• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Giraffen93;43914352][t]http://i.imgur.com/HX4yEcp.jpg[/t] this map is getting quite ridiculous[/QUOTE] A subway station next to a farm?
[QUOTE=Zay333;43919634]A subway station next to a farm?[/QUOTE] [t]http://i.imgur.com/ZqPdPKC.jpg[/t] i suppose
I made some brush-based train tracks. [IMG_thumb]http://i.imgur.com/jVuX8WE.jpg[/IMG_thumb]
Kinda sharp turn for a train isn't it.
[QUOTE=Lamarr;43920319]Kinda sharp turn for a train isn't it.[/QUOTE] I agree, I need to make it wider.
[QUOTE=benten80;43920328]I agree, I need to make it wider.[/QUOTE] I could make some varying wide curves and smoothness for you, all you'd have to do is add the gravel if you want. But you seem to know how to make them, so my advice to you is just to make the curves smoother the bigger you make them. 2048 long and wide curves with 8 brushes spells disaster. Alternatively, propper can help out.
Is this too wide? [IMG_thumb]http://i.imgur.com/uwNJFD2.jpg[/IMG_thumb]
if anything it's still pretty sharp :v: or they'd have to go 5km/h
Railway curves their radius usually depends on their function and speed. Industrial and local lines usually have tighter curves due to their lower speeds and limited space. [thumb]http://www.spoorverledendrachten.nl/afbeeldingen/archief_trein11_groot.jpg[/thumb] [thumb]http://www.industriespoor.nl/ProvincieGroningen_bestanden/image011.gif[/thumb] Where as Mainline railways have curves that allow them to pass at medium or high speeds. [thumb]http://www.hetutrechtsarchief.nl/beeld/Atlantis/763/_500/167763.jpg[/thumb] Futhrermore the railway age and the environment plays an important role. Personally I think your curve looks fine.
[QUOTE=benten80;43920917]Is this too wide? [IMG_thumb]http://i.imgur.com/uwNJFD2.jpg[/IMG_thumb][/QUOTE] tho, it may be the light quality that's throwing me off, but it looks like those rail will derail a train going anywhere above 80... Emergency page king content: Train: [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V3/gm_bluehills_test30000.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V3/gm_bluehills_test30001.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V3/gm_bluehills_test30002.jpg[/t] And a tractor: [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V4/gm_carcon_ws0035.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V4/gm_carcon_ws0036.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V4/gm_carcon_ws0037.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V4/gm_carcon_ws0038.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9062018/Screenshots%20V4/gm_carcon_ws0039.jpg[/t] I know these are contraptions and not map related, but we use your awesome maps to drive these on.
lol @ the guy in the first screenshot, looks like he got popped in the head when you took that picture.
Not much of a map more of an asset progress shot. They're for a map I'm making that has settled upon a winter aztec look. [t]http://i.imgur.com/uzfNele.jpg[/t] [t]http://i.imgur.com/1O9LCff.jpg[/t] One of the textures are from mass effect, and another is one I didn't make but that tiled hideously so I fixed that.
That looks pretty sweet. If you don't plan on sewing up the displacement with that cobblestone brush (and create a blend between the two), you could alternatively use overlay sprites with the dirt texture to cover up the seam.
[QUOTE=Hellsten;43924397]That looks pretty sweet. If you don't plan on sewing up the displacement with that cobblestone brush (and create a blend between the two), you could alternatively use overlay sprites with the dirt texture to cover up the seam.[/QUOTE] I use a snowy texture for overlaps since snow likes to get in corners anyways. I have made the my asset map quite simple because the old one(that shows a lot more of the textures) ended up taking too long to compile.' edit: A bit more [t]http://i.imgur.com/oYTsaVN.jpg[/t] [t]http://i.imgur.com/7mGX6Kg.jpg[/t]
[QUOTE=kaskade700;43925137]I use a snowy texture for overlaps since snow likes to get in corners anyways. I have made the my asset map quite simple because the old one(that shows a lot more of the textures) ended up taking too long to compile.' edit: A bit more [t]http://i.imgur.com/oYTsaVN.jpg[/t] [t]http://i.imgur.com/7mGX6Kg.jpg[/t][/QUOTE] I would avoid using lava to be honest, when it comes to the context of csgo, it would just feel out of place to have patches of lava. Fire/ember pits on the other hand could work quite well.
[QUOTE=Framperton;43925689]I would avoid using lava to be honest, when it comes to the context of csgo, it would just feel out of place to have patches of lava. Fire/ember pits on the other hand could work quite well.[/QUOTE] My map is an active volcano so not having lava in the map would feel kind of cheap :v: I don'y know why I chose that photo though, since the one with the proper effects is in my old asset map [t]http://i.imgur.com/faxVBtP.jpg[/t] Ignore the aztec textures those are the one I am replacing.
