The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=soldierrob;44280181][IMG_thumb]http://www.weebly.com/uploads/5/0/6/0/5060706/custom_themes/585030724713628917/files/map%20overview.jpg?1395175335848[/IMG_thumb]
would this work for an Roleplay map? I'm still not sure what the best layout is for an roleplay map.
the one from [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=187930698&searchtext=headattack"]hacity1[/URL] was oke but not the best, I want to improve this time.[/QUOTE]
I tried a big island but it's really hard optimizing without having an ugly draw distance
So I'm polishing the map, almost done with detail/brush work.
[t]http://i.imgur.com/OSybJ6B.jpg[/t] [t]http://i.imgur.com/dVpYsCn.jpg[/t]
[t]http://i.imgur.com/rIv0PEM.jpg[/t] [t]http://i.imgur.com/NP7Mxzv.jpg[/t]
Color correction (with/without)
[t]http://i.imgur.com/O0vMw2u.jpg[/t] [t]http://i.imgur.com/dVpYsCn.jpg[/t]
What do you guys think ? CC's ?
I like the one on the right
[QUOTE=nicolasx21;44297889]So I'm polishing the map, almost done with detail/brush work.
[t]http://i.imgur.com/rIv0PEM.jpg[/t]
What do you guys think ? CC's ?[/QUOTE]
Those beams need more support. In reality there would be a lot of tension in the middle. Make them thicker in height or add something over or under it. Some sort of trussing would look good
They won't collapses since it's steel I believe. but It look odd on an architectural point of view.
Plus, they don't seems to contribute to anything related to the architecture of the building other than being an "Eye-Candy".
I'd like to know why they're there in the first place; it doesn't look like they're doing anything there.
Ignore the crap lighting but how can I add more detail to this street? There's not a whole load of suitable props I can use, I kinda want to use L4D props but it'll ruin the map for anyone without the game...
[thumb]http://oi57.tinypic.com/24eryvm.jpg[/thumb]
[QUOTE=Takoto;44303425]Ignore the crap lighting but how can I add more detail to this street? There's not a whole load of suitable props I can use, I kinda want to use L4D props but it'll ruin the map for anyone without the game...
[thumb]http://oi57.tinypic.com/24eryvm.jpg[/thumb][/QUOTE]
Benches for bus stops, public trashcans, gutters/manholes on the road or sidewalks, no-parking signs or speed limit signs, and stains overlays on the roads. I am just listing of possible things
EDIT:
I would change the curb to a grey concrete color and only have red curbs where the fire hydrants are to make it look more realistic and break up repetitiveness.
[QUOTE=Takoto;44303425]Ignore the crap lighting but how can I add more detail to this street? There's not a whole load of suitable props I can use, I kinda want to use L4D props but it'll ruin the map for anyone without the game...
[thumb]http://oi57.tinypic.com/24eryvm.jpg[/thumb][/QUOTE]
On RP maps sometimes it's better to not excessively detail public areas, so people can use the space how they want. Some telephone poles and lampposts would probably give it a touch of realism without being intrusive.
[QUOTE=grabbin pills?;44303635]Benches for bus stops, public trashcans, gutters/manholes on the road or sidewalks, no-parking signs or speed limit signs, and stains overlays on the roads. I am just listing of possible things
EDIT:
I would change the curb to a grey concrete color and only have red curbs where the fire hydrants are to make it look more realistic and break up repetitiveness.[/QUOTE]
Thanks for the suggestions, especially the curb one, I'll do that once I've finished placing all the hydrants and stuff.
[QUOTE=TurtleeyFP;44303650]On RP maps sometimes it's better to not excessively detail public areas, so people can use the space how they want. Some telephone poles and lampposts would probably give it a touch of realism without being intrusive.[/QUOTE]
Yeah I don't wanna overdo it, just want to make it look as interesting as I can without restricting what players can do with the area.
