The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Uberslug;43953929]I think an animated normal map could still make a big difference, even on a larger scale. Definitely an interesting way of tackling water.[/QUOTE]
Am I missing something or is that water stuff not a model? And if so Wouldn't Source have to chose between normalmap shading or vertex ?
[QUOTE=wazanator;43952988]You sure? The [url=http://www.youtube.com/watch?v=TTxzH2nl-U0]video Rush_Freak posted was done in TF2[/url].
Anyway wouldn't hurt to try I suppose.[/QUOTE]
It was done in the SFM version of TF2, don't think it's supported in normal TF2 but there's only one way to find out I guess.
As far as I know treesway was added in L4D2 and all later engine versions, could be wrong of course.
[QUOTE=kaskade700;43956452]Am I missing something or is that water stuff not a model? And if so Wouldn't Source have to chose between normalmap shading or vertex ?[/QUOTE]
Its a model. Since we are using CS:GO it has the cascaded shadow maps, so shading really isn't a problem. Unfortunately I think i messed the UV's up or something because the model when i try and do a scrolling texture just moves one way, and the speed is always the same.
i need to decide
should i keep func_illusionary where the sunlight comes. Vote[img]http://www.facepunch.com/fp/ratings/tick.png[/img]
[t]http://cloud-4.steampowered.com/ugc/579014120412225963/41E716FD7EEAD84B48DDBF9472142D91B0AED6E3/[/t]
or remove every single func_illusionary. Vote [img]http://www.facepunch.com/fp/ratings/cross.png[/img]
[t]http://cloud-2.steampowered.com/ugc/579014120412227559/FC97B7E6AAB4F04DF3291CDE984E8364C5B495FF/[/t]
[img]http://i.imgur.com/zOYKikQ.png[/img]
Handwriting .smd's, day 1
(it's supposed to be a plane)
Free advertising for ya'll!
[IMG]http://i.imgur.com/S9rTacY.jpg?1[/IMG]
[QUOTE=EddieLTU;43960700]i need to decide
should i keep func_illusionary where the sunlight comes. Vote[img]http://www.facepunch.com/fp/ratings/tick.png[/img]
[t]http://cloud-4.steampowered.com/ugc/579014120412225963/41E716FD7EEAD84B48DDBF9472142D91B0AED6E3/[/t]
or remove every single func_illusionary. Vote [img]http://www.facepunch.com/fp/ratings/cross.png[/img]
[t]http://cloud-2.steampowered.com/ugc/579014120412227559/FC97B7E6AAB4F04DF3291CDE984E8364C5B495FF/[/t][/QUOTE]
I'd say agree, but i don't know what it is that Func_illusionary does, it just says legacy support and to use func_brush in its place but there's no explanation for what that does. I like the effect is has though.
Been working on a map for Day of Defeat: Source for a while now. I'm a bit slow at mapping, but it's fun regardless.
So the map itself is based out of a wooded area in Hotton, Belgium during the winter in WW2. It may not be historically accurate but I needed some sort of scene to work with. Each side is equipped with 3 working artillery pieces, a command and control (C2) bunker to control the artillery (the artillery can also be shot independently), TNT drops, a flag to capture, and multiple watch towers. There are approximately 30 neutral landmines near the center flag, and 2 adjacent flags up for capture. One of which is located on top of an early warning radar, and the other in a farmhouse. The map also contains a 3D skybox (which isn't near completion just yet and looks like shit), custom distant battle sounds, and working AAA that shoots toward the sky at the flying bombers. In the woods you can hear trees creaking, and the occasional gusts of wind. Located in the woods is a snow road that connects the two bases, and along the road lay a few checkpoints complete with sandbags and supply crates. The occasional destroyed tanks, and bomb craters litter the surrounding area giving the indications of an earlier battle. Every now and then you'll find yourself under a string of (neutral) bombers performing the infamous "carpet bombing" method on the heads of the opposing players. The Allied spawn point is in a C-47 above the map, and the Axis spawn is in their bunker on the lowest level in the forested area.
I'm honestly pretty happy with how it's turning out so far. But I need some criticism on it. As long as I can improve on it in any possible way I'll be more than happy to listen.
[t]http://i.imgur.com/UnTk7Cp.jpg[/t]
One of the watch towers
[t]http://i.imgur.com/aszmrrx.jpg[/t]
Axis bunker
[t]http://i.imgur.com/I1fq9sY.jpg[/t]
Center flag capture point, AAA area
[t]http://i.imgur.com/zhoNJfn.jpg[/t]
Farmhouse with the capture point on the inside. Only accessible after the door has been blow open by TNT
The rest of the screenshots can be found here. I don't want to clutter this post too much.
