• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
What's up with all those violet cars? I doubt there would be more than one car with that colour in there.
[QUOTE=Jukka K;44137089]What's up with all those violet cars? I doubt there would be more than one car with that colour in there.[/QUOTE] sorry, was too lazy to vary the car colors
[QUOTE=Jukka K;44137089]What's up with all those violet cars? I doubt there would be more than one car with that colour in there.[/QUOTE] I dont think thats a big deal. Looks still nice.
[QUOTE=opti2000;44137490]I dont think thats a big deal. Looks still nice.[/QUOTE] Even if it's just detail. It's really eyecatching. Maybe it's just because I focus on every detail, but that really looks weird
[QUOTE=EddieLTU;44136252]*map images*[/QUOTE] Are those sand & grass textures very low resolution, or are you running on low settings?
[QUOTE=Vincentor;44138046]Are those sand & grass textures very low resolution, or are you running on low settings?[/QUOTE] yes i have to run on low, because if i won't, loading any map will crash the game
[QUOTE=EddieLTU;44136252]compiled pics from the arms race junkyard i'm working on [t]http://cloud-2.steampowered.com/ugc/579016022556767717/F4D8A2762C07124D0F797F8419158B89177932FD/[/t] [/QUOTE] I would advise against flipping car models upside down whose tires have obviously settled/deflated like the five in this picture. [editline]6th March 2014[/editline] [QUOTE=opti2000;44137490]I dont think thats a big deal. Looks still nice.[/QUOTE] Well this [I]is[/I] the map [U]pimpage[/U] thread, so eye catching repetition like that should probably be fixed if he meant to show it off as a pimped map.
Been doing more work [thumb]http://cloud-3.steampowered.com/ugc/3296938397670589644/ADD2A22F37A9C709797250163D950EB995560B41/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/3296938397670592895/F5D31144D96711D78381EBC5360EEECA18F3C39D/[/thumb] New building next to the CP: [thumb]http://cloud-2.steampowered.com/ugc/3296938495456906522/D4659E9E907B971951F48E87A6EB0BD46EE7E800/[/thumb] Added a dummy building round the park (I think il make the second bit to that dummy building accessible so you have apartments looking over the park) [thumb]http://cloud-2.steampowered.com/ugc/3296938495456907545/5CD5D4D186EE8CDDD6B9FEE5FBF2CD0A5AFC1784/[/thumb]
[QUOTE=EddieLTU;44136252]compiled pics from the arms race junkyard i'm working on [t]http://cloud-2.steampowered.com/ugc/579016022556767717/F4D8A2762C07124D0F797F8419158B89177932FD/[/t] [/QUOTE] Eddie, UNREAL made a map like this a while ago, you can use some inspiration: [t]http://files.gamebanana.com/img/ss/maps/4fda521a2b107.jpg[/t] Link: [URL="http://csgo.gamebanana.com/maps/166494"]http://csgo.gamebanana.com/maps/166494[/URL] You could work on the lighting a bit more ! nice work btw.
[QUOTE=Chizbang;44143655]Been doing more work [thumb]http://cloud-3.steampowered.com/ugc/3296938397670589644/ADD2A22F37A9C709797250163D950EB995560B41/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/3296938397670592895/F5D31144D96711D78381EBC5360EEECA18F3C39D/[/thumb] New building next to the CP: [thumb]http://cloud-2.steampowered.com/ugc/3296938495456906522/D4659E9E907B971951F48E87A6EB0BD46EE7E800/[/thumb] Added a dummy building round the park (I think il make the second bit to that dummy building accessible so you have apartments looking over the park) [thumb]http://cloud-2.steampowered.com/ugc/3296938495456907545/5CD5D4D186EE8CDDD6B9FEE5FBF2CD0A5AFC1784/[/thumb][/QUOTE] OK, I feel like I should stop you here. If you want to get better at mapping/architecture you should really start looking up some reference material. In my experience it's much more important to develop a good understanding of architecture, and scale by looking at reference images and reading stuff than just creating a huge number of blocky looking brick buildings. Even as just a side project to stave off boredom, I urge you to just look up a cool looking apartment/skyscraper/whatever and try creating either that building in Source or your own take on that building with those aspects of it.