It looks like you've added two extra lanes to the road but they don't serve a purpose. If you can find or create some, decals that show parking spaces could be handy. As it stands there's a big grey stretch of asphalt and it jumps to bright white pavement, though the lighting is subject to change. Something to smooth the change would be nice.
[QUOTE=pac0master;44302569]Those beams need more support. In reality there would be a lot of tension in the middle. Make them thicker in height or add something over or under it. Some sort of trussing would look good
They won't collapses since it's steel I believe. but It look odd on an architectural point of view.
Plus, they don't seems to contribute to anything related to the architecture of the building other than being an "Eye-Candy".[/QUOTE]
[QUOTE=seba079;44303079]I'd like to know why they're there in the first place; it doesn't look like they're doing anything there.[/QUOTE]
There was a roof in the previous versions of this map in that back area, I decided to remove it and leaving only the support beams.
AS the weight of the roof is light, it don't need to be supported by it's center, what if it's inside the wall and continues through the building ?
Thanks
[QUOTE=nicolasx21;44307032]
AS the weight of the roof is light, it don't need to be supported by it's center, what if it's inside the wall and continues through the building ?
Thanks[/QUOTE]
That's what i was thinking first, else both side on the wall would be under stress and the nails would fell off over time,
if the beam is very long and penetrate the building you may come with a little bit of damage on the upper part of the bricks caused by the pressure it make since it would have some stress in the middle and in a realistic scenario the beams would be bending toward the ground over time.
I think you should make them thinner in width and bigger in height then double of triple the amount you have and connect them all with some thin layers of brushwork on the top of them ( just enough so it look strong enough to not jiggling due to the wind. ) An finally just adding some sort of trusses bellow them.
might looks better if you take time messing around it then you can try to give some sense to it, many cities use some sort of light protection when you exit tunnels to you are not blinded by the sun. I think you can give it a try
Its incredible how much supports it take to keeps holding small roofs.
Here is an example of my design.
The roof itself is very thin, except for the concrete reinforcement to keep the windows in place. I need some more trusses because there is some major flaws
[t]http://cloud-2.steampowered.com/ugc/598155063427895216/6378D8131A4069854E883D53344C644A8F838530/[/t]
[QUOTE=pac0master;44307190]in a realistic scenario the beams would be bending toward the ground over time.
Its incredible how much supports it take to keeps holding small roofs.
[/QUOTE]
You gave me some ideas for a next map, like architectural mistakes and more abandoned / non-finished environments.
Nice bigass hangar !
[QUOTE=nicolasx21;44308174]You gave me some ideas for a next map, like architectural mistakes and more abandoned / non-finished environments.[/QUOTE]
Best you can get is to take a lot of reference from real world abandoned stuff, I use this as one of my main architectural design idea for the underground facility ( but bigger, we are talking about Aperture science, not a cheap ass super secret, super reinforced soviet militairy base :v:)
[url]http://forum.xcitefun.net/russian-underground-submarine-base-t46505.html[/url]
I try to study architectural design when i got time. It is very helpful
[QUOTE=nicolasx21;44308174]Nice bigass hangar ![/quote]
thanks, It's more of a large train station made inside a big ass warehouse but it's far from being done :3
[QUOTE=pac0master;44308346]Best you can get is to take a lot of reference from real world abandoned stuff[/QUOTE]
Good idea, I wish more mappers would do this. It wasn't so long ago that if you wanted pictures of a building or area for inspiration, you literally had to go there and take photos yourself or go to a library and read a book or magazine on architecture. But now thanks to the internet and search engines you can find thousands of reference photos in seconds and even take a virtual walk through faraway cities. Yet still one of the most common questions on here is "I'm working on a map of X where do I find cool inspiration pictures?"
I don't get it.
Trees can cause some serious damage!~
[T]http://i.gyazo.com/a692cc8b76d95a5424be6c26d22ea3ef.png[/T]
I had to share one more hammer pic :v:
[IMG]http://files.1337upload.net/valssausfacility.png[/IMG]
Ok so here is a little update for my project.
