• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Uploaded the second version of my map. [img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/2014-01-17_00001.jpg[/img_thumb] [url]http://forums.tf2maps.net/showthread.php?t=22053[/url] [quote]Special Thanks to: A Boojum Snark, for the Ultimate Mapping Resource Pack, The TF2Maps community for their insight and tutorials, and ImACrocketMan over at facepunch for the name cp_whitewash.[/quote]
[QUOTE=Ntag;43562763](...) I have to say the shadows in the skybox really do disappoint; I have no idea what to do with them. Any advice?[/QUOTE] You mean the blocky shadows? It's simple, turn up the lightmap scale (to the right corner, above the rotation, at the Face Editing Dialog). However, be careful and use it visely. To small and much detailed lightmaps can fry your or others' computers. You can learn more about it [URL="https://developer.valvesoftware.com/wiki/Lightmap"]here.[/URL]
[QUOTE=Skerion;43566353]What was that map for, again?[/QUOTE] Practicing my brushwork, it's my second map. [editline]17th January 2014[/editline] That I actually put effort into.
[QUOTE=ThePhailed;43563414]I have lost my magic mapping powers.... [T]http://i.imgur.com/mbwoBbX.jpg[/T] Oh well. This is what I've got for now. It was supposed to be heavily filled with foliage and shit. But since EP2 doesnt have a lot of that it turned out like this. Will probably redo some day.[/QUOTE] You could use the foliage of Portal 2, but there's a bit of work to simply port the models to the HL2 Source branch. How dare I not to include a link: [url]http://facepunch.com/showthread.php?t=1215621[/url]
[QUOTE=Dromlexer;43568020]You mean the blocky shadows? It's simple, turn up the lightmap scale (to the right corner, above the rotation, at the Face Editing Dialog). However, be careful and use it visely. To small and much detailed lightmaps can fry your or others' computers. You can learn more about it [URL="https://developer.valvesoftware.com/wiki/Lightmap"]here.[/URL][/QUOTE] Thanks for the advice. I've been using those, though there doesn't seem to be a way to easily transition between scales of, say, 16 to 4, meaning that many ugly shadow edges are created when I change to a lower quality scale (I hope that makes sense). Are there any work arounds which don't involve completely covering all visible surfaces (from the perspective of inside the map) with better quality lightmap settings? Edit: I've actually cleared it up thanks for the advice!
My attempt at a arms race map. I tried to make a map that was symmetrical and balanced (like the Valve maps) but make it not looks symmetrical. [quote][URL=http://s54.photobucket.com/user/31337_tom/media/03_zpsf4c86384.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/03_zpsf4c86384.jpg[/IMG][/URL] (^This was before everything was textured)[/quote] [URL=http://s54.photobucket.com/user/31337_tom/media/08_zps30afa9d2.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/08_zps30afa9d2.jpg[/IMG][/URL] [URL=http://s54.photobucket.com/user/31337_tom/media/11_zps851b14a1.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/11_zps851b14a1.jpg[/IMG][/URL] [URL=http://s54.photobucket.com/user/31337_tom/media/12_zps5d0542c0.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/12_zps5d0542c0.jpg[/IMG][/URL] [URL=http://s54.photobucket.com/user/31337_tom/media/13_zps61507de5.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/13_zps61507de5.jpg[/IMG][/URL] [URL=http://s54.photobucket.com/user/31337_tom/media/14_zpsd64475c1.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/14_zpsd64475c1.jpg[/IMG][/URL] [URL=http://s54.photobucket.com/user/31337_tom/media/15_zps277da744.jpg.html][IMG]http://i54.photobucket.com/albums/g115/31337_tom/15_zps277da744.jpg[/IMG][/URL] It still needs a lot of work. Its all stock textures and models, which is going to need to change eventually. The lighting needs work in some places. The outside area needs to be expanded so that it looks like a real street, maybe with a 3d skybox. After several years of on-and-off mapping, this is the first thing Ive come close enough to completing that it is playable. My HDD is full of dozens of half finished maps. I put this map up on the workshop. Any recommendations would be greatly appreciated. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=217400040[/url]
[QUOTE=Merijnwitje;43569796]You could use the foliage of Portal 2, but there's a bit of work to simply port the models to the HL2 Source branch.[/QUOTE] Yeah, I've done this before. But I'm waiting until I get a better computer, then I'll start mapping for real! :) But thanks anyways for the advice
[QUOTE=ThePhailed;43559561]So I'm working on some concepts for a combine ruled city a bit like city 17, but still different. It's just much at the moment. But I'm getting a few ideas as im mapping on this.[/QUOTE] What skybox/lighting settings did you use? I'm interested.
