The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[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.
[img]http://i.imgur.com/FRMa7mm.jpg[/img]
[img]http://i.imgur.com/mkMNT9Q.jpg[/img][/QUOTE]
I like this a lot, I would suggest though changing the glass texture to a seamless glass texture and maybe increase the lightmaps on the ground where the benches and lamp posts are to give some sexy shadows.
[editline]14th March 2014[/editline]
[QUOTE=billi999;44232658]
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?[/QUOTE]
Oh, thats nice. It would be really cool if there was a lot of moving parts (if there isn't already)
[QUOTE=grabbin pills?;44234756]I like this a lot, I would suggest though changing the glass texture to a seamless glass texture
[/QUOTE]
You could also resize the texture in Hammer to fit each individual or pair of windows so that the seam would be blocked by the window muntins/stile/whatever you call those bars on the window frame. That's what I usually do since I kinda like that texture.
Thanks for the constructive help everyone.
[QUOTE=Giraffen93;44232528]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]
Which games custom folder?
[QUOTE=wazanator;44237380]Which games custom folder?[/QUOTE]
counter-strike: source
but it was the vtx files, i had to rename them all and now it doesn't crash anymore
Starting on an RP map, going to have a few streets like this with empty shops and apartments upstairs. Around the edge of the map I'm going to have streets with suburban style houses.
[img]http://i60.tinypic.com/fk2kow.jpg[/img]
Added another building, the streets buildings are now complete and just need detailing :)
[IMG]http://i60.tinypic.com/301nji0.jpg[/IMG]
Using grid-based streets is a terrible idea for city maps, as it'll lag due to inefficient VIS usage. Try making it more irregular, like the most of european cities! (it also looks nicer)
Hm, but grid-based streets are easier to navigate and make more sense.
Interesting, just listened to a lecture about this for Human Geography. Glad we don't have to deal with narrow winded streets in the US.
[QUOTE=Takoto;44237826]Starting on an RP map, going to have a few streets like this with empty shops and apartments upstairs. Around the edge of the map I'm going to have streets with suburban style houses.
[img]http://i60.tinypic.com/fk2kow.jpg[/img]
Added another building, the streets buildings are now complete and just need detailing :)
[IMG]http://i60.tinypic.com/301nji0.jpg[/IMG][/QUOTE]
I'd suggest changing the road texture from .25 to .50
[QUOTE=TFlippy;44239697]Using grid-based streets is a terrible idea for city maps, as it'll lag due to inefficient VIS usage. Try making it more irregular, like the most of european cities! (it also looks nicer)[/QUOTE]
Yeah I did worry about that, but I think grid systems look better (probably because I'm used to messy winding roads). It's not going to be a city though, just a small town with a main street then some houses.
[editline]15th March 2014[/editline]
[QUOTE=KnightVista;44239781]I'd suggest changing the road texture from .25 to .50[/QUOTE]
Why is that, because of the four lanes? Those were intentional but I'm gonna use a different texture to change the markings.
[QUOTE=TFlippy;44239697]Using grid-based streets is a terrible idea for city maps, as it'll lag due to inefficient VIS usage. Try making it more irregular, like the most of european cities! (it also looks nicer)[/QUOTE]
I would disagree, if each building has its own area portal window with a specific fade distance, the map can look like anything
[QUOTE=TFlippy;44239697]Using grid-based streets is a terrible idea for city maps, as it'll lag due to inefficient VIS usage. Try making it more irregular, like the most of european cities! (it also looks nicer)[/QUOTE]
How do grids mess up VIS but irregular, off-the-grid brushes don't? Almost all cities in America are grids.
[QUOTE=TurtleeyFP;44240612]How do grids mess up VIS but irregular, off-the-grid brushes don't? Almost all cities in America are grids.[/QUOTE]
It's all about visibility. With grids you can see far down the road, whereas you can't if it's irregular and less has to be rendered. But like the above post said, if you use area portal windows it's not much of a problem.
[QUOTE=Takoto;44239860]Why is that, because of the four lanes? Those were intentional but I'm gonna use a different texture to change the markings.[/QUOTE]
The roads are too thin for vehicles to drive comfortably on.
Driving in gmod is especially difficult when dealing with 100ms+ ping, it's good to give drivers plenty of room to avoid error.
[QUOTE=KnightVista;44241222]The roads are too thin for vehicles to drive comfortably on.[/QUOTE]
ofc an American who hasn't been to Europe.
It looks.. beautiful
[t]http://i.imgur.com/VlwEanD.jpg[/t] [t]http://i.imgur.com/sdX767M.jpg[/t]
[QUOTE=KnightVista;44241222]The roads are too thin for vehicles to drive comfortably on.
Driving in gmod is especially difficult when dealing with 100ms+ ping, it's good to give drivers plenty of room to avoid error.[/QUOTE]
That's actually a very good point! I was able to drive comfortably in single player but never considered that'd it be harder online, thanks.
added some bits to my map
a fitting parking lot
[t]http://cloud-3.steampowered.com/ugc/579016913994273397/AC52C8FF471F1DF4BE424E2749F184E61BE49784/[/t]
and some signs made from scartch
[t]http://cloud-2.steampowered.com/ugc/579016913994305278/5CD7E2FD60BDF69EC08C527A8231F91E791A22A0/[/t][t]http://cloud-3.steampowered.com/ugc/579016913994309499/72D29C7A067811283341B768375B636E7A042FF8/[/t]
[QUOTE=nicolasx21;44243093]It looks.. beautiful
[t]http://i.imgur.com/VlwEanD.jpg[/t] [t]http://i.imgur.com/sdX767M.jpg[/t][/QUOTE]
Reminds me of mirrors edge...
edit:
Now would be a good time to say that I have joined the RP_map bandwagon a little while ago. I am making one that has a similar theme to mirrors edge, but dirtier as if it was actually lived in. More grungy pretty much :I
I don't really know what to add, or how to make another apartment next to the first one still fit the tone but still be different...