[url]http://imgur.com/a/gxJ7C#0[/url]
[QUOTE=l33tkill;43964645]Been working on a map for Day of Defeat: Source for a while now. I'm a bit slow at mapping, but it's fun regardless.
So the map itself is based out of a wooded area in Hotton, Belgium during the winter in WW2. It may not be historically accurate but I needed some sort of scene to work with. Each side is equipped with 3 working artillery pieces, a command and control (C2) bunker to control the artillery (the artillery can also be shot independently), TNT drops, a flag to capture, and multiple watch towers. There are approximately 30 neutral landmines near the center flag, and 2 adjacent flags up for capture. One of which is located on top of an early warning radar, and the other in a farmhouse. The map also contains a 3D skybox (which isn't near completion just yet and looks like shit), custom distant battle sounds, and working AAA that shoots toward the sky at the flying bombers. In the woods you can hear trees creaking, and the occasional gusts of wind. Located in the woods is a snow road that connects the two bases, and along the road lay a few checkpoints complete with sandbags and supply crates. The occasional destroyed tanks, and bomb craters litter the surrounding area giving the indications of an earlier battle. Every now and then you'll find yourself under a string of (neutral) bombers performing the infamous "carpet bombing" method on the heads of the opposing players. The Allied spawn point is in a C-47 above the map, and the Axis spawn is in their bunker on the lowest level in the forested area.
I'm honestly pretty happy with how it's turning out so far. But I need some criticism on it. As long as I can improve on it in any possible way I'll be more than happy to listen.
The rest of the screenshots can be found here. I don't want to clutter this post too much.
[url]http://imgur.com/a/gxJ7C#0[/url][/QUOTE]
I'll probably say there isn't enough light from what I can see.
It's very nice but maybe have some spot lights that shine over the base maybe.
Just a suggestion.
[URL="http://i.imgur.com/E7AQwmg.png"]Am I doing this right, guys?[/URL]
This is my first half-life map. I assume I should focus on building each area separately but I can't, my brain doesn't work that way :v:
[QUOTE=Smug Bastard;43968090][URL="http://i.imgur.com/E7AQwmg.png"]Am I doing this right, guys?[/URL]
This is my first half-life map. I assume I should focus on building each area separately but I can't, my brain doesn't work that way :v:[/QUOTE]
It fits in the theme which is good. Use a different metal texture for the ground (the places where you've reused the wall texture) and also get in the habit of nodrawing faces that aren't seen.
[QUOTE=cyclocius;43964045]I'd say agree, but i don't know what it is that Func_illusionary does, it just says legacy support and to use func_brush in its place but there's no explanation for what that does. I like the effect is has though.[/QUOTE]
Func_illusionary is used to hide brushes with selfillum textures
CS:GO map I've been working on for ~3 weeks now. I wish I knew how to get rid of those yuck looking circles around lights (dragging the light away from surface/changing intensity doesn't work very well...)
[t]http://cloud-4.steampowered.com/ugc/577888865071954000/E81FA56226D048F9D106C3096B44233CBE3BCDA8/[/t]
[t]http://cloud-2.steampowered.com/ugc/577888865071970810/59F4E0A3CF510648CDA11A106F48568A9131CA18/[/t]
[t]http://cloud-4.steampowered.com/ugc/577888865071969060/A071F49D3BFFA6AF4B7A6E4C05766C7E596F049D/[/t]
[t]http://cloud-3.steampowered.com/ugc/577888865071964351/950E192DD78C416B9CA10423A1451B5621D97360/[/t]
[t]http://cloud-4.steampowered.com/ugc/577888865071979113/A21462986EE2F88B27598189A0B3A5BB875A464A/[/t]
[t]http://cloud-2.steampowered.com/ugc/577888865071959446/640ED429D9F858E2E4E6E23D9C470034F00FE8CB/[/t]
[t]http://cloud-4.steampowered.com/ugc/577888865071967462/0FF30655AFB33073F903A5D2108FD28CD6FA2668/[/t]
[t]http://cloud-2.steampowered.com/ugc/577888865071975442/F6DF7DF38EAD4D15CB1EF2F11CA2C228FE003741/[/t]
Still need to add a 3D skybox, optimise with hint brushes (when I figure them out lol), brighten some areas with more lights, fix bot nodes, detail a few more places and add a radar. Then I can test and see if I need to add a vent for Ts or block off a route for Ts
;_;
[QUOTE=HGrunt;43956082]Messing around with Portal 2
[t]http://i.imgur.com/Sout8DK.jpg[/t][/QUOTE]
Looks pretty good for a messing around,
But the more i look at it the more i see some flaws. Many places are lacking support that would result to a bad collapse if there was physic :P
[QUOTE=DwarfOverlord;43969439]CS:GO map I've been working on for ~3 weeks now. I wish I knew how to get rid of those yuck looking circles around lights (dragging the light away from surface/changing intensity doesn't work very well...)
