The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Shadowbounty;44084263]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.[/QUOTE]
Good lord, feel sorry for yourself more. I nearly teared up reading that.
[QUOTE=Falkok15;44082354]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.
[/QUOTE]
That's why i said it is just sort of reference. The map i made is for Portal 2.
Take the lighting for instance, It is one of the most important things in maping.
I made it quite destroyed because it is my theme but the main difference is that you can just "repair" it and voilà you got one in faily good condition. :P
[QUOTE=pac0master;44089910]Take the lighting for instance, It is one of the most important things in maping.[/QUOTE]
[B]This[/B]. Its sad to see a map with nice brushwork and whatnot be failed by lighting done with a 'that'll do' attitude.
[T]http://cloud-2.steampowered.com/ugc/451788699258817442/8DD5171EF87FBBA8654D808131C697EEF19FE4D4/[/T]
I don't think this is the correct solution to the crappy ceiling seams. There's pipes behind the grates but its too dark to see them.
EDIT: Hoping to find a use for this thing in the map, made it some time ago:
[T]http://cloud-2.steampowered.com/ugc/703983937136610802/1C3B220494B0F997FA76FD654FF98F7D98F1D6D5/[/T]
[T]http://cloud-4.steampowered.com/ugc/703983937136607954/D9F1A3D377EB57D89863D52BAC9C704EBEF193A8/[/T]
That's neato, is it a model?
[QUOTE=seba079;44090250]That's neato, is it a model?[/QUOTE]
Yup, its an almost-flat, low poly and spinning prop:
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/hammerprops/sharedfx_mesh/whirlpool.jpg[/T]
I had a render of it in 3dsmax, but it obviously doesn't look the same as in-game.
[T]https://dl.dropboxusercontent.com/u/65113316/gifs/pudding2.gif[/T]
[QUOTE=Vincentor;44090536]Yup, its an almost-flat, low poly and spinning prop:
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/hammerprops/sharedfx_mesh/whirlpool.jpg[/T]
I had a render of it in 3dsmax, but it obviously doesn't look the same as in-game.
[T]https://dl.dropboxusercontent.com/u/65113316/gifs/pudding2.gif[/T][/QUOTE]
What does it look like in action?
Oh you edited your post. Cheeky.
[QUOTE=Vincentor;44090536]Yup, its an almost-flat, low poly and spinning prop:
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/hammerprops/sharedfx_mesh/whirlpool.jpg[/T]
I had a render of it in 3dsmax, but it obviously doesn't look the same as in-game.
[T]https://dl.dropboxusercontent.com/u/65113316/gifs/pudding2.gif[/T][/QUOTE]
this would look good in a tf2 map
[QUOTE=MenteR;44090590]this would look good in a tf2 map[/QUOTE]
'Cold war' super secret toxic waste disposal (nuclear shit)
or even better:
Candy factory!
[QUOTE=Shadowbounty;44084263]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...
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]
I dig it, how long did this particular section take you to finish? Have you considered just maintaining a specific aesthetic but building several areas separately before joining them together?
Did something that I've actually never really seen in other maps.
Initial state:
[T]http://i.imgur.com/GCPrDLe.jpg[/T]
Damaged:
[T]http://i.imgur.com/TUqk1dz.jpg[/T]
And finally, broken:
[T]http://i.imgur.com/Wi2vDIK.jpg[/T]
Why hasn't this been applied in maps? Personally I think it would add a level of realism in Roleplay maps for example.
The brush with the broken glass texture is just a func_brush, then using just a func_breakable firing outputs at it that enables visibility and kills it.
some messing around with the hallway thing i made.
[media]http://www.youtube.com/watch?v=B820bT6y7Aw[/media]
[QUOTE=Merijnwitje;44091599]Did something that I've actually never really seen in other maps.
Initial state:
[T]http://i.imgur.com/GCPrDLe.jpg[/T]
Damaged:
[T]http://i.imgur.com/TUqk1dz.jpg[/T]
And finally, broken:
[T]http://i.imgur.com/Wi2vDIK.jpg[/T]
Why hasn't this been applied in maps? Personally I think it would add a level of realism in Roleplay maps for example.[/QUOTE]
That func breakable surf?
Damn that is nice. But I started working on another map, so have at it:
[IMG]http://i.imgur.com/esyO8Hb.jpg[/IMG]
[QUOTE=cardboardtheory;44091933]That func breakable surf?[/QUOTE]
No, just using a func_breakable and func_brush.
Firing output OnHealthChanged at the func_brush to make it visible, and using OnBreak the brush will be killed.
[QUOTE=Vincentor;44090536]Yup, its an almost-flat, low poly and spinning prop:
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/hammerprops/sharedfx_mesh/whirlpool.jpg[/T]
I had a render of it in 3dsmax, but it obviously doesn't look the same as in-game.