[t]http://puu.sh/7wkZA[/t][t]http://puu.sh/7wkZU[/t]
[t]http://puu.sh/7wkZL[/t][t]http://puu.sh/7wl0j[/t]
[QUOTE=EddieLTU;44243674]added some bits to my map
a fitting parking lot
[t]http://cloud-3.steampowered.com/ugc/579016913994273397/AC52C8FF471F1DF4BE424E2749F184E61BE49784/[/t]
[/QUOTE]
The parking space on the bottom right doesn't look like it would be easy to get out of.
I would try adding more space on both sides since the opposite corner seems to have the same problem.
[QUOTE=Onepu;44244722]I don't really know what to add, or how to make another apartment next to the first one still fit the tone but still be different...[/QUOTE]
Use the textures that use the name "building_template". There are all similar but have slight different styles to them.
Work on your apartment interiors.
Some references for the public areas of the apartment block:
[thumb]http://4.bp.blogspot.com/-FSLVl7sA4MQ/T7lAMMT2UJI/AAAAAAAADrw/6Sif03SiuxE/s1600/stairs.jpg[/thumb][thumb]http://photos.brayforum.com/2008pinky/imatra/blog/080819_06b.jpg[/thumb][thumb]http://static.iltalehti.fi/uutiset/puukkojuttu_vh_1506_etu_820_uu.jpg[/thumb]
So the hallways could be painted concrete/tiles intead of wood paneling.
Also does the apartments have windows/match with the exterior windows?
Heres also good ref for invidual apartment layout:
[IMG]http://www.moas.fi/images/pohjapiirrokset/moas17y.gif[/IMG]
Road needs to be bit wider or markingless, also needs curbs.
And why someone has industrial AC unit? :v:
But i have to say that i somewhat like the building's look.
Here is my RP_map (because everyone is doing it) Most windows will be 1 way windows, allowing me to make super optimized area portal windows without anyone noticing. It is going to have a mirrors edge theme, but much dirtier. All the buildings so far are enter able. (Heavy WIP)
The buildings I have done so far
[IMG]http://i58.tinypic.com/21e4948.jpg[/IMG]
3d Skybox (water needs to be changed)
[IMG]http://i61.tinypic.com/715xmg.jpg[/IMG]
One of the alleyways that has storage sheds
[IMG]http://i57.tinypic.com/29l1zlx.jpg[/IMG]
[QUOTE=oskutin;44244895]Work on your apartment interiors.
Some references for the public areas of the apartment block:
-snip-
So the hallways could be painted concrete/tiles intead of wood paneling.
Also does the apartments have windows/match with the exterior windows?
Heres also good ref for invidual apartment layout:
Road needs to be bit wider or markingless, also needs curbs.
And why someone has industrial AC unit? :v:
But i have to say that i somewhat like the building's look.[/QUOTE]
[QUOTE=grabbin pills?;44244844]Use the textures that use the name "building_template". There are all similar but have slight different styles to them.[/QUOTE]
Thanks for the advises and criticism, will see what I can do.
Also, the big AC units are there mostly the aesthetically break the pattern. Furthermore, I wasn't planning (yet) to make the apartments actually accessible, just the "lobby" and "storage lockers" (I don't know if that's the good terminology...).
All aboard the train, choo choo
[img_thumb]http://cloud-3.steampowered.com/ugc/487819021536637163/16C058E70CB33A1E8CC3AA58678CA6BE8569EB12/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/487819021536618202/AD0267340E190CA8FE2FCC2A4F27AAC955FB02C4/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/487819021536613696/09BBB1B51F1A7A8045080039B7C8C19E39325494/[/img_thumb]
Not a full fledged map, just practicing on my house-making skills.
Let me know what you think, suggestions etc.
[thumb]http://i.cubeupload.com/5Gl2Iw.jpg[/thumb]
[sp]Garage door texture[/sp]
[thumb]http://i.cubeupload.com/ZE5nSU.jpg[/thumb]
[QUOTE=KnightVista;44246338]Not a full fledged map, just practicing on my house-making skills.
Let me know what you think, suggestions etc.
[/QUOTE]
The lighting in the second picture seems a bit dull, lacks a bit of darkness maybe. Otherwise, the geometry seems good so far, maybe bigger windows though, I thought at first it was a basement.
uhm..
[IMG_thumb]http://cloud-2.steampowered.com/ugc/796315596014272620/0D550E2A2AC8FF085EBEC84774242F98C5268DFA/[/IMG_thumb]
starting to work on custom textures and models but not much experience with them :P
[IMG_thumb]http://cloud-2.steampowered.com/ugc/796315595987107188/86A3BC6BC46D47B57F557F424983D456FA321E2C/[/IMG_thumb]
[QUOTE=KnightVista;44246338]Not a full fledged map, just practicing on my house-making skills.
Let me know what you think, suggestions etc.
[thumb]http://i.cubeupload.com/5Gl2Iw.jpg[/thumb]
[sp]Garage door texture[/sp]
[thumb]http://i.cubeupload.com/ZE5nSU.jpg[/thumb][/QUOTE]
I would add a threshold on the ground between the tile and the wood. That's just a personal preference though I've been in houses that don't have them before.
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