[QUOTE=nicolasx21;44144054]Eddie, UNREAL made a map like this a while ago, you can use some inspiration: [t]http://files.gamebanana.com/img/ss/maps/4fda521a2b107.jpg[/t] Link: [URL="http://csgo.gamebanana.com/maps/166494"]http://csgo.gamebanana.com/maps/166494[/URL] You could work on the lighting a bit more ! nice work btw.[/QUOTE] someone already suggested that
[QUOTE=Framperton;44144558]OK, I feel like I should stop you here. If you want to get better at mapping/architecture you should really start looking up some reference material. In my experience it's much more important to develop a good understanding of architecture, and scale by looking at reference images and reading stuff than just creating a huge number of blocky looking brick buildings. Even as just a side project to stave off boredom, I urge you to just look up a cool looking apartment/skyscraper/whatever and try creating either that building in Source or your own take on that building with those aspects of it.[/QUOTE] Yeah, I used to just make stuff off the top of my head, and I always wondered why everything look like someone had messed up with Lego's. I soon realised that if I base it off something such as a photo, areas from another video game or even some concept art you will find you make stuff that looks a hell of a lot better. Right now the stuff you are making is passable, but its not going to attract a lot of people.
You guys still like roads, riiight? [IMG]http://i.imgur.com/x7xpqHK.jpg?1[/IMG] Edit: Might need to tone down that red a little.
The trees seem to be a little too close to the road, a truck would easily hit the branches.
I sorta like my modern bright road texture as shown which i'll have in my map and it is easy to put in aswell, I have them all as func_detail and when I need to, ill nodraw and turn them into world geometry to shorten the map compile time and/or make errors go away. [IMG]http://i57.tinypic.com/zl2r04.jpg[/IMG]
has anyone really thought about what makes a good RP map? I mean aside from looking good, I wonder if there's any formula or theory to a good map layout, above just having lots of empty rooms :v:
[QUOTE=HGrunt;44147203]The trees seem to be a little too close to the road, a truck would easily hit the branches.[/QUOTE] I hadn't planned on keeping that tree model unless I expanded the pavement, they were used as a placeholder really. This new tree I found seems more appropriate. [IMG]http://i.imgur.com/6Plvl16.jpg?1[/IMG]
[QUOTE=Framperton;44144558]OK, I feel like I should stop you here. If you want to get better at mapping/architecture you should really start looking up some reference material. In my experience it's much more important to develop a good understanding of architecture, and scale by looking at reference images and reading stuff than just creating a huge number of blocky looking brick buildings. Even as just a side project to stave off boredom, I urge you to just look up a cool looking apartment/skyscraper/whatever and try creating either that building in Source or your own take on that building with those aspects of it.[/QUOTE] Agreed. I need to work on the realism before this gets out of hand :v:
I think I'll only use the refract shader for water in my maps for now on [T]http://cloud-4.steampowered.com/ugc/451788699393125219/58D476E05B8933DD623BFF7B0FCAC1E62955491A/[/T] It looks good and doesn't have an impact on performance... For me, at least.
Since all Portal 2 does is crash for me, (No, I'm not in the beta) I spent the past few days mapping for the original Portal. Since Alive and Kicking was about bringing Portal maps into Portal 2, I did the same deal with this. I just did it for fun, and I wanted to map for the original game for a while. Goal was to keep it as Portal 1 themed as possible, so no it's not 1:1 comparable. Laser Over Goo (Older screens) [t]https://dl.dropboxusercontent.com/u/16218991/screenshots/Portal/p1_laser_over_goo0002.jpg[/t] [t]https://dl.dropboxusercontent.com/u/16218991/screenshots/Portal/p1_laser_over_goo0003.jpg[/t] Dual Lasers [t]https://dl.dropboxusercontent.com/u/16218991/screenshots/Portal/p1_dual_lasers0001.jpg[/t] Laser vs. Turret [t]https://dl.dropboxusercontent.com/u/16218991/screenshots/Portal/p1_laser_vs_turret0004.jpg[/t] I need to optimize Dual Lasers and Laser vs. Turret a bit more. I have really bad lag spots.