[T]https://dl.dropboxusercontent.com/u/65113316/gifs/pudding2.gif[/T][/QUOTE]
I wonder if it's possible, it would look quite awesome if the whirlpool was moving faster in the middle.
maybe making it just a bit deeper in the middle too!
:P
I learned how to use light spot, and so I used it for when the Combine take over the bunker:
[IMG]http://i.imgur.com/JWIr1Ss.jpg[/IMG]
[QUOTE=I'm great;44079718]Working on my Quake map:
[t]http://puu.sh/77zMF[/t][/QUOTE]
oh boy, an excuse to dump my cod 5 radiant picture
[img]http://puu.sh/6Petq[/img]
Finally making some [B]real[/B][sp](Mark my words, Batman)[/sp]progress on this piece:
[T]http://cloud-3.steampowered.com/ugc/451788699319320821/7F0EEC8278BD26354C92D2645799979297E3045A/[/T]
[T]http://cloud-2.steampowered.com/ugc/451788699319323185/86167DC840E712ECFD44312289278A2B527BC0A9/[/T]
[T]http://cloud-4.steampowered.com/ugc/451788699319324175/B5FCF12819F8764F5528C65A39874AD8168CC177/[/T]
(Area in the third screenshot is kinda messy, gonna clean that up later)
Gotta retexture some props and use Rayfire on some brushes and other models I'll import from my vmf to get some cool physics going. Praise complex simulated physics!
EDIT: Testing the soundscape:
[video=youtube;ZnOmKcS8BWo]http://www.youtube.com/watch?v=ZnOmKcS8BWo[/video]
[QUOTE=pac0master;44092256]I wonder if it's possible, it would look quite awesome if the whirlpool was moving faster in the middle.
maybe making it just a bit deeper in the middle too!
:P[/QUOTE]
There could be a small whirlpool model placed in the middle of the larger one, It's texture can have faded edgess so that it blends in with the larger whirlpool.
The smaller one can spin faster than the large whirlpool, giving the illusion of the middle spinning faster than the edges.
[QUOTE=Callinstead;44095930]There could be a small whirlpool model placed in the middle of the larger one, It's texture can have faded edgess so that it blends in with the larger whirlpool.
The smaller one can spin faster than the large whirlpool, giving the illusion of the middle spinning faster than the edges.[/QUOTE]
yeah i guess,
I think it would be complicated to make a very good one. Look at this
[media]http://www.youtube.com/watch?v=HjJe2_AUFlU[/media]
Maybe if there is like 6 models like you said.
that would be some interesting stuff though
I am currently working on the crew quarters of the derelict station map, and I can't decide on the layout.
[T]http://cloud-4.steampowered.com/ugc/598155687102743297/DB6FC15FEC7D56F7F1C0DDF43AB66153648DC215/[/T]
Observation Deck
This is the current idea that i have got
[T]http://i.imgur.com/w6TlqVx.png[/T]
But I am not sure if I should scrap that (due to it feeling a little too cramped and 'prisony') and to instead go with this layout.
[T]http://i.imgur.com/rSjVA6i.png[/T]
What does everyone think?
[IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] for keeping current design
[IMG]http://www.facepunch.com/fp/ratings/rainbow.png[/IMG] for new design
Please write a tutorial about how to setup the EYE SDK stuff please.
[QUOTE=Armageddon104;44097781]Please write a tutorial about how to setup the EYE SDK stuff please.[/QUOTE]
Source Multi-Tool has everything sorted for you. Just sort out the map and exe paths in the custom config and you are good-to-go.
Current WiP for one of the sleeping quarters. Lighting and ceiling texture is only temporary atm.
[T]http://cloud-4.steampowered.com/ugc/598155687219258870/D8A2EF3F6D1A3C09BE639AF48392A913A8BE5410/[/T]
[editline]edited[/editline]
Damn automerge has failed me again.
[editline]edited[/editline]
Newer version
[T]http://cloud-4.steampowered.com/ugc/598155687219855246/83BFD7D2A8E07CF90DFD7D7B270210D066122129/[/T]
What did you change? Add fog or sprites to the lights?
[QUOTE=Armageddon104;44099375]What did you change? Add fog or sprites to the lights?[/QUOTE]
Completely redid the lighting, added fog, changed ceiling texture, added chairs and ladders.
-snip-
Post below is true and better.
[QUOTE=Peter Brev;44099681]In this case, an env_projected_texture would be awesome with a zombie walking by.
But this is nice.[/QUOTE]
Using lights.rad and -StaticPropPolys is always better than projectedtexture, because its expensive as hell. The brush would require to be turned into a prop though, which not everyone is able to do.
Why is everything rusty? :o
And why do the ladders have hazard stripes on them?
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