[B]What is Abyss?[/B]
Abyss is a Portal 2 mod I am working on by my own, I always wanted to make my own project and to see what people think about my ideas. The goal of the mod is to create a brand new looking Aperture Science labs from scratch in a more realistically architectural point of view.
I am also working on a great storyline and working hard to get the mod reach a good quality from visual effect like level design to gameplay and entertainment.
[B]Storyline[/B]
The storyline is still under development, it is possible that it change radically either having new elements or scraped a few.
The main idea is to make a non linear storyline about Aperture science while using some important elements from Half Life.
We play as one of the few 7 hours war survivor who's trying to escape the combine invasion by road while an ambush make you lost the control of your car and crashed down a little valley next to a small forest. Waking up, you decided to get away as soon as you could else you could get captured or worst. after a moment you find out a facility near by and you decided to hide out in there. It was not a good idea.
[B]Features[/B]
The Mod is still under development, Many feature may be added. One of my goal is to have enough custom made models to not depend on pre-made materials other than textures. The idea of using a non linear storyline is to give the players more replayability and more fun seeking out for secrets areas and Easter eggs. Most of the path the players will be taking will show different part of the storyline of the facility itself, It is basically a " make your own story " game. the main goal is to survive the invasion but also to survive aperture science.
[t]http://i.imgur.com/vdYDP4il.jpg[/t]
[t]http://i.imgur.com/x9AX2c6l.jpg[/t]
[t]http://i.imgur.com/EMl3JN7.jpg[/t]
[t]http://i.imgur.com/FAXLl6b.jpg[/t]
[t]http://i.imgur.com/pQAQTzR.jpg[/t]
[t]http://i.imgur.com/ov2QbMz.jpg[/t]
[t]http://i.imgur.com/pQrwH0S.jpg[/t]
[t]http://i.imgur.com/QdWyk1T.jpg[/t]
[t]http://i.imgur.com/5Gkxs0q.jpg[/t]
[t]http://i.imgur.com/1Fv8mCZl.jpg[/t]
[t]http://i.imgur.com/bla9VW9l.jpg[/t]
[t]http://i.imgur.com/5oVNouul.jpg[/t]
forgot to dump some pictures of my loft map
added few accessible houses and a apartment
[t]http://cloud-3.steampowered.com/ugc/579017377766982642/42FD2D66796E7FDF7D5FFA7E2B6A1C755903EC21/[/t][t]http://cloud-4.steampowered.com/ugc/579017377766990078/40C49B15CB8C10B2FD11D7775C52595B0ED39C58/[/t]
[t]http://cloud-2.steampowered.com/ugc/579017377766987104/D1552FF74E4B4F0B82524B241393017EC14E28BB/[/t][t]http://cloud-4.steampowered.com/ugc/579017377766993545/A4ECBBC2B2A5085F58914FDF3D08752145BF3DCF/[/t]
[t]http://cloud-4.steampowered.com/ugc/579017377766996061/8548111752273E240C870DD9F2AA8EA804FA7E76/[/t][t]http://cloud-4.steampowered.com/ugc/579017377766998940/2C9D3E33CD7091684E85DFD397CA751EC184DB2E/[/t]
[t]http://cloud-4.steampowered.com/ugc/579017377767001628/B5B0DB0467DDF242C0FC7B2D53A229E6BC1A1C2A/[/t][t]http://cloud-3.steampowered.com/ugc/579017377767004512/EFB3DBDAA0491681029B69AC15ABC4BE142609BE/[/t]
and i made a small square/park
[t]http://cloud-3.steampowered.com/ugc/579017377767007129/9DA0327F69BBD2958F192E8CE547888BA8BB607C/[/t]
Is that apartment block accessable?
[QUOTE=oskutin;44312736]Is that apartment block accessable?[/QUOTE]
no, somehow i don't want to make it accessible
[QUOTE=oskutin;44312308]I had to share one more hammer pic :v:
[IMG]http://files.1337upload.net/valssausfacility.png[/IMG][/QUOTE]
Dat baked AO
Sorry if its a stupid question but what is "baked AO"?