[QUOTE=ThePhailed;43563414]I have lost my magic mapping powers.... [T]http://i.imgur.com/mbwoBbX.jpg[/T] Oh well. This is what I've got for now. It was supposed to be heavily filled with foliage and shit. But since EP2 doesnt have a lot of that it turned out like this. Will probably redo some day.[/QUOTE] I don't like the top wall texture, but it fits the ceiling. It's just my opinion.
[QUOTE=ViralHatred;43571763]What skybox/lighting settings did you use? I'm interested.[/QUOTE] Skybox is sky_day02_06 I dont have the old light properties of the light_environment. But I think brightness was around 145 183 179 130 and ambient at 100. Sorry for not being able to have the exact setting. I'm bad at saving multiple copies etc. [QUOTE=Peter Brev;43574029]I don't like the top wall texture, but it fits the ceiling. It's just my opinion.[/QUOTE] Yeah, I made it pretty fast. I'm going to be making a mod some time, so I'm trying to get used to some style...
[QUOTE=lionheart1066;43560909][img_thumb]http://cloud-4.steampowered.com/ugc/702860642335102102/8E7E1BBDA73A4202B1F5819B28A9073A8543C1AF/[/img_thumb][/QUOTE] How'd that shipping crate get there? edit: uh oh pageking here's a picture [t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc30000.jpg[/t]
[IMG]http://cloud-2.steampowered.com/ugc/3389257750856887004/1656550E182CFFC4CD72E4FBFAA73E14B6A744CB/[/IMG]
I've been working on this for a while now originally for cs:go but the filesize is already huge. So maybe release it for gmod? I don't know. [IMG]http://i.imgur.com/4wypknNl.jpg[/IMG] [IMG]http://i.imgur.com/HIpvcGVl.jpg[/IMG] [IMG]http://i.imgur.com/TMwAJLEl.jpg[/IMG] [IMG]http://i.imgur.com/AFarOidl.jpg[/IMG] [IMG]http://i.imgur.com/XRYWo7ql.jpg[/IMG] [IMG]http://i.imgur.com/mSaEQMYl.jpg[/IMG] ignore the christmas lights lol [IMG]http://i.imgur.com/4SetZFtl.jpg[/IMG]
Ziba tower gungame is great in BF3.
[QUOTE=Cosine;43575491]How'd that shipping crate get there?[/QUOTE] Through the giant door thats off-screen. [img_thumb]http://cloud-2.steampowered.com/ugc/702860642393216741/8E71BA77FE4346A35846737706B2A0183F452B70/[/img_thumb] Also an overhead as well, since this is for a TF2 mod. [img_thumb]http://cloud-2.steampowered.com/ugc/702860642393395142/BD7CD468C5FA7D8202AD0B6B96F01EABD614FE12/[/img_thumb]
[QUOTE=lionheart1066;43582151]Through the giant door thats off-screen. [img_thumb]http://cloud-2.steampowered.com/ugc/702860642393216741/8E71BA77FE4346A35846737706B2A0183F452B70/[/img_thumb] Also an overhead as well, since this is for a TF2 mod. [img_thumb]http://cloud-2.steampowered.com/ugc/702860642393395142/BD7CD468C5FA7D8202AD0B6B96F01EABD614FE12/[/img_thumb][/QUOTE] And how did they get the shipping crate in in the firstplace? Through the meeting room?
[QUOTE=Zovox;43582327]And how did they get the shipping crate in in the firstplace? Through the meeting room?[/QUOTE] The meeting room is on the floor above the loading dock.
