• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=someguyihate;44077537]Looks very nice, my only criticism is that the dust motes seem really out of place[/QUOTE] Yeah, you need some ssubtle fog to make those dust-motes look 'in place'.
-Snip- I have no idea why i got this post here.
fallout 3 stuff [t]http://cloud-4.steampowered.com/ugc/595903887367556241/71B5408C09A0A699C33CB229A85CA3583ACD5679/[/t]
[QUOTE=FlamingBlizza;44074635] Another map i'm working on. Some small inspiration from Ravenholm. Still quite the WIP.[/QUOTE] your buildings are plain boxed, try to add more details ect
[QUOTE=Peter Brev;44072324]Ever heard of constant/linear/quadratic? Color and brightness?[/QUOTE] Wow, way to be a dick.
[QUOTE=someguyihate;44077537]Looks very nice, my only criticism is that the dust motes seem really out of place[/QUOTE] I had some volumetric light there, but the models are really big and ugly.
[QUOTE=Mozartkugeln;44078697]Wow, way to be a dick.[/QUOTE] How is that going to affect me?
Working on my Quake map: [t]http://puu.sh/77zMF[/t] [t]http://puu.sh/77zKY[/t] [t]http://puu.sh/77zJc[/t] [t]http://puu.sh/77zIW[/t] [t]http://puu.sh/77zIm[/t] [t]http://puu.sh/77zGB[/t]
I'm trying to make a sewer but the lights doesn't work but the work perfectly fin inside my house. [img]http://i.imgur.com/XKfNlsY.png[/img] [img]http://i.imgur.com/ZRZ86Ae.jpg[/img] Wow didn't expect them to be that big sorry...
[QUOTE=strvare;44080050]I'm trying to make a sewer but the lights doesn't work but the work perfectly fin inside my house. -SNIP- Wow didn't expect them to be that big sorry...[/QUOTE] Try to use the [t] tags. Anyway, I say it looks good, work on the trim work of your doors and windows though.
[QUOTE=pac0master;44075783]Ok so i rebuild a similar hallway for you to take as a reference from when i told you to detail it a bit more. Here some screenshots: -Conent-[/QUOTE] I am trying to create a WWII Bunker that is in fairly good condition. Not, an apocalyptic one that looks like a hallway from Black Mesa Source. [editline]28th February 2014[/editline] [QUOTE=I'm great;44079718]Working on my Quake map: -Great Q1 Map-[/QUOTE] There's a thread for that [URL="http://facepunch.com/showthread.php?t=1207337"]here[/URL]
HELP [IMG_thumb]http://i.imgur.com/IiHtKxa.jpg[/IMG_thumb] env_sprite_oriented with "start on" flag set and sprite is sprites/glow01.vmt
[QUOTE=benten80;44083815]HELP [IMG_thumb]http://i.imgur.com/IiHtKxa.jpg[/IMG_thumb] env_sprite_oriented with "start on" flag set and sprite is sprites/glow01.vmt[/QUOTE] Set the render mode to glow
First time posting here, I don't post stuff because I think I am a crap mapper, but here we go anyway. Most people I know are too ignorant to even bother looking at stuff I create so I decided to post here for once... [IMG]http://i.imgur.com/Ao9Vqap.jpg[/IMG] I just make little areas when I am bored, I don't make full maps because I don't have the ability to. I just hit a wall and have no idea what to do. This time I used Black mesa and wanted to try and make an area similar to the Inbound chapter. Also, I don't know how to make this image a thumbnail.
Awesome ever tried doing a small story mini mod?
[QUOTE=strvare;44084671]Awesome ever tried doing a small story mini mod?[/QUOTE] Nope, don't think I would be able to. I'd love to, but not good enough. As I said I just hit a wall and have no idea what a room should look like, or can not detail it enough.
[QUOTE=slayer20;44076922][t]http://cloud-2.steampowered.com/ugc/433774300777319953/C8098CB69E776FD8B22B3BCD3E5E359032F2BEB1/[/t][/QUOTE] Wait, is that in CSGO or Portal? Are there any special lighting techniques you used? (because that looks amazing).
[QUOTE=cardboardtheory;44085522]Wait, is that in CSGO or Portal? Are there any special lighting techniques you used? (because that looks amazing).[/QUOTE] Lighting looks normal to me? He just used some func_dustmotes and an evening-time light_environment.
[QUOTE=BRUXXUS;44073183]It made me think that the building was possibly under renovation. Something like trying to restore the building for new occupants. Could be a cool theme, maybe not for your map, but an interesting concept. Grunge vs Clean/modern while under construction.[/QUOTE] I will definitely take that into consideration. The story and purposing behind the map isn't entirely complete yet.
