• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Rubs10;43797516]Yes, that is pretty nice. Does it really look like GiGaBiTe was trying to make an abstract map?[/QUOTE] Generally in zombie mod, you want more nonsensical designs for the maps. More realistic maps tend to not have the kinds of places required for humans to hold out, nor do they generally have enough physics props to create proper barricades.
MORE (yay! :dance:) basement. Updated the weed ro- I mean garage: [IMG]http://cloud-3.steampowered.com/ugc/3278921462175585014/6C40C87A29F468E42E596B61CD18200460D7C644/1024x640.resizedimage[/IMG] Added stairs to go upstairs to the upstairs place which will never be accessed: [IMG]http://cloud-4.steampowered.com/ugc/3278921462175597752/5FE7B67E0B41AEF34F46C9E02CC41E52D2AF5670/1024x640.resizedimage[/IMG] Main room (CT Spawn): [IMG]http://cloud-4.steampowered.com/ugc/3278921462175600828/69B2FDD9509A2CF08BB4EFC4E9A06607EA6CE619/1024x640.resizedimage[/IMG] Next up: Laundry room Honda room Panda room Daddy room Mandy Bloom All of them are wrong, except one!
[IMG_thumb]http://cloud-2.steampowered.com/ugc/451786796125670430/FB5953AB791AAB4BCD2B8EE53B4931DF7BC8157B/1024x575.resizedimage[/IMG_thumb]
[QUOTE=AeonCastle;43801928]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][/QUOTE] Looks good man, thats in cry of fear isnt it? the pictures I showed of my project are pretty old now. I might take some comparison shots from AOMDC and AOMFC and post em up I should be able to pitch my fan remake to Rumpel soon ill probably send him a video of the first 15mins of the game.
[QUOTE=Proj3ct_ZeRo;43804276]Looks good man, thats in cry of fear isnt it? the pictures I showed of my project are pretty old now. I might take some comparison shots from AOMDC and AOMFC and post em up I should be able to pitch my fan remake to Rumpel soon ill probably send him a video of the first 15mins of the game.[/QUOTE]It was in a HL2 mod called Grey, actually! Definitely post some more though, everything's looking great. Speaking of, I really like your versions of the Nightmare textures, are those still current?
Ah yeah thought it was COF, yes those nightmare textures are current but I dont want to show off to much of the nightmare yet. Here is some comparison screens of the same areas in AOM compared to FC. This is pre nightmare so no horror yet. [IMG]http://i61.tinypic.com/2ldjfro.jpg[/IMG] [IMG]http://i60.tinypic.com/wv785e.jpg[/IMG]
That looks fantastic, I'll definitely be watching this project with great interest!
I would take the paintings off the wall in the way of the light beams in the last shot. They kind of break with the whole "not-dynamic light" thing.
[QUOTE=kaine123;43805042]I would take the paintings off the wall in the way of the light beams in the last shot. They kind of break with the whole "not-dynamic light" thing.[/QUOTE] I'd change the lighting to just night time. Or just a regular light_env because sunlight doesn't cast like that.
[QUOTE=Fearlezz;43799440][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] How is this possible and what gamemode is it for?
[QUOTE=Armageddon104;43806125]I'd change the lighting to just night time. Or just a regular light_env because sunlight doesn't cast like that.[/QUOTE]Well one part of the game takes place in the day, so it's not exactly something he can fudge.
This is a bit like [url=http://facepunch.com/showthread.php?t=1250104&p=43785575&viewfull=1#post43785575]raviool's work[/url]. I think I'm going in a different direction though. [img]http://cloud-3.steampowered.com/ugc/468675294739151162/4E6DD390C89A553B143C5E11BC658BA03076D6F5/1024x576.resizedimage[/img]
[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] You need a coherent theme to use that explanation. If the whole map was pointless in terms of realistic looks, sure, no problem with that fence there. There is nothing wrong with abstract work. But that room itself looks pretty realistic to me other than the fence, and it really makes it stick out. The fence model is also more dirtier and older looking than the other materials. The problem here is not the strict realism, in fact I could point out a million of things which are unrealistic in that map. These are design flaws, which make the map look bad and most of all, make no sense. [QUOTE=Spherix;43798205]Do zombies make sense then?[/QUOTE] No, but that's not the point. Does L4D-series look coherent and fairly realistic? Yes. Is it realistic? Hell no.
[QUOTE=Ray551;43799303]Would you mind telling me where I could find that song? Or what it is called?[/QUOTE] It's from Stanley Parable - "demosecret.wav". I don't remember, but it is probably in demo too.
[QUOTE=gargamel9000;43808044]It's from Stanley Parable - "demosecret.wav". I don't remember, but it is probably in demo too.[/QUOTE]It's part of an easter egg in the demo as well as the full game The name of the song is [url="http://www.youtube.com/watch?v=49AiqH-DuR0"]Who Likes to Party?[/url] by Kevin MacLeod That guy really gets around
[QUOTE=Brandon;43806165]How is this possible and what gamemode is it for?[/QUOTE] because magic
[IMG_thumb]http://i.imgur.com/rF5c78q.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/5ml9Zds.jpg[/IMG_thumb] based off [URL="http://web.roblox.com/Sword-Fight-on-the-Heights-Original-place?id=487316"]http://web.roblox.com/Sword-Fight-on-the-Heights-Original-place?id=487316[/URL] need to fix the red things
Well uhh... You certainly nailed the roblox theme....