I do believe he meant how was it put in place exactly where it is and how do they plan on getting it out of there
Bit more progress [t]http://cloud-2.steampowered.com/ugc/901013347869066628/9C4AEC3041FB3F4DA2F8A6CCB4B4869E04B9DB4C/[/t] [t]http://imagizer.imageshack.us/v2/800x600q90/42/mc9t.jpg[/t]
[QUOTE=pac0master;43584031]Bit more progress [t]http://cloud-2.steampowered.com/ugc/901013347869066628/9C4AEC3041FB3F4DA2F8A6CCB4B4869E04B9DB4C/[/t] [/QUOTE] Too many caution stripes , It really distracts you from the actual environment
[QUOTE=UnknownPredator;43585651]Too many caution stripes , It really distracts you from the actual environment[/QUOTE] I saw similar design in real life. that's the main reason why i keep it that way. At the same time It make sense. In this case, the Hallway is a Maintenance shaft cut by a walkway. If you are driving a Forklift for example, you need to see it and take attention to it in case someone is passing by. It is a good way to make any driver or worker noticing it
[QUOTE=pac0master;43586065]I saw similar design in real life. that's the main reason why i keep it that way. At the same time It make sense. In this case, the Hallway is a Maintenance shaft cut by a walkway. If you are driving a Forklift for example, you need to see it and take attention to it in case someone is passing by. It is a good way to make any driver or worker noticing it[/QUOTE] You've got such a beautiful environment and the only I see is yellow , and that's the only thing I'd remember. Your choice though on what you decide to do.
[QUOTE=UnknownPredator;43586333]You've got such a beautiful environment and the only I see is yellow , and that's the only thing I'd remember. Your choice though on what you decide to do.[/QUOTE] Thanks for your opinion. I am trying to make a realistic touch to my maps. Don't worry, it is just a small part of the area. I am using colours and many different design depending on the purpose it should have. I want a realistic feel but it sort of have to guide the player by itself. Those stripes get in the eyes easily and should make the player think to go there, but at the same time it give a realistic safety measure touch to the design. as you can see in my other picture with the catwalk, there is many colour since it is a public area made to look nice and greeting to the newcomers. Just need to remember the place is very old and abandoned since at least 30 years. Still work in progress and it will be improved
Tried to make a style for a fictional alien race in my mind. I'm very unsure which style is going to fit them. Which is a big challenge. Because I'm focusing on a big building, almost same as Citadel from HL2. Since I don't have any of the HL2 games installed in my Win8 computer. I made this in TF2's hammer instead. [t]http://i.imgur.com/pUokrov.jpg[/t] [t]http://i.imgur.com/8KsREmq.jpg[/t] [t]http://i.imgur.com/ShaZEZQ.jpg[/t] I'm aware that the trainstation in the 3rd picture is too cramped. And the models are for scaling.
Working on a DarkRP map :) [IMG]http://i.imgur.com/kMe6xAe.png[/IMG] [IMG]http://i.imgur.com/zBECSqc.png[/IMG]
Make that alley wider. How is a car supposed to be able to maneuver in a space that cramped?
[QUOTE=Chrille;43586994]Make that alley wider. How is a car supposed to be able to maneuver in a space that cramped?[/QUOTE] There weren't supposed to be garages, more storage sheds.
[QUOTE=boshuajackman;43587002]There weren't supposed to be garages, more storage sheds.[/QUOTE] Similar to this I take it? [img]http://cdn.storenextdoor.com/media/space_pics/rbsteel3_1.jpg[/img] (Though this version is indoors)
[QUOTE=boshuajackman;43587002]There weren't supposed to be garages, more storage sheds.[/QUOTE] Alright. I think metaldoor17a would fit that look better, but maybe that's just me.
[QUOTE=boshuajackman;43586938]Working on a DarkRP map :) [url]http://i.imgur.com/kMe6xAe.png[/url] [url]http://i.imgur.com/zBECSqc.png[/url][/QUOTE] Texture is not aligned. [img]http://i.imgur.com/G3DXzeZ.png[/img]
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