The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[t]http://puu.sh/8tau3.png[/t]
[QUOTE=onebit;44684773][IMG]http://i.imgur.com/FNcQFsG.png[/IMG]
Video games[/QUOTE]
I guess adding an overlay in the corner would make it looks better.
[QUOTE=Giraffen93;44685671][t]http://f2.braxupload.se/0rs45y.jpg[/t]
copied stuff :v:
but it feels too cramped, i gotta rebuild this place[/QUOTE]
I geuss I wasn't [sp]Pacific[/sp] :suicide: enough
[IMG]http://i.imgur.com/SGYsu3M.png[/IMG]
most pools have a shallower wading area and a deeper diving end. there almost never ramps unless the pool is too large to bother with stairs.
what a hotel pool should be like:
[IMG]http://emol.org/homeimprovement/anthonysylvanpools/pool4.jpg[/IMG]
what a hotel pool shouldn't be like:
[IMG]http://static.ddmcdn.com/gif/wave-pool-front.jpg[/IMG]
also most swimming pools don't use pure white tiles.
A little project i've been working on. So far i did all the buildings without to much detail and no interior.
It's the recreation of the first town from the game Vampire: The Masquerade - Bloodlines.
[URL=http://imgur.com/Q2pqCG6][IMG]http://i.imgur.com/Q2pqCG6l.png[/IMG][/URL]
[URL=http://imgur.com/aIXSw07][IMG]http://i.imgur.com/aIXSw07l.jpg[/IMG][/URL]
[URL=http://imgur.com/0yHb8hd][IMG]http://i.imgur.com/0yHb8hdl.jpg[/IMG][/URL]
[URL=http://imgur.com/VWBfejl][IMG]http://i.imgur.com/VWBfejll.jpg[/IMG][/URL]
[URL=http://imgur.com/MrvwjDx][IMG]http://i.imgur.com/MrvwjDxl.jpg[/IMG][/URL]
[t]http://f2.braxupload.se/i9p2zw.jpg[/t]
alright this is getting repetitive :v:
pool got dark for some reason, but i put those steps there
IMO the pool looks better that way.
You should change the lighting to something brighter, more cheerful. At the moment, it looks horribly depressing. :p
Try it, maybe the pool will look better.
[QUOTE=TFlippy;44689128]You should change the lighting to something brighter, more cheerful. At the moment, it looks horribly depressing. :p
Try it, maybe the pool will look better.[/QUOTE]
[t]http://f2.braxupload.se/84a9q4.jpg[/t]
They're the default values from firegods skybox. I'm really bad at lighting myself.
[media]http://www.youtube.com/watch?v=_10LWI7IW6w[/media]
all done in hammer, something i gave up on a while ago
How did you do that? I am curious as to how.
[QUOTE=Giraffen93;44689140][t]http://f2.braxupload.se/84a9q4.jpg[/t]
They're the default values from firegods skybox. I'm really bad at lighting myself.[/QUOTE]
Your map needs this:
[IMG]http://media.etuovi.com/itemimages/realty/www/209.12648/141_2256238_img357851533123834459.jpg[/IMG]
[QUOTE=oskutin;44689656]Your map needs this:
[IMG]http://media.etuovi.com/itemimages/realty/www/209.12648/141_2256238_img357851533123834459.jpg[/IMG][/QUOTE]
if i had some proper blueprints, then sure
current apartments are terrible even
[QUOTE=Giraffen93;44683755]haven't been to an outdoor pool in like 10 years[/QUOTE]
Dude just use reference if you don't know what something looks like.
That goes for that weird cliff thing behind the motel as well.
[QUOTE=Uberslug;44689776]Dude just use reference if you don't know what something looks like.
That goes for that weird cliff thing behind the motel as well.[/QUOTE]
I've always been bad with reference images, i really need to see them in person/on video to really capture details.
I pretty much don't have any depth perception at all.
I don't really know what to do with it, it's really just a section divider to save performance, so it needs to be tall.
[QUOTE=Falkok15;44689615]How did you do that? I am curious as to how.[/QUOTE]
i attached him to an invisible antlion and parented a big cylinder trigger to him. what this trigger does is it turns on this v physics which surrounds the map, i made it only collide with npc's thats how i get him to stop. next it uses the correct animation, sounds and effects to do his frostbolt. the frostbolt is an invisble door attached to the antlion, the way it works is i have the invisible frostbolt effect parented to the door which is surrounded by a disabled trigger hurt. when the door opens the trigger hurt activates and the frostbolt effect can be seen. and because the door is attached to the antlion it opens in my direction as the antlion is always trying to look directly at me. when the door fully opens the trigger hurt turns off again and the effect goes back to being invisible, his animation finishes and the door closes itself again. if the cylinder trigger doesn't find me in it then the npc collision is turned off and i turn on his running animation. if i am still in range then it just repeats everything.
i added a second cylinder trigger for when you get really close to him which works in the same way. it activates a cylinder v physics which is parented to the antlion, slightly bigger than the second cylinder trigger, this freezes the player in place.
the way he takes damage is done by math counters. the antlion is surrounded by an invisible physbox. when you shoot it it adds 1 to the math counter with every bullet and randomly picks a hurt sound with a logic case.
if you launched a rocket at him the effect would be the same as just shooting him once with a pistol.
[thumb]http://www.sourceop.com/hell-met/TF2/wip1.jpg[/thumb]
[thumb]http://www.sourceop.com/hell-met/TF2/wip2.jpg[/thumb]
[thumb]http://www.sourceop.com/hell-met/TF2/wip3.jpg[/thumb]
team fortresses
looking ok?
[QUOTE=Hell-met;44691487][thumb]http://www.sourceop.com/hell-met/TF2/wip1.jpg[/thumb][/QUOTE]
Was that bridge made to withstand a nuclear blast?
It's pretty rare that I says that but there is way too much support on it.
The world will collapse and it will be still standing :v:
I thought it looked funny too, but I think it's a suitable comical look for a TF2 map. :v:
But on a serious note, I think you should try to make some sort or Arch bridge or a simple flat bridge with trusses
Here some references.
[img]http://www.walnutlanebridge.org/images/order_of_placing_arch_sections_asce_443_small.png[/img]
[img]http://doramee2011.files.wordpress.com/2011/08/bridge_canada-nigara.jpg[/img]
I was thinking about a Truss bridge because the distance of both point aren't very far away. These are pretty efficient for small distance.
[img]http://www.ropeways.com/img/portfolio/item14.jpg[/img]
It will also depend on the environment/ traffic load, etc..., engineers don't build random bridge with funny shapes just for the shake of it.
The more you think realistically about your map, the more you can bright immersion to the players
[QUOTE=Hell-met;44691487][thumb]http://www.sourceop.com/hell-met/TF2/wip1.jpg[/thumb]
[/QUOTE]
Well if the supports are going to be that big, at least make them I beams rather than solid square beams. :v:
Otherwise, looking good!
[QUOTE=Giraffen93;44689692]if i had some proper blueprints, then sure
current apartments are terrible even