[QUOTE=Brandon;43806165]How is this possible and what gamemode is it for?[/QUOTE] Someone wrote up a guide in /r/dota2modding that can be found [url=http://www.reddit.com/r/Dota2Modding/comments/1ut1a7/setting_up_a_full_sdk_to_view_models_create_maps/]here[/url] It's kind of complicated at the moment and not everything works as well as it should but it's a start for custom DoTA2 mapping.
This is my very first map.... I know its awful, what can i do to improve it? Its got much more to come, I need to add brighter lighting and more props here and there. Any suggestions? [img]http://cloud-2.steampowered.com/ugc/3296935860708829306/66ADB3017DA98736B5FF91019AD947392FE79018/1024x576.resizedimage[/img]
You should try to look at reference pictures on google of subway stations, they don't really look like this. Try to get used to some more complex brushwork, try out some tutorials floating out there on the web. :smile: [editline]6th February 2014[/editline] Try out something like this: [thumb]http://upload.wikimedia.org/wikipedia/commons/9/99/Munich_subway_station_Theresienwiese.jpg[/thumb] Nothing to compicated, but nice for a start.
[QUOTE=Ray551;43814997]You should try to look at reference pictures on google of subway stations, they don't really look like this. Try to get used to some more complex brushwork, try out some tutorials floating out there on the web. :smile: [editline]6th February 2014[/editline] Try out something like this: -snip- Nothing to compicated, but nice for a start.[/QUOTE] Agreed! Im currently using this as referance and sort of failing to replicate: [thumb]http://i.imgur.com/Nmc9Chv.jpg[/thumb] Thanks for the advice :)
Well, the middle part of the station seems to be bigger than it has to be - try to make it more slim, like in your referance picture.
Slimed it down a little more and changed the textures to dev textures so I can focus on the design rather than the materials: [img]http://cloud-4.steampowered.com/ugc/3296935860710167505/9ACD27D91647590E7EEBCCC80AA17ABD4137CEC7/1024x576.resizedimage[/img] Heres how it looks from a similar position as the last picture: [IMG]http://cloud-2.steampowered.com/ugc/3296935860710148050/1932E068B7732CC0CDCDB04107ECE8BD9EAB4771/1024x576.resizedimage[/IMG] I have replaced spotlight lights with light which looks worse but the brightness is better. I need to work on my lighting which is what il be Youtubing next ;)
It's already looking better, although the ceiling looks a little low to me.
Apologies for the crappy lighting, I threw this into SDK Base 2007 since it's the only thing that loads cubemaps for me at the moment. I've been working on my texturing skills and this is my first time trying to make textures for a specific object instead of walls or floors or whatever. It's a physics based door, I'm hoping to try and chuck together some kind of Amnesia-type system. If someone who knows more about entity work than me would be willing to give me a hand getting this system to work it'd be much appreciated - I'm assuming I could use a trigger_push to slam the doors but I don't know about just opening/closing them. Also, is there a way to make that little trim inside the frame collide with the door but not the player? [img]https://dl.dropboxusercontent.com/u/102156717/house_test_020001.jpg[/img] Edit: Put some slightly better lighting in, though it doesn't show off the spec map as well. [t]https://dl.dropboxusercontent.com/u/102156717/house_test_030002.jpg[/t]
[QUOTE=benten80;43812375][IMG_thumb]http://i.imgur.com/rF5c78q.jpg[/IMG_thumb] [IMG_thumb]http://i.imgur.com/5ml9Zds.jpg[/IMG_thumb] based off [URL="http://web.roblox.com/Sword-Fight-on-the-Heights-Original-place?id=487316"]http://web.roblox.com/Sword-Fight-on-the-Heights-Original-place?id=487316[/URL] need to fix the red things[/QUOTE] Didn't expect to see roblox maps here.
I've always been thinking about making one of the default builds from Blockland like Building 6 or the Beta City, but I never gotten around making custom textures for that and such.
[T]http://i.imgur.com/CJalqTi.jpg[/T] I know it isn't a map but I couldn't resist making a text-free version of the AOM:DC background menu, given Final Cut. Ignore the DeadOps title, by the way.
Did some more work on my map. (over in home streaming, so I apologise for the bad quality. The colors on the pictures maybe weird due to me using F.lux) [thumb]http://i.imgur.com/XhDrl9j.jpg[/thumb] Added another bench, bins either side of that pillar and some decals. I also drastically improved how all the walls were put together and there is now no gaps (apart from one step on the stairs I left out) or any imperfections that I know of) and I added some stairs into the open which shall soon be a subway entrance. Also added a nice big decal to fill in the wall, pointless but it just gives it detail lol: [thumb]http://i.imgur.com/lw08P4a.jpg[/thumb]
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