problem at all. I have population scripts down to a science. It's making the map from scratch that is throwing me. I have a mapmaker who said he'd be willing to do some Hammer work if I can come up with some sort of layout (because he doesn't have time to make designs). I've been making rough drafts here and there, but the popfiles are my strong point, not making a map layout to accommodate bot spawns and map flow. I think if I could talk one on one with an experienced MVM mapmaker, it would do wonders for moving designs along.
[editline]12th January 2014[/editline]
I hope you're all ready for some hilariously crappy mspaint sketch art of a map in 2D design.
[t]http://i.imgur.com/WLAj9Nd.png[/t]
For my this concept, I may have found a mapmaker willing to do the hammer work if I can come up with some layout designs. Right now I'm only concerning myself with top-down perspective to see how the map will flow. Nothing here is concrete, anything (and possibly everything) is subject to change. Bear in mind, that nothing is necessarily to proportion.
So, with all of that in mind, the idea here is that this is a large museum-esque map. Indoors (with high ceiling). No tanks. The "stage" and flank spawns are one large amphitheater room. Only small bots can come from the flanks, but the stage is going to be for all large bot spawns. The grand hallway and whatever path they take will of course accommodate their enormous size.
Instead of going conventional walls and buildings that block and segregate paths. The museum concept will focus on using "exhibits" to instead differentiate pathways. Exhibits are planned to be a mixture of "paintings" (walls with gallery photos hung on them, easy way to create solid, low-poly structures to separate the map at little cost), and static RED bots in various poses and positions as "exhibits".
The final area will have four types of approach. The two lower pathways on each side, and each pathway will also have stairways to a second floor. The second floor will have a catwalk that's above the players spawn (think cp_process), that bots can drop down from.
The red fenced off area is something I was simply toying with, and possibly a gimmick I'll remove. Think velvet rope, separating an entryway off. Players and bots won't be able to use it to walk through (maybe it will be accessible to higher jumping classes such as Solly, Scout, Demo, Detonator Pyro), but the main attraction to it is that is simply a sightline to see what's coming and actually combat through. For a pushed back team, a sniper could be perched behind the ropes and get his picks.
I have never designed a map before, and quite frankly, I never intended to either. This isn't my specialty, but I don't have much of a choice. I've made this themed mission into a team project and already have several contenders in other areas--but mapmakers are a harder specialty to come by. I can't keep waiting, so I'm trying to get this off the ground myself. I'm looking for any feedback on this concept as is, perhaps how to proportion things ,or redirect traffic if this doesn't look like it'd flow well. But, since I'm so inexperienced, be gentle.
[QUOTE=AtomicKirb;43504363]Finally released a tf2 map after dicking around with hammer for the last 3 years. Thoughts?
[img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/138949110602014-01-11_00003.jpg[/img_thumb]
[img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/138949110602014-01-11_00002.jpg[/img_thumb]
[img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/138949110602014-01-11_00001.jpg[/img_thumb][/QUOTE]
My only suggestions would be to add a 3d skybox, and perhaps test it on a TF2maps imp or gameday.
[QUOTE=seba079;43511966]I'm not feeling B, it looks super narrow and very chokey.[/QUOTE]
Really liking it! I think B needs a bit more cover maybe?
[QUOTE=Sam Za Nemesis;43460739]VRAD isn't as bad as people expect it to be, it uses the same middleware used in Lightmass for raytracing, the thing is that materials require tweaking most of the time, I think he added light bounce boost in his material file, using faux area lights also helps a lot in indoor lighting, I made this some years ago to test light bounces
[t]http://image.noelshack.com/fichiers/2012/07/1329340964-cornell_box0003.jpg[/t][/QUOTE]
ok this is far back but are these proper penumbral shadows? I wasn't aware that it was supported in VRAD unless something changed recently
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