[QUOTE=Vincentor;44147581]I think I'll only use the refract shader for water in my maps for now on [T]http://cloud-4.steampowered.com/ugc/451788699393125219/58D476E05B8933DD623BFF7B0FCAC1E62955491A/[/T] It looks good and doesn't have an impact on performance... For me, at least.[/QUOTE] Reminds me of the sewers from Deus Ex: Human Revolution.
[QUOTE=Torjan;44146665]You guys still like roads, riiight? [IMG]http://i.imgur.com/x7xpqHK.jpg?1[/IMG] Edit: Might need to tone down that red a little.[/QUOTE] Brilliant roads, how do you do it? [editline]6th March 2014[/editline] [QUOTE=antiChrist;44130826]No much detail on this one, but i felt obligated. [img]http://i.imgur.com/DLX9w43.jpg[/img][/QUOTE] Where are your road/sidewalk textures from? Really nice.
[QUOTE=Torjan;44146665]You guys still like roads, riiight? [IMG]http://i.imgur.com/x7xpqHK.jpg?1[/IMG] Edit: Might need to tone down that red a little.[/QUOTE] Red is fine, white lines need to get toned down a bit, they really doesn't fit road in that state. I did something similar while back [t]https://dl.dropboxusercontent.com/u/23199863/hl2 2013-09-25 22-29-33-12.png[/t]
[QUOTE=Joey1;44150368]Red is fine, white lines need to get toned down a bit, they really doesn't fit road in that state. I did something similar while back [t]https://dl.dropboxusercontent.com/u/23199863/hl2 2013-09-25 22-29-33-12.png[/t][/QUOTE] I was going to ask you back then, what textures are you using in that? Specifically, the markers in the middle of the intersection. Someone linked you to a collection with some road arrows but that link is long-dead.
[T]http://i.imgur.com/yFqWrhd.jpg[/T] [T]http://i.imgur.com/kLNqXBn.png[/T] Sorry for Hammer shots, but this is nowhere near done enough to compile.
Fallout 3 themed. [t]http://cloud-2.steampowered.com/ugc/595904618967274729/552FC35639945A196184EF8903A137F80FD3A4C2/[/t] [t]http://cloud-4.steampowered.com/ugc/595904618967275944/D4BFC6331DE945FEC026D52E0F8B257489582D18/[/t] [t]http://cloud-4.steampowered.com/ugc/595904618967273548/94D1295AEF771F939ABBB82183ABF3ACE92F69D6/[/t] [t]http://cloud-4.steampowered.com/ugc/595904618967272166/129C7F01945C89696B057A82C5064E0C3523B4F8/[/t] [t]http://cloud-2.steampowered.com/ugc/595904618967270856/07B126095FA728AC756E4927A85CC3DC897AB4BE/[/t]
[QUOTE=opti2000;44153349]Fallout 3 themed. [t]http://cloud-2.steampowered.com/ugc/595904618967274729/552FC35639945A196184EF8903A137F80FD3A4C2/[/t][/QUOTE] As a general room of thumb: if textures look awful in their native engine, don't bother trying to use them in another one. Fallout 3 textures are pretty god awful. I've had a lot of experience with them, and, eurgh.
[QUOTE=~ZOMG;44153425]As a general room of thumb: if textures look awful in their native engine, don't bother trying to use them in another one. Fallout 3 textures are pretty god awful. I've had a lot of experience with them, and, eurgh.[/QUOTE] I don't know about you but they aren't as bad as some games textures and I've seen bad textures
[QUOTE=Itauske Roken;44153637]I don't know about you but they aren't as bad as some games textures and I've seen bad textures[/QUOTE] I've seen some textures in my life bro
[QUOTE=Torjan;44146665]You guys still like roads, riiight? [IMG]http://i.imgur.com/x7xpqHK.jpg?1[/IMG] Edit: Might need to tone down that red a little.[/QUOTE] Did you make the trees your self ? they look amazing
Sorry, you need to Log In to post a reply to this thread.