[QUOTE=kaskade700;43924266]Not much of a map more of an asset progress shot. They're for a map I'm making that has settled upon a winter aztec look. [t]http://i.imgur.com/uzfNele.jpg[/t] [t]http://i.imgur.com/1O9LCff.jpg[/t] One of the textures are from mass effect, and another is one I didn't make but that tiled hideously so I fixed that.[/QUOTE] Reminds me of that game in the Codemasters Humble Weekly Bundle called Overlord.
[QUOTE=kaskade700;43925759]My map is an active volcano so not having lava in the map would feel kind of cheap :v: I don'y know why I chose that photo though, since the one with the proper effects is in my old asset map [t]http://i.imgur.com/faxVBtP.jpg[/t] Ignore the aztec textures those are the one I am replacing.[/QUOTE] Did you make the lava textures yourself? I tried making a lava map for CS:GO but I couldn't find any decent lava texture that didn't look like a cheaper version of minecraft's lava.
[QUOTE=Dr.Cola;43925846]Did you make the lava textures yourself? I tried making a lava map for CS:GO but I couldn't find any decent lava texture that didn't look like a cheaper version of minecraft's lava.[/QUOTE] It a mix/mash of google results of lava made to tile and an animated water refract texture someone kept posting around here that was near useless for actual water since the effect was way too powefull, I did however find it to look neat with lava. I then disable casting shadows and collisions by making it into to some prop type I can't remember right now and place a fitting light source beneath the "surface", an ambient_sound and a hurt_trigger does the rest. It looks kind of nice but I am having issues getting the refract effect to work with some kind of steam or ember above the pool. [t]http://i.imgur.com/6k668Bh.jpg[/t] This is the setting in the actual map if you can make out just what the fuck you are looking at, it flows out into the ocean with the scroll function I can't remember the parameters for and I am trying to get familiar with 3DS Max in order to make me a flowmap instead. srry I forgot to crop out my TV :/ last edit: Reskinned the statues and big stairs from aztec as well [t]http://i.imgur.com/Pzt8fFU.jpg[/t]
[QUOTE=kaskade700;43925759]My map is an active volcano so not having lava in the map would feel kind of cheap :v:[/QUOTE] [QUOTE][t]http://i.imgur.com/faxVBtP.jpg[/t][/QUOTE] Oh, the puns.
About 5% done Don't mind the skybox [t]http://i.imgur.com/NA0nDHd.jpg[/t] [t]http://i.imgur.com/FTrMjJI.jpg[/t] [t]http://i.imgur.com/Qvt92L9.jpg[/t] [t]http://i.imgur.com/i2ZCL6d.jpg[/t]
On the topic of the train tracks: The first set you produced were obviously too tight. The second set was more or less a very decent radius, however it looked as if your tracks where botched up to shit, like you just rotated them, rather than use the arch tool. Das sum wack shit yo! Also, pac0master, what is that? It looks nice :>
What are you using for those light sprites? Are they a custom one or what?
[media]http://www.youtube.com/watch?v=0DByo05kOIY[/media] really gotta find better textures for this thing
there are train textures in half life2
[QUOTE=carbonproxy;43929879]there are train textures in half life2[/QUOTE] yeah but i suppose they're torn down and 30 years old rather have a newer subway system
[QUOTE=Giraffen93;43929884]yeah but i suppose they're torn down and 30 years old rather have a newer subway system[/QUOTE] You should really look into finding a model or a modeler instead. That train is pretty blocky, and having a model would pretty much take it from what you have now to a more professional looking product. Take metrostroi for example: [video=youtube;1VkNTd1ycg8]http://www.youtube.com/watch?v=1VkNTd1ycg8[/video]
[QUOTE=GameDev;43929939]You should really look into finding a model or a modeler instead. That train is pretty blocky, and having a model would pretty much take it from what you have now to a more professional looking product. Take metrostroi for example: [video=youtube;1VkNTd1ycg8]http://www.youtube.com/watch?v=1VkNTd1ycg8[/video][/QUOTE] yeah i can't model that well, and i doubt anyone would do one for free
[QUOTE=Giraffen93;43930000]yeah i can't model that well, and i doubt anyone would do one for free[/QUOTE] L4D has a pretty good train model for subways. You could try using that unless it's too small for what you need.
[QUOTE=Skerion;43930025]L4D has a pretty good train model for subways. You could try using that unless it's too small for what you need.[/QUOTE] i can't really distribute it though? valve has always been against it unless you mount it, and not everyone has it
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