The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
It's incredibly hard to constructively criticise a map from screenshots alone (the layout anyway).
[QUOTE=sakasakakun;43783740][IMG][url=http://uppix.com/][img]http://uppix.com/f-upload452f1036d00155479.png[/img][/url][/IMG]
Referred this.
[IMG]http://livedoor.blogimg.jp/bluestylecom/imgs/6/b/6b736e51.jpg[/IMG][/QUOTE]
is it a model?
[QUOTE=ThePhailed;43784765]This sounds like a common opinion. Why hasnt anyone made this yet?[/QUOTE]
They have, it just usually falls from the front page, the main person who did it discontinues it, or other reasons. quite often people who make good content, don't always want it in a massive pack for free distribution.
If people were up for it I have a server I could host a BitTorrent Sync service on it, or an SVN, anything.
[QUOTE=raviool;43785575]continued on what i posted a couple pages ago.[/QUOTE]
fantastic architecture my friend, keep at it. I like that you've managed to make something new with stock hl2 textures.
[QUOTE=Fearlezz;43787574][img_thumb]https://dl.dropboxusercontent.com/u/826204/maps/dota/geminus0017.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/SvSzeFW.jpg[/img_thumb][/QUOTE]
show me more this is so cool
I still can't make up my mind whether or not specular maps are truly useless in Source. I'm porting alot of assets from Mirror's Edge, and so far I've been just slapping the speculars into the normal map.
Despite cubemaps being global specular; (technically) I have noticed a difference with specular maps and cubemaps combined
What do you guys think?
Has anyone ever done anything with crowds/traffic in the Source engine?
[QUOTE=Rubs10;43789781]Has anyone ever done anything with crowds/traffic in the Source engine?[/QUOTE]
You can do scripted cheaples :v:
[QUOTE=Rubs10;43789781]Has anyone ever done anything with crowds/traffic in the Source engine?[/QUOTE]blowing them up in a terrorist attack
I've seen crowds rendered as particles before and traffic lights in the distance, but never up close examples.
[t]http://i.minus.com/iKEXPPHb8eWcG.jpg[/t]
More content! Map can be viewed at [url=steam://connect/braxnet.org]Braxnet RP[/url]
[QUOTE=Rubs10;43789781]Has anyone ever done anything with crowds/traffic in the Source engine?[/QUOTE]
Pretty much only Grey has.
[media]http://www.youtube.com/watch?v=ZFATU5RKCq8[/media]
Past that, I think the only real implementations people use is either func_tracktrains, or animated models.
You might be able to do some cool stuff depending on the engine versions limitations.
L4D has some amazing hacks and really awesome stuff going on behind the scenes, but due to the code being mostly Turtle Rock's we haven't been able to mod it - I imagine if it was ported to HL2 or Alien Swarm some amazing stuff could be done.
[QUOTE=sakasakakun;43783740]
Referred this.
[IMG]http://livedoor.blogimg.jp/bluestylecom/imgs/6/b/6b736e51.jpg[/IMG][/QUOTE]
What building is that/where?
[QUOTE=matt000024;43792420]What building is that/where?[/QUOTE]
That's "Gran Tokyo South tower".
[url]http://www.tokyostationcity.com/index.html[/url]
[url]http://www.jebl.co.jp/building/southtower/[/url]
[QUOTE=Rubs10;43789781]Has anyone ever done anything with crowds/traffic in the Source engine?[/QUOTE]
you need to edit the npc code and optimize it, otherwise Source is pretty bad at handling a lot of npc's at once
[QUOTE=Whitby;43768688][t]http://imageshack.com/a/img854/6261/7faj.png[/t]
I got back at it.
So just to list where I'm at;
The ships sail.
You can drive them.
The cannons work.
The cannonballs destroy bits of other ships.
The cannonballs also destroy people.
The cannons destroy people if you retardedly stand behind them.
The swivels work (depending on how you define "work")
The carronades for the topdeck are almost working.
The boats can be customised before the round begins. Choice of armaments and such. Planned, partly implemented, all working.
The ships can be disabled and sunk.
Guns can be shot out by other guns.
To list where I could really use a helping hand (or better still somebody to just do it for me):
Smoke for cannons. -Big issue, I can't get any smoke or steam in source looking right.
Lua - if anybody wants to contribute I'm pretty close to a playable beta and a gamemode and/or some musket/cutlass sweps would be glorious.
Double sided texture - I did it once before. I need it for the sails, how do I do this? I forgot.
Past that, any critique on design is welcome, excluding the rear window which is already scheduled to be redone. In advance, telling me I need to add a longboat on the place reserved for the longboat or add gold shiny stuff to the back is useless - it's going to get done. Focus on critiquing what has been done, if you'll offer the much appreciated critique. ;)[/QUOTE]
Perhaps I could help you with cannon particles.
