The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
I think the biggest problem are those concrete rims whose textures make it look really small.
The scale is thrown off because of the difference in resolution between the concrete texture and that landmass texture. It also needs fog like Oskutin mentioned.
[QUOTE=Hellsten;44216044]The scale is thrown off because of the difference in resolution between the concrete texture and that landmass texture. It also needs fog like Oskutin mentioned.[/QUOTE]
Its actually some random combine metal, but I can change it. I will probably just add a lot of detail to the support structures so they aren't so flat and look more mechanical/scifi possibly making them look bigger or something, though this is just an experiment I was doing and might be scraped because I am trying to make a sci fi environment for an RP server for a friend, but he would rather the map take place on a planet.
[QUOTE=grabbin pills?;44215618]Is this big enough? Its set to 256 times its size, and I don't think vvis likes it because the higher I make the number the longer it takes to compile respectively, or so it seems.
[IMG]http://i57.tinypic.com/1zd2ohl.jpg[/IMG]
Actually, I cant tell if its any bigger, is the limit 64 times?
Edit:
You are all are probably sick of seeing this thing over and over, sorry D:[/QUOTE]
Pretty sure the skybox scale doesn't work, those are the same size:
[t]http://oi57.tinypic.com/1zd2ohl.jpg[/t][t]http://oi58.tinypic.com/21k9zxf.jpg[/t]
You'd probably have to make the actual skybox bigger, or at least make those ringed supports a little smaller.
The sense of scale just isn't there.
The textures on the parts make it looks like it's pretty close. Perhaps you could scale the textures down and use some blurring.
Add a little fog to the skybox maybe.
Something kinda like: [url]http://videogamewriters.com/wp-content/uploads/2013/08/The-Citadel.jpg[/url]
[QUOTE=grabbin pills?;44215618]Is this big enough? Its set to 256 times its size, and I don't think vvis likes it because the higher I make the number the longer it takes to compile respectively, or so it seems.
[IMG]http://i57.tinypic.com/1zd2ohl.jpg[/IMG]
Actually, I cant tell if its any bigger, is the limit 64 times?
Edit:
You are all are probably sick of seeing this thing over and over, sorry D:[/QUOTE]
It's hard to tell if you've done this from the angle you've shown but I think the best way to sell it being big is to have one of the 'rings' go through the playable area and be fucking massive, and visibly a part of the rest of the ring - you'd have to do some visual trickery to make it work, I think, because to actually be big enough it'd take up the whole playable area, but it'd sell it so much more. Also a custom texture with little twinkly illuminated lights to look like distant windows would go a long way, especially if you scaled it down the further away from the player it got. Again, you just need to find a way to make it look BIG.
Edit: Also, if that's meant to be water in between those islands, some work on it, like a stronger specular or something, would really help sell it.
Edit edit: I've been thinking about this a lot because it's a neat idea I'd like to see well executed in a game for once
[QUOTE=NotExactly;44217541]It's hard to tell if you've done this from the angle you've shown but I think the best way to sell it being big is to have one of the 'rings' go through the playable area and be fucking massive, and visibly a part of the rest of the ring - you'd have to do some visual trickery to make it work, I think, because to actually be big enough it'd take up the whole playable area, but it'd sell it so much more. Also a custom texture with little twinkly illuminated lights to look like distant windows would go a long way, especially if you scaled it down the further away from the player it got. Again, you just need to find a way to make it look BIG.
Edit: Also, if that's meant to be water in between those islands, some work on it, like a stronger specular or something, would really help sell it.
Edit edit: I've been thinking about this a lot because it's a neat idea I'd like to see well executed in a game for once[/QUOTE]
I think I am going to remake the map itself, but use this 3d skybox, and make all the buildings be right next to one of the rings, maybe even some built into it. I might redesign the center parts of the rings too, as they are so fugly.
I think also that the max scale may be 64, so I will have to do as many said, scale the actual sky box up.
