The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Good God! Use Image Thumbing!
[QUOTE=seba079;44590080]Brushes joining other brushes in the middle may cause stuff like that. The left might cause problems, the right shouldn't
[img]http://i.imgur.com/kEtA4yy.png[/img][/QUOTE]
Thanks, ill check it out.
[editline]19th April 2014[/editline]
[QUOTE=Stiffy360;44589973]image dump![/QUOTE]
Looks awesome, nice work
Edit*
Why so much dumb?
Some brushwork
[img]http://puu.sh/8frOb.jpg[/img]
[QUOTE=Stiffy360;44589973]image dump!
[img]http://cloud-2.steampowered.com/ugc/616174695421594082/E7691E984606C95D89F4C2C9091C1B94453F7716/[/img][/QUOTE]
The horizon line on that skybox is ridiculously high.
[URL=http://cubeupload.com/im/3J9GbN.jpg][IMG]http://i.cubeupload.com/3J9GbN.jpg[/IMG][/URL]
It is a corridor.
[URL=http://cubeupload.com/im/KWtTDo.jpg][IMG]http://i.cubeupload.com/KWtTDo.jpg[/IMG][/URL]
Connected to another corridor.
[QUOTE=Uberslug;44591286]The horizon line on that skybox is ridiculously high.[/QUOTE]
It's a low-res and kinda odd skybox, but jeez I love the mood and colors it sets.
An early WIP of a tiny HL2:DM map.
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_roomfan0002_zpseec89518.jpg[/IMG]
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_roomfan0000_zpsb32f753b.jpg[/IMG]
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_roomfan0001_zps3de680cf.jpg[/IMG]
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_roomfan0004_zps5391e144.jpg[/IMG]
[IMG]http://i231.photobucket.com/albums/ee266/rs2052/dm_roomfan0003_zps5f89fdb5.jpg[/IMG]
I've also created a brush based model of an A Division NYC Subway train that runs on the rail overpass. I would've shown it but I haven't set up the I/O for it yet.
Hanging large flourescent lights on a bit of wire outside does not really seem like the safest idea ever.
Yeah, it doesn't make a lot of sense either.
If you really want lights hanging off a cable, you should switch out the model for a smaller light.
[t]http://lighting.com/wp-content/uploads/Philips-floating-light-detail.jpg[/t]
Maybe something like that?
Wow I had no idea that was a real thing.
I appreciate the comments but I think I'm going to keep them as they are. I like the idea of having these awkward delicate fixtures intricately strung between two seemingly massive solid pieces of architecture. Granted they're not the most realistic things but I do like the humorous "industrial carnival" condition they ended up creating.
So I've started porting Morrowind's Tel-Fyr [I]interior[/I] into Source (ignore the stupid wireframe) :
[URL=http://imgur.com/QJJgYD3][IMG]http://i.imgur.com/QJJgYD3l.jpg[/IMG][/URL]
It isn't much for the moment, the scale is off and the entrance door is missing, but I'll soon be able to tile blocks to recreate everything properly.
That's excellent, I hope you will be adding additional but subtle shaders to the surfaces that were absent in the original game. Either way, anything Morrowind gives me a boner.
[QUOTE=Magman77;44594791]Wow I had no idea that was a real thing.[/QUOTE]
You don't have those in Canada? Lights like these are really common in city centers here in Finland:
[t]http://4.bp.blogspot.com/_K9nhl1N9Rp8/TFw-n7cmgzI/AAAAAAAABAI/lUkNww-7qiY/s1600/Katuvalo+2.JPG[/t]
[QUOTE=Magman77;44597998]That's excellent, I hope you will be adding additional but subtle shaders to the surfaces that were absent in the original game. Either way, anything Morrowind gives me a boner.[/QUOTE]
That's one of the things planned, but I think it'll be pretty to imagine how the original Morrowind devs would have made cubemaps/envmasks or bumpmaps if they had the shaders in their hands so many years ago.
However I think I'll need to use models instead of brushes so that I can easily fix the scale :
[URL=http://imgur.com/umt9MhD][IMG]http://i.imgur.com/umt9MhDl.jpg[/IMG][/URL]
Somewhere between 1.5 and 2.5 times too big, I believe ?