Still need to add a 3D skybox, optimise with hint brushes (when I figure them out lol), brighten some areas with more lights, fix bot nodes, detail a few more places and add a radar. Then I can test and see if I need to add a vent for Ts or block off a route for Ts
;_;[/QUOTE]
Looks abit like nuke.
To fix your lighting issue lower the intensity of the lights to near 0 (for delete them) and use light_spot instead. It lets you direct light toward the ground, the reflection from the ground will also light up the ceiling.
Good luck.
[QUOTE=EddieLTU;43968445]Func_illusionary is used to hide brushes with selfillum textures[/QUOTE]
So, you've added a brush outside/near the windows with a selfillum texture and then concealed it with func_illusionary?
[QUOTE=ParaPup;43966656]I'll probably say there isn't enough light from what I can see.
It's very nice but maybe have some spot lights that shine over the base maybe.
Just a suggestion.[/QUOTE]
Thank you for the heads up! I've been using hammer on my monitor which has its brightness up quite a bit. Then I took a look at the screenshots on another monitor and my phone, and it's dark as hell. I dropped the brightness on the light_environment on my monitor, and didn't even consider others being affected by it. So thank you again!
I'll also add some exterior lighting to the center bunkers as well.
[QUOTE=cyclocius;43970935]So, you've added a brush outside/near the windows with a selfillum texture and then concealed it with func_illusionary?[/QUOTE]
yea
all i did is creating brushes with nodraw texture, that are not sticked with the windows, just few units away from them. Later applied the selfillum texture that can cast light on the front of the brush
here's the configs for it (if you need it)
[IMG]http://puu.sh/72eCm.png[/IMG]
seriously i just took a func_illusionary with a light texture, copied over this map and tweaked a little
But this is exactly same thing u can do with func_brush
Illusionary is cheaper than brush
Made a bit of progress
[t]http://i.imgur.com/FxK1OzQ.jpg[/t]
[t]http://i.imgur.com/AuezcZw.jpg[/t]
[QUOTE=pac0master;43974741]Made a bit of progress
[t]http://i.imgur.com/FxK1OzQ.jpg[/t]
[t]http://i.imgur.com/AuezcZw.jpg[/t][/QUOTE]
That looks nice! keep at it!
[QUOTE=DwarfOverlord;43969439]I wish I knew how to get rid of those yuck looking circles around lights (dragging the light away from surface/changing intensity doesn't work very well...)
;_;[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff[/url]
Change your lights from quadratic to constant and see if you like that more.
[QUOTE=l33tkill;43964645]
[t]http://i.imgur.com/UnTk7Cp.jpg[/t]
One of the watch towers
[/QUOTE]
Your fog color looks a little off there, chief.
[QUOTE=Uberslug;43975255]Your fog color looks a little off there, chief.[/QUOTE]
Should it be darker? lighter? Or just a different hue? Right now the fog_controller is matching the brightness/ambient in the light_env, but I don't know if that method would be correct to use.
I decided to compile using Full and see how it goes.
Then I open the map in Abyss ( my mod )
[t]http://i.imgur.com/1huGHeY.jpg[/t]
[t]http://i.imgur.com/4upMkLy.jpg[/t]
[t]http://imgur.com/j4NWLZg.jpg[/t]
[t]http://imgur.com/0jeK9da.jpg[/t]
[t]http://imgur.com/qCEx5ir.jpg[/t]
[t]http://imgur.com/JvAzMIz.jpg[/t]
[t]http://imgur.com/PHOgASr.jpg[/t]
What exactly is going on with that red wall behind the bricks? It doesn't make sense I don't think.
[QUOTE=seba079;43976059]What exactly is going on with that red wall behind the bricks? It doesn't make sense I don't think.[/QUOTE]
Corrugated metal, similar to this
[img]http://www.halemetalice.t6.ro/modele-hale-metalice/modele-hale-metalice-10.jpg[/img]
[editline]19th February 2014[/editline]
My map was highly inspired from this --
[img]http://st.depositphotos.com/1074956/3226/i/950/depositphotos_32260175-Industrial-interior-of-an-old-factory.jpg[/img]
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