• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[IMG]http://i.imgur.com/e8C2n5i.jpg[/IMG] still a heavy wip EDIT [IMG]http://i.imgur.com/F6CwQOm.jpg[/IMG] [IMG]http://i.imgur.com/lqBwFpQ.jpg[/IMG] linking maps is always fun, but re-aligning textures is a bitch a heavily re-done proto_city17inner01, arcade_06, and city_test09
[QUOTE=AeonCastle;43817211][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.[/QUOTE] Looks decent I wont be going with that background though also I changed the menu song to something I thought was appropriate. [video=youtube;ZVvjXJentik]http://www.youtube.com/watch?v=ZVvjXJentik[/video]
[QUOTE=Proj3ct_ZeRo;43818694]Looks decent I wont be going with that background though also I changed the menu song to something I thought was appropriate. [video=youtube;ZVvjXJentik]http://www.youtube.com/watch?v=ZVvjXJentik[/video][/QUOTE]Do you have the album, or did you just rip it off Youtube? If you need it, just shoot me a PM.
I got it man thanks for the offer though.
[QUOTE=FlamingBlizza;43817331][IMG]http://i.imgur.com/e8C2n5i.jpg[/IMG] still a heavy wip EDIT [IMG]http://i.imgur.com/F6CwQOm.jpg[/IMG] [IMG]http://i.imgur.com/lqBwFpQ.jpg[/IMG] linking maps is always fun, but re-aligning textures is a bitch a heavily re-done proto_city17inner01, arcade_06, and city_test09[/QUOTE] It's missing detail. Add some decals and some brushes to detail your level. Too much cubic level.
Attempting to create a rapture themed map with TF2 assets for Source Filmmaker, anyone know any good uses for models that come with TF2 that would seem fitting for an underwater city? [t]http://i.imgur.com/qvINolX.jpg[/t] [t]http://i.imgur.com/4ySj5pp.jpg[/t]
[QUOTE=Yhrite;43820793]Attempting to create a rapture themed map with TF2 assets for Source Filmmaker, anyone know any good uses for models that come with TF2 that would seem fitting for an underwater city? [t]http://i.imgur.com/qvINolX.jpg[/t] [t]http://i.imgur.com/4ySj5pp.jpg[/t][/QUOTE] Oceanic theme here would help you a lot. [url]http://wiki.teamfortress.com/wiki/Bullet_Crops_Project[/url]
[QUOTE=Armageddon104;43821433]Oceanic theme here would help you a lot. [url]http://wiki.teamfortress.com/wiki/Bullet_Crops_Project[/url][/QUOTE] Woah, I didnt know about this. Any other packs like this anyone knows of? That would be so cool
[QUOTE=NotExactly;43816282]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][/QUOTE] We've experimented with a similar approach in Nox Aeterna using hinges and func_physboxes but we've never really got a satisfying result. There was also a problem we encountered where the door was just a little to big for the player to grab and manipulate, so the only way for the player to open the door was to bump into it like an amputee. As for your question, couldn't the trim just be a simple func_detail since it's small enough for it to not be too intruding as far as player movement is concerned? Nice door, by the way.
[QUOTE=ThePhailed;43821912]Woah, I didnt know about this. Any other packs like this anyone knows of? That would be so cool[/QUOTE] [url=www.construction.tf2maps.net]ConPack wink wonk[/url]
[IMG]http://puu.sh/6MUx5.png[/IMG] my first "real" map, gonna hopefully make this as a csgo arms race map, still in wip stages
you should turn the tower into a goat tower
[IMG]http://puu.sh/6Ni1Y.png[/IMG] stairs are gonna be inaccessible for gameplay reasons :c
Why? To prevent camping? Anyway, I think it looks more fitting if you make it look like a bit more of a warzone, like add some breached walls, and perhaps make the tower appear damaged if the roof is brush based. It's just things like that that can convince me to download a map and personally, I think it adds a bit more feeling to the map.
