The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
I made these for the Ravenholm competition. Not finished yet.
[IMG]http://i29.photobucket.com/albums/c274/afnoporo6/jackrab2_zps567ca375.png[/IMG]
[IMG]http://i29.photobucket.com/albums/c274/afnoporo6/jackrab1_zps7c6384b2.png[/IMG]
[IMG]http://i29.photobucket.com/albums/c274/afnoporo6/2_zps07ba5c00.png[/IMG][
If I'm rightly honest it doesn't capture the feel of Ravenholm. Don't forget it was cramped, spooky as fuck with ambience noise (distance screams, all that jazz) and overall the theme was a "mining town". I'd rather rename that as an industrial one, but still. It looks too silent-hill to me.
Some proof that, Viral Complex, is in-fact real. I need to get around to placing props and textures, so for now it is dev. texture heaven.
[IMG]http://i.imgur.com/jyd3Zln.jpg[/IMG]
[I]Human player spawn.[/I]
[IMG]http://i.imgur.com/jCLO6iz.jpg[/IMG]
[I]Gate Control room and Alleyway to the first zombie spawn.[/I]
[IMG]http://i.imgur.com/ujWG0c2.jpg[/IMG]
[I]Abandoned Apartment Building a.k.a second zombie spawn.[/I]
So I do not cramp up the rest of this post, [URL="http://lamarrtheheadcrab.blogspot.com.au/"]you can see the other pictures here[/URL]. If you think anything should be added to the first area, now is the time to say.
[QUOTE=GoldenTWM;44505285]I can find my Source SDK autosaves there, nothing from goldsrc[/QUOTE]
there's no autosave in goldsrc hammer, if you want that you should consider switching to sledge.
[QUOTE=AeonCastle;44500937][T]http://i.imgur.com/3JfFP74.jpg[/T]
[T]http://i.imgur.com/49WT9sj.jpg[/T]
trying to figure out how to make it look less boring (besides the lighting which i literally just slapped in to compile it)[/QUOTE]
Height variation. Make the living room part of the apartment a step or two deeper then the rest.
[QUOTE=AeonCastle;44500937][T]http://i.imgur.com/3JfFP74.jpg[/T]
[T]http://i.imgur.com/49WT9sj.jpg[/T]
trying to figure out how to make it look less boring (besides the lighting which i literally just slapped in to compile it)[/QUOTE]
Windows & small light maps.
[QUOTE=oskutin;44508510]Windows & small light maps.[/QUOTE]
[QUOTE=Zay333;44508240]Height variation. Make the living room part of the apartment a step or two deeper then the rest.[/QUOTE]
I'll try both of those, but I ended up rebuilding it anyway.
[QUOTE=Falkok15;44513169]
[IMG]http://i.imgur.com/GyHs2uq.jpg[/IMG]
Thoughts?[/QUOTE]
Those wall vents still look out of place, I think it's because the texture doesn't match with anything else.
[QUOTE=Vincentor;44513596]Those wall vents still look out of place, I think it's because the texture doesn't match with anything else.[/QUOTE]
I wish I had better vents like HL1's Vents, but I am trying really hard NOT to use the Grills from those vents, let alone any HL1 Assets.
[QUOTE=Falkok15;44513611]I wish I had better vents like HL1's Vents, but I am trying really hard NOT to use the Grills from those vents, let alone any HL1 Assets.[/QUOTE]
The vent grill texture itself is fine, its the texture on the sides that doesn't look in place.
[QUOTE=Vincentor;44513702]The vent grill texture itself is fine, its the texture on the sides that doesn't look in place.[/QUOTE]
Oh, those, eh...em...Do you have any good ones?
[QUOTE=Falkok15;44513743]Oh, those, eh...em...Do you have any good ones?[/QUOTE]
I suggest you block out each area with dev textures, since you're basing it on something that's relatively high-poly. THEN work on finding existing source textures that fit your needs.
Here's a WIP I have been working on for a while.