EDIT:
If only I could get propper to work again, I would just make a huge map and then convert it into a small model for the 3d skybox
I reckon the only way hes going to be able to make those windows is to have flat terrain and big enough scale to take up the whole window, because curving the terrain around the windows like that is never going to work it will always look "painted on" so to speak.
I have started redesigning the support rings so that I can remake this map and make it look a hell of a lot better. This is what I got so far, it is huge (over 4000 units tall) and this will be inside the area of the map that the player is in. I plan to add rooms inside and buildings in-front of it with some sort of industrial theme. What do you think, does the wall need any more details anywhere? (the windows at the top are like observation decks or something. I always loved Industrial Punk)
[IMG]http://i60.tinypic.com/10nf2mr.jpg[/IMG]
P.S. The water does have a shiny spec map, I just didn't bother building cube maps.
EDIT: I am dreading the skybox for this after realizing how big is must be lol
EDIT: I might have to use forced prospective to make the 3d skybox look huge
[IMG_thumb]http://i.imgur.com/0CXwS26.jpg[/IMG_thumb]
Sewer scene I made today
Working on a new sci-fi campaign for L4D2. I don't plan on doing too much detailing as the campaign is a fan-sequel to Questionable Ethics, another L4D2 campaign, which doesn't detail much in the maps but relies on the gameplay.
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead2%202014-03-12%2018-15-09-43.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead2%202014-03-12%2018-13-45-40.png[/t]
Seems like an excuse not to detail, to be honest. I played Questionable Ethics and I thought it could have used a lot more detailing. Can't really commentate on the gameplay since we can't see it really, but good luck!
[QUOTE=MaddaCheeb;44220344]Working on a new sci-fi campaign for L4D2. I don't plan on doing too much detailing as the campaign is a fan-sequel to Questionable Ethics, another L4D2 campaign, which doesn't detail much in the maps but relies on the gameplay.
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead2%202014-03-12%2018-15-09-43.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead2%202014-03-12%2018-13-45-40.png[/t][/QUOTE]
It's not super detailed but I still like the color scheme you got going on in that second screenshot.
[QUOTE=MaddaCheeb;44220344]Working on a new sci-fi campaign for L4D2. I don't plan on doing too much detailing as the campaign is a fan-sequel to Questionable Ethics, another L4D2 campaign, which doesn't detail much in the maps but relies on the gameplay.
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead2%202014-03-12%2018-15-09-43.png[/t]
[t]https://dl.dropboxusercontent.com/u/13825278/left4dead2%202014-03-12%2018-13-45-40.png[/t]
[/QUOTE]
To me, the Bio-hazard signs feel out of place.
[QUOTE=grabbin pills?;44218739]I have started redesigning the support rings so that I can remake this map and make it look a hell of a lot better. This is what I got so far, it is huge (over 4000 units tall) and this will be inside the area of the map that the player is in. I plan to add rooms inside and buildings in-front of it with some sort of industrial theme. What do you think, does the wall need any more details anywhere? (the windows at the top are like observation decks or something. I always loved Industrial Punk)
[IMG]http://i60.tinypic.com/10nf2mr.jpg[/IMG]
P.S. The water does have a shiny spec map, I just didn't bother building cube maps.
EDIT: I am dreading the skybox for this after realizing how big is must be lol
EDIT: I might have to use forced prospective to make the 3d skybox look huge[/QUOTE]
Actually, you can make the model as big as you want so long as its origin remains inside the hammer grid.
[QUOTE=Kuro.;44220833]Actually, you can make the model as big as you want so long as its origin remains inside the hammer grid.[/QUOTE]
That is the problem, because it takes like 10% of the hammer grid space already.I'm still trying to figure out how to make a ring with it.
[QUOTE=MaddaCheeb;44220344]Working on a new sci-fi campaign for L4D2. I don't plan on doing too much detailing as the campaign is a fan-sequel to Questionable Ethics, another L4D2 campaign, which doesn't detail much in the maps but relies on the gameplay.[/QUOTE]
I'm a sucker for sci fi
EDIT:
I cant seem to get propper to work :l
EDIT:
I'll try using my checkup plugin to make complex geometry after I import my source textures
[QUOTE=MaddaCheeb;44220344]Working on a new sci-fi campaign for L4D2. I don't plan on doing too much detailing as the campaign is a fan-sequel to Questionable Ethics, another L4D2 campaign, which doesn't detail much in the maps but relies on the gameplay[/QUOTE]
Have you seen the Questionable ethics Sequel? There's plenty of detail there.