Lighting an all props map is tedious to say the least, but I think it looks pretty good overall.
Roman's Apartment from GTA IV
[t]http://i.imgur.com/nRZTLK0.jpg[/t]
[t]http://i.imgur.com/CiPsGUo.jpg[/t]
[t]http://i.imgur.com/vgyvToZ.jpg[/t]
[t]http://i.imgur.com/G91rlik.jpg[/t]
Still working on the shadows
and the cubemaps
I only took the screenshots in CS:S because I was too lazy to copy over the map into Gmod.
[QUOTE=opti2000;44317583]Sorry if its a stupid question but what is "baked AO"?[/QUOTE]
Baked ambient occlusion. Its to add dark points to the model to make it appear more realistic, since source does not support screen space ambient occlusion by default, you bake the lighting effects into the texture of the model, using a 3d modeling program.
[t]http://i.imgur.com/r6iBlE9.jpg[/t]
[t]http://i.imgur.com/7bGXx5I.jpg[/t]
[t]http://i.imgur.com/GubiV2R.jpg[/t]
[t]http://i.imgur.com/kKGvfCn.jpg[/t]
[t]http://i.imgur.com/ucTIfbP.jpg[/t]
Suggested Reading: [url]http://www.extremetech.com/extreme/136408-nasa-working-on-faster-than-light-travel-says-warp-drives-are-plausible[/url]
According to this article, to warp spacetime it would require 1.5 million times the energy of hiroshima bomb that was 15 megatons of TNT, which is (thank you wolfram alpha) 22500 megatons of tnt worth of energy, which is about 387 times more powerful than the most powerful atomic bomb ever detonated The tsar bomba from russia. So basically, we are 1/387th of the way there! Eh probably less than that, because its easier to create uncontrolled forces than controlled ones that behave like we want... and uh, work safely.
So basically in 400 years we might get there? Who knows? give or take 100 years.
But, worry not young cosmonauts, we have already come farther than 4 billions of years of life.
One quote I like ... "We were born too late to discover the world, too early to explore the cosmos, but just in time to explore reality."
Also, I really like the audacity of Project Orion. Which was basically a nuclear explosion propelled space ship with a gigantic shock asorbing plate, that the larger designs carry like 10,000 nuclear bombs. Which could theoretically get us 13% the speed of light... Here are some pictures. The weirdest part of this idea is how long it's been around! [t]http://i.imgur.com/pmTGfvj.jpg[/t]
[url]http://en.wikipedia.org/wiki/Project_Orion_(nuclear_propulsion)[/url]
Snip* Thanks
quick question:
windows started being a dick and deleted half of itself, so I've lost all my maps
there was a texture pack from a couple rp maps ( they were swedish or finnish or something, like rp_uusi or something ) that had some fantastic glass door textures. Anyone know what the name of the pack was?
Content
[img]https://dl.dropboxusercontent.com/u/888382/2014-03-22_00001.jpg[/img]
[QUOTE=Instant Mix;44319724]quick question:
windows started being a dick and deleted half of itself, so I've lost all my maps
there was a texture pack from a couple rp maps ( they were swedish or finnish or something, like rp_uusi or something ) that had some fantastic glass door textures. Anyone know what the name of the pack was?
Content
[img]https://dl.dropboxusercontent.com/u/888382/2014-03-22_00001.jpg[/img][/QUOTE]
I believe this may be from Oskutins content. He released a lot of VMF's along with Materials and Models.
They can be found [url=http://facepunch.com/showthread.php?t=1067111&highlight=]here[/url].
Began some work on the suburban area of my rp map, I've never made anything like this before so I spent a few hours experimenting. I have a lot of houses to make so if anyone fancies pitching in let me know!
[thumb]http://i.imgur.com/ii82Pbf.jpg[/thumb]
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