[QUOTE=MrMuffinz;44085862]I will definitely take that into consideration. The story and purposing behind the map isn't entirely complete yet.[/QUOTE] I can help you with a story. [editline]28th February 2014[/editline] Releasing some video content soon to show some stuff off [editline]28th February 2014[/editline] [video=youtube;UXNJRNzpA44]http://www.youtube.com/watch?v=UXNJRNzpA44&feature=youtu.be[/video] Sorry for the watermark, didn't have time to edit, and I am lazy.
[QUOTE=Falkok15;44085959]I can help you with a story. [editline]28th February 2014[/editline] Releasing some video content soon to show some stuff off [editline]28th February 2014[/editline] [video=youtube;UXNJRNzpA44]http://www.youtube.com/watch?v=UXNJRNzpA44&feature=youtu.be[/video] Sorry for the watermark, didn't have time to edit, and I am lazy.[/QUOTE] Don't be lazy :P
[QUOTE=cardboardtheory;44085522]Wait, is that in CSGO or Portal? Are there any special lighting techniques you used? (because that looks amazing).[/QUOTE] It's just Episode 2. [editline]1st March 2014[/editline] [QUOTE=WitheredGryphon;44085806]Lighting looks normal to me? He just used some func_dustmotes and an evening-time light_environment.[/QUOTE] Actually, I'm using four light_spots and one regular light entity. [editline]1st March 2014[/editline] [t]http://cloud-2.steampowered.com/ugc/433774300802767029/6BC968EB051CE0C36A4C898B01D1F35749B2304A/[/t]
[video=youtube;9AHGQAs_YiE]http://www.youtube.com/watch?v=9AHGQAs_YiE[/video] I've been making a supermarket map for a friend's gamemode.
You should never use the stock HL2 textures for anything except HL2-style maps.
[QUOTE=Shadowbounty;44084263][IMG]http://i.imgur.com/Ao9Vqap.jpg[/IMG] I just make little areas when I am bored, I don't make full maps because I don't have the ability to. I just hit a wall and have no idea what to do. This time I used Black mesa and wanted to try and make an area similar to the Inbound chapter. Also, I don't know how to make this image a thumbnail.[/QUOTE] Have a hammer, fella. That is pretty good. I'm not digging that brick wall texture you have on the right, though: it seems a bit flat. Is it bumpmapped? You use [noparse][T][/T][/noparse] tags, by the way.
[QUOTE=Mozartkugeln;44088754]I'm not digging that brick wall texture you have on the right, though: it seems a bit flat. Is it bumpmapped? [/QUOTE] Look at the bricks below the light on the right, you can see a fairly strong bumpmap.
[QUOTE=Shadowbounty;44084713]Nope, don't think I would be able to. I'd love to, but not good enough. As I said I just hit a wall and have no idea what a room should look like, or can not detail it enough.[/QUOTE] Don't think like this, thinking you're not capable of just make your brain accepts it, and you'll never gonna try to be better at it. Your map looks great, right choice of textures, lighting can be adjusted a bit, using more brighter ones, and don't forget to use decals and overlays. I'm sure you can make a pretty good "map mod" for Black Mesa if you want to. Keep that in mind.
[QUOTE=Falkok15;44085959]I can help you with a story. [editline]28th February 2014[/editline] Releasing some video content soon to show some stuff off [editline]28th February 2014[/editline] [video=youtube;UXNJRNzpA44]http://www.youtube.com/watch?v=UXNJRNzpA44&feature=youtu.be[/video] Sorry for the watermark, didn't have time to edit, and I am lazy.[/QUOTE] Huh, I'm at the end of the video.
[QUOTE=NotExactly;44088790]Look at the bricks below the light on the right, you can see a fairly strong bumpmap.[/QUOTE] Ah, true.
[QUOTE=Falkok15;44085959] [video=youtube;UXNJRNzpA44]http://www.youtube.com/watch?v=UXNJRNzpA44&feature=youtu.be[/video] [/QUOTE] That's a good start, but there are so many ways to improve your corridor/basement :) You can use: pipes, vents, support beams (as func_detail), various electric boxes, ropes, etc. And what is most important - different light colors. Yellow/blue contrast is great example (but overused in movies :P). Some examples of what I mean: [IMG]http://i.imgur.com/yzlE2Bg.jpg[/IMG] [IMG]http://i.imgur.com/iKq1fcg.jpg[/IMG] [IMG]http://i.imgur.com/sS9jFGX.jpg[/IMG]
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