[QUOTE=Jukka K;44598637]You don't have those in Canada? Lights like these are really common in city centers here in Finland:
[t]http://4.bp.blogspot.com/_K9nhl1N9Rp8/TFw-n7cmgzI/AAAAAAAABAI/lUkNww-7qiY/s1600/Katuvalo+2.JPG[/t][/QUOTE]
Not sure about other places, but where I live in Canada the only kind of light fixtures built into the utility infrastructure are on the poles that support the above-ground communication and electrical lines.
Another Updoot
[IMG_THUMB]http://cloud-2.steampowered.com/ugc/794066880639596100/6220F1D222114C9EFD3ECA9DB6597736474D055C/[/IMG_THUMB]
[IMG_THUMB]http://cloud-3.steampowered.com/ugc/794066880639595238/7BC1E680225614E27CC2B7D613D471500497BE26/[/IMG_THUMB]
[IMG_THUMB]http://cloud-2.steampowered.com/ugc/794066880639592360/89AAD9B82F193C2B6DF96D49B5E651F61DADD0A3/[/IMG_THUMB]
[IMG_THUMB]http://cloud-2.steampowered.com/ugc/794066880639591484/565408F5B3CBABF12F8E9C4E649A07D0B3C8B703/[/IMG_THUMB]
[IMG_THUMB][/IMG_THUMB]
I found out how to spawn bots and make them move to a certain point in tf2 hammer, experimenting with it to see if I can have something like a tf2 campaign, and it's going pretty well so far
That would be beyond cool. I am interested in what results you come up with.
[QUOTE=carbonproxy;44601594]Another Updoo[/QUOTE]
Man I wish I could make stuff like this, I always end up with square apartments.
[QUOTE=seba079;44590080]Brushes joining other brushes in the middle may cause stuff like that. The left might cause problems, the right shouldn't
[img]http://i.imgur.com/kEtA4yy.png[/img][/QUOTE]
the left one should be better optimization wise, since you can just func detail the white brushes, while you cant do the same with the right one
[QUOTE=pac0master;44591088]
[editline]19th April 2014[/editline]
Edit*
Why so much dumb?[/QUOTE]
This explains it pretty well.~
[url]http://en.wikipedia.org/wiki/Bandwagon_effect[/url]
A zombie survival silent hill map I've been working on for a couple of days:
[img]http://i.imgur.com/oI8YVI5.jpg[/img]
[QUOTE=GoldPlatinum;44603708]the right one should be better optimization wise, since you can just func detail the white brushes, while you cant do the same with the right one[/QUOTE]
If VBSP cuts the leaves right (and that's a pretty big if) you may not even need func_details. If you don't trust VBSP you can put a couple of hints there, and maybe a func_viscluster just in case the leaves go crazy.
Old map, new theme...
[IMG]http://s18.postimg.org/fikd2yoqv/de_rails_b60018.jpg[/IMG]
[IMG]http://s18.postimg.org/f3939y2tj/de_rails_b60019.jpg[/IMG]
I would definitely tone down the brightness of the moon light, but otherwise, that's pretty decent.
hey guys, I just released a TTT map with vehicles.
[t]https://i.imgur.com/eDJwDmM.jpg[/t]
[t]https://i.imgur.com/jcvDgXr.jpg[/t]
[t]https://i.imgur.com/ei0x2aR.jpg[/t]
not my best work at all, but this was done for fun for a server I used to play on. the server died just recently and I decided to release the map. you can check out the thread here:
[url]http://facepunch.com/showthread.php?t=1387540&p=44607791[/url]
Oh god all of the slaughtering that will happen by people driving vehicles.
Looks like a fun twist for a TTT map. Definitely doesn't follow the traditional style. I bet you can't sit still without getting sniped though. :v:
When I used to play this map I noticed that at first everybody wants to ride the cars, but after a while people start to realize cars are actually very fragile. From the release thread:
[quote]
Q: How do I break the cars/stop them from working?
A: You can either shoot the engine or the gas can. The engine is tougher, the gas can goes boom with a single shot from most weapons.
Q: Can I kill people inside vehicles?
A: Yes. Shooting down the engine/tank causes an explosion which kills the driver and in some situations the passengers. You can also shoot directly at the driver (but the vehicle's hit detection isn't the best so it's safer to shoot the engine/tank).[/quote]
The cars are actually a great way for a traitor to take out 2-3 people at once. Also there's a traitor activated minefield to blow the vehicles.
People settle down with different playstyles after the map becomes regularly played in a server that's for sure. At some point, not everyone wants to ride the cars, there's a lot more to experience in the map.
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