[QUOTE=Zay333;43822677]We've experimented with a similar approach in Nox Aeterna using hinges and func_physboxes but we've never really got a satisfying result. There was also a problem we encountered where the door was just a little to big for the player to grab and manipulate, so the only way for the player to open the door was to bump into it like an amputee. As for your question, couldn't the trim just be a simple func_detail since it's small enough for it to not be too intruding as far as player movement is concerned? Nice door, by the way.[/QUOTE] The trim's small, but I do still find myself catching on it a fair bit - I was hoping a player clip brush would work but the door seems to collide with it as well. Good to know I'm not the only one trying this, though. And thanks - I'm really satisfied with how the spec map turned out in Source.
What should I be doing for these lights? [IMG]http://i.imgur.com/BLwdojQ.png[/IMG] [IMG]http://i.imgur.com/1TfCekb.png[/IMG] Im using light for it... What should I be using
[QUOTE=Chizbang;43825772]What should I be doing for these lights? Im using light for it... What should I be using[/QUOTE] [URL="http://www.interlopers.net/tutorials/15371"]func_illusionary[/URL] is useful to create light with brushes.
Edit the lights.rad(?) to make the texture itself emit light.
Use lights.rad [url]https://developer.valvesoftware.com/wiki/VRAD#Lights_files[/url]
[QUOTE=Proj3ct_ZeRo;43804554]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][/QUOTE] Are you making this based off the newer and nicer looking source engines? Looks like CS:GO quality. If so, how do you set it up this way as a standalone mod?
-snip-
More on mah map. The lighting is a little naff in this area, again something I need to do more work on: [thumb]http://i.imgur.com/qgTOQWl.jpg[/thumb] [thumb]http://i.imgur.com/aTeG7k1.jpg[/thumb]\ Annnddd... The outside with a car to scale: [thumb]http://i.imgur.com/UchdptV.jpg[/thumb] [thumb]http://i.imgur.com/I1jV64n.png[/thumb] I did try VRad lighting, I couldnt get it to work properly but I think I know what I did wrong and il be trying it out again when I go to work more on the subway. I need to figure out how to make a believable buildings now.... Oh no. Any tips?
[t]http://i.imgur.com/vlnWhrI.jpg[/t] How's this fog?
Playing around with some ideas. [t]http://cloud-3.steampowered.com/ugc/577887836213719260/C666AD1BFD3CEE45996073080779D80B360124B9/[/t] [t]http://cloud-2.steampowered.com/ugc/577887836213716080/DF1D5CAECB44ED3D097A2338132F77F3A61E7314/[/t] Lighting origins are all messed up at this moment.
[QUOTE=Giraffen93;43829759][t]http://i.imgur.com/vlnWhrI.jpg[/t] How's this fog?[/QUOTE] If you're not too attached to the skybox you could probably go for something on the gray side for blending purposes and create warmer lighting with the street lamps
[QUOTE=Erad6;43829912]If you're not too attached to the skybox you could probably go for something on the gray side for blending purposes and create warmer lighting with the street lamps[/QUOTE] yeah it actually got a bit depressing probably going to start using env_skypaint
[QUOTE=Giraffen93;43829924]env_skypaint[/QUOTE] What's that? [editline]8th February 2014[/editline] Is that the Garry's Mod entity?
[QUOTE=Hellsten;43829992]What's that? [editline]8th February 2014[/editline] Is that the Garry's Mod entity?[/QUOTE] Allows you to create a dynamic skybox and all that jazz.
[QUOTE=Colteh;43823491][IMG]http://puu.sh/6Ni1Y.png[/IMG] stairs are gonna be inaccessible for gameplay reasons :c[/QUOTE] Jeez, I always think the stairs are useless. Only my opinion.
[QUOTE=Zay333;43822677]couldn't the trim just be a simple func_detail since it's small enough for it to not be too intruding as far as player movement is concerned? Nice door, by the way.[/QUOTE] Make the stop a func_illusinary and add a brush with: use a [url]https://developer.valvesoftware.com/wiki/Func_clip_vphysics[/url] Or, just throw a player clip over the whole stop.
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