[t]http://i.imgur.com/7OdugUg.jpg[/t]
[t]http://i.imgur.com/eRTVwDl.jpg[/t]
[t]http://i.imgur.com/hyvAeMH.jpg[/t]
[QUOTE=Magman77;44514236]I suggest you block out each area with dev textures, since you're basing it on something that's relatively high-poly. THEN work on finding existing source textures that fit your needs.[/QUOTE]
Well a lot of the textures are from Alien Swarm.
[QUOTE=Falkok15;44516416]Well a lot of the textures are from Alien Swarm.[/QUOTE]
How did you get the textures to work? I really want to use alien swarm props and textures in hl2eps2 engine, but I cant seem to get them to work.
You can convert the textures and models with these tools:
[url]http://facepunch.com/showthread.php?t=1215621[/url] - VTX Reconstructor + Cleaner
[url]http://facepunch.com/showthread.php?t=1180944[/url] - VTFVer
[QUOTE=JoelDJr;44505438]I made these for the Ravenholm competition. Not finished yet.
pics[/QUOTE]
Should be more cramped. For atmosphere, consider taking a look at the Sealed Section from the Thief games - it inspired Ravenholm, originally.
[QUOTE=grabbin pills?;44518496]How did you get the textures to work? I really want to use alien swarm props and textures in hl2eps2 engine, but I cant seem to get them to work.[/QUOTE]
The textures work fine in HL2 'Norm' Engine, but the models are eek.
I'm trying to make a gmod ttt map and I can't find any water textures that work. anyone know one that works?
Thinking a train map competition would be interesting to have. Our community is shafted so hard when it comes to these kind of maps. They're either unfinished, broken, or weren't designed for, in some cases, two trains simultaneously.
Completed working train maps are few and far between. Black Phoenix putting in the effort is pretty much a tearful thing to see. We appreciate drumdevils attempts, and I've also been trying. I cannot do proper switches and details so I am very bad at them.
Some pictures of my entry for the condominium collab:
[IMG_thumb]http://i.imgur.com/40q5kjJ.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/Qn3Pn4Y.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/6Kt3UA9.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/e9Knieq.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/KzDEfCP.jpg[/IMG_thumb]
[QUOTE][IMG]http://i.imgur.com/QXT4YRY.jpg[/IMG][/QUOTE]
Not liking the billboard, but I am gonna put MORE of those vents in!
[QUOTE=Falkok15;44522992]Not liking the billboard, but I am gonna put MORE of those vents in![/QUOTE]
Why are you insistent on the vents, they are not good looking. Recreate them into something that makes more sense or at least doesn't make me feel like I'm in Half Life 1.
EDIT: Unless that's what you're going for, I guess.
[QUOTE=Zanarias;44523326]Why are you insistent on the vents, they are not good looking. Recreate them into something that makes more sense or at least doesn't make me feel like I'm in Half Life 1.
EDIT: Unless that's what you're going for, I guess.[/QUOTE]
Until my IM Models are ported, I like the vents. But I am going for a Being One Type Vent, and that is what it is.
[editline]12th April 2014[/editline]
Nevermind, Vents are going away.
[QUOTE=Fishmann;44520595]I'm trying to make a gmod ttt map and I can't find any water textures that work. anyone know one that works?[/QUOTE]
You probably have a leak in your map (or are using water textures seen from bottom). Use the Map/Load Pointfile to locate your leak. :p
[QUOTE=opsatcat;44522859]Some pictures of my entry for the condominium collab:
[IMG_thumb]http://i.imgur.com/40q5kjJ.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/Qn3Pn4Y.jpg[/IMG_thumb]
[/QUOTE]
Looks really great, but you should or flip the lock of the doors of these rooms around by changing bodygroup, or setting the bodygroup to 0. Because you have the unlocking slide outside the rooms and the keyhole inside the room. Or to be even more of a nitpick, I've never seen a locking mechanism on bathroom doors in US residential homes at all.
[QUOTE=opsatcat;44522859]Some pictures of my entry for the condominium collab:
[IMG_thumb]http://i.imgur.com/40q5kjJ.jpg[/IMG_thumb]
[/QUOTE]
Where did you get that awesome door model?
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