[IMG_thumb]http://www.l4dmaps.com/img/ss/questionable-ethics--alpha-test_34299.jpg[/IMG_thumb]
[IMG_thumb]http://www.l4dmaps.com/img/ss/questionable-ethics--alpha-test_45696.jpg[/IMG_thumb]
[QUOTE=Firegod522;44209691][t]http://cloud-4.steampowered.com/ugc/3299190295425528074/17E0E33462422039F099FDCF8849F2209508C600/[/t]
Using wallworm to import detail sprites as models, to get them sexy shadows.[/QUOTE]
Would you be able to document your process? I'm interested in experimenting with this.
[QUOTE=GameDev;44222829]Would you be able to document your process? I'm interested in experimenting with this.[/QUOTE]
I guess a tutorial from the maker of the tools he used would fit quite well?
He shows how to randomly scatter a model at about the 24 minute mark, but I would suggest watching the whole video and see what you can do with it.
[video=youtube;uy1JmSY_hHo]http://www.youtube.com/watch?v=uy1JmSY_hHo[/video]
well fuck me, l4d2 models in gmod crash the game
there goes a couple of hours redesigning my map
[QUOTE=Giraffen93;44226932]well fuck me, l4d2 models in gmod crash the game
there goes a couple of hours redesigning my map[/QUOTE]
There's a thread on here somewhere on how to get them working. IIRC it's not a whole lot of trouble. You basically just need to copy one file and turn it into the missing file.
Edit: [url=http://www.facepunch.com/showthread.php?t=1215621]Found it[/url]
After a long break from mapping, I picked up an old unfinished project from a few years ago and took another approach with it.
I originally sketched out a space ship just for fun, then realised it might be plausible in Hammer, so I started out with an exterior. Then I decided to do an interior after making a good portion of it, and the brushwork started becoming a total mess. I also decided there were numerous things I didn't like about the exterior.
So, I've decided to start again the other way around (interior first), using the old unfinished design for reference.
Nearly the whole front part of the ship is unfinished in design so I'll probably improvise that part when I reach it.
Here's the ship as it looks in Hammer now, the highlighted core is actually behind the ship in the top view.
[T]https://www.dropbox.com/s/sstiit29t7b6zrl/shipside.png[/T]
(I think the link for this one isn't working...)
And the core as it is right now, I tried to concentrate on getting the upper brushwork, lighting and atmosphere right first, and that beam needs its radius changing.
[T]http://cloud-2.steampowered.com/ugc/469804531994645802/FCCFE3BB1D4764188FBD6555A33012F12BD5D9F7/[/T]
Also the only detailed part of the core, I'm hoping the entire walls will be covered in consoles, pipes, powerboxes and entrances to maintenance tubes all over, but that might overdo it...
[T]http://cloud-4.steampowered.com/ugc/469804531994654520/FBD8D6581E32EDBAC760484BB7C47D79C7744528/[/T]
Even with just this much entdata is already at 15%, so I'm skeptical of if Source will be able to handle a full interior for it.
[QUOTE=wazanator;44227436]There's a thread on here somewhere on how to get them working. IIRC it's not a whole lot of trouble. You basically just need to copy one file and turn it into the missing file.
Edit: [url=http://www.facepunch.com/showthread.php?t=1215621]Found it[/url][/QUOTE]
i ran those bat files, still crashing
Mine worked without making the whole dx90 dx80 thing. You shouldn't have to do that anymore, so maybe something else is breaking? Do they show up in hammer?
I've been made for the luxury life... :(
This is my latest map in an early process, Gm_atico. I want to change the floors below, but I yet don't know how, so I'm trying different styles.