Here's an old example.
[video=youtube;xWfcpxFEWJ4]http://www.youtube.com/watch?v=xWfcpxFEWJ4[/video]
I can do a lot more too, unfortunately I don't have much to showcase; However, you might have seen some of my very old particles in Hellsten's videos such as snow or candle lights.
I'm remaking this map from scratch for a zombie reloaded server:
[url]http://css.gamebanana.com/maps/72423[/url]
I'm almost done with remaking the map (from scratch mind you.) I started on it 3 years ago and have been procrastinating on it way too long.
[thumb]http://i.imgur.com/d69tK9F.jpg[/thumb]
Earlier shot from different angle:
[thumb]http://cloud-4.steampowered.com/ugc/505821122856404229/BB847D1EBFDEDA0D936621EB6585EF6238DBFC52/[/thumb]
I wanted to remake it because it was full of awful crap like this:
[thumb]http://cloud-2.steampowered.com/ugc/615021010591652556/3E272E901AE703FB99B9E506EC2D20E3ACE7FB3E/[/thumb]
Which I completely remade into things like this:
[thumb]http://cloud-3.steampowered.com/ugc/615021010591650651/DDBBA44E59858A2E22F03F502B7FD30A9D0C9A7C/[/thumb]
Why is there a fence like that inside the office? That doesn't make any sense at all. Also how that shipping container got there?
[QUOTE=Whitby;43768688]I got back at it.[/QUOTE]
How did I miss this post.
Anyway, I think your brushwork is great but as I said some time back, it really is worthy of some better textures.
[QUOTE=Rubs10;43789781]Has anyone ever done anything with crowds/traffic in the Source engine?[/QUOTE]
Try "func_fish_pool" with changed models:
[video=youtube;PA6y5J4x4M8]http://www.youtube.com/watch?v=PA6y5J4x4M8[/video]
:quagmire:
[IMG][url=http://uppix.com/][img]http://uppix.com/f-upload552f24afe001557b0.png[/img][/url][/IMG]
[IMG][url=http://uppix.com/s-upload652f24da5001557b6-jpg.htm][img]http://uppix.com/t-upload652f24da5001557b6.jpg[/img][/url][/IMG]
Almost completed.
[QUOTE=Jukka K;43796520]Why is there a fence like that inside the office? That doesn't make any sense at all. Also how that shipping container got there?[/QUOTE]
Vending machines, couches, library shelves etc. are not an uncommon sight in zm maps regardless of the theme.
Players are familiar with these props to barricade with and custom models make the map size larger.
[QUOTE=Sam Za Nemesis;43797261]One thing I like about computer graphics is that you can go as abstract as you want, you don't need to plan everything to be realistic[/QUOTE]
Yes, that is pretty nice. Does it really look like GiGaBiTe was trying to make an abstract map?
[QUOTE=Jukka K;43796520]Why is there a fence like that inside the office? That doesn't make any sense at all. Also how that shipping container got there?[/QUOTE]
Do zombies make sense then?
[QUOTE=sakasakakun;43797065]
-Skyscraper-
Almost completed.[/QUOTE]
That looks somewhat high-poly, wouldn't that hinder the map's performance?
[QUOTE=gargamel9000;43796911]Try "func_fish_pool" with changed models:
[video=youtube;PA6y5J4x4M8]http://www.youtube.com/watch?v=PA6y5J4x4M8[/video]
:quagmire:[/QUOTE]
Would you mind telling me where I could find that song? Or what it is called?
[QUOTE=HoliestCow;43788693]show me more this is so cool[/QUOTE]
[img_thumb]http://i.imgur.com/7zeTvyj.jpg[/img_thumb] [img_thumb]http://i.imgur.com/ttIUZGy.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/nA7JD2m.jpg[/img_thumb] [img_thumb]http://i.imgur.com/z2JTGha.jpg[/img_thumb]
[QUOTE=KnightVista;43797208]Vending machines, couches, library shelves etc. are not an uncommon sight in zm maps regardless of the theme.
Players are familiar with these props to barricade with and custom models make the map size larger.[/QUOTE]
You could make some Black Mesa-style windows that block off that area.
[QUOTE=Proj3ct_ZeRo;43735004]Personal project of mine, a fan remake I havent pitched it to Rumpel yet but when I have a decent enough beta im going to ask his blessing.
All of this is subject to change and contains alot of placeholder graphics.
[IMG]http://i.imgur.com/9WUTWIt.jpg[/IMG][/QUOTE]I was looking at this post again and I remembered I did this a while back.
[T]http://i.imgur.com/T3AcWem.jpg[/T]
[T]http://i.imgur.com/onyiDnp.jpg[/T]
[T]http://i.imgur.com/OcHBYl4.jpg[/T]
Sorry, you need to Log In to post a reply to this thread.