[img_thumb]https://31.media.tumblr.com/022d7659f9eae8ca74e9474003d2ef96/tumblr_n2emukVGtZ1qcjyxmo1_1280.jpg[/img_thumb]
[img_thumb]https://24.media.tumblr.com/2285fc836ea266152dc520cbf3f0d7ad/tumblr_n2emukVGtZ1qcjyxmo2_1280.jpg[/img_thumb]
[img_thumb]https://31.media.tumblr.com/900516336c33346afcc08997fc7c8cf8/tumblr_n2emukVGtZ1qcjyxmo3_1280.jpg[/img_thumb]
[img_thumb]https://31.media.tumblr.com/6cdabb547fcba539652d72de0d6589ad/tumblr_n2emukVGtZ1qcjyxmo5_1280.jpg[/img_thumb]
Man, I sure love to map things that look like PlayStationHome houses.
[U]Out-Door Mall[/U]
Hey guys I have started creating a new RP map. I really would enjoy your input. I wasn't really going for ultra realism but some sorta substance to help feel like it would be in real life.
CC Accepted...
:) Ty.
[img]http://i.imgur.com/FRMa7mm.jpg[/img]
[img]http://i.imgur.com/mkMNT9Q.jpg[/img]
[QUOTE=Oda;44231195][U]Out-Door Mall[/U]
Hey guys I have started creating a new RP map. I really would enjoy your input. I wasn't really going for ultra realism but some sorta substance to help feel like it would be in real life.
CC Accepted...
:) Ty.
[t]http://i.imgur.com/FRMa7mm.jpg[/t]
[t]http://i.imgur.com/mkMNT9Q.jpg[/t][/QUOTE]
It looks good only complaint I have is it looks a bit too square.
[QUOTE=cardboardtheory;44229598]Mine worked without making the whole dx90 dx80 thing. You shouldn't have to do that anymore, so maybe something else is breaking? Do they show up in hammer?[/QUOTE]
Yeah they show up fine in hammer.
When I turn my view to the I crash to desktop.
Okay so they work in garry's mall, so there's something wrong with my map.
For one thing, compile tools doesn't like symlinks.
[I]the compile tools ignore the custom folder, so much for that. thanks valve[/I]
[QUOTE=Oda;44231195][U]Out-Door Mall[/U]
Hey guys I have started creating a new RP map. I really would enjoy your input. I wasn't really going for ultra realism but some sorta substance to help feel like it would be in real life.
CC Accepted...
:) Ty.[/QUOTE]
Looks seriously nice, I think you achieved your goal. For one thing I would suggest disabling shadows on that sign, then you can leave it as is, make invisible brushes around it to cast light, or best of all you could just do none of that and in your compile settings, go to expert mode and add -staticproppolys -staticproplighting and -textureshadows, which will give you polygon-perfect lighting on prop_static entities and shadows from e.g.; chainlink fence textures.
Edit: also, you may want to replace your ceiling textures in the building with something that looks like this:
[T]http://dailyhomerenotips.com/wp-content/uploads/2008/02/door-handle-instal-043.jpg[/T]
Maybe that's personal taste though
Edit2: And an update on the core.
Pillar redesign with illuminating texture really improves the brightness of the scene
[T]http://cloud-2.steampowered.com/ugc/469804531999023939/BC7125858EC95DAF40A7CC02BB630BDAFF87A2CA/[/T]
And the most recent screenshot
[T]http://cloud-2.steampowered.com/ugc/469804532012386764/FA7C2FF4F2B6E7FDC3114E988E54AC673122789D/[/T]
I won't be able to work on it this weekend as I'm at a home away from home... Anyone interested in seeing more of this after then?
Edit3: At grabbin' pills: Thanks. That's a great idea and I'd love to do it, but currently the core's shell itself is just 3 big fat combine props that can't have the separate parts moved individually.
If I converted it to brushes it probably wouldn't look as nice, and it'd make a big count towards the brush limit. Maybe I could do that and use propper, then parent the results to multiple func_rotating entities, but that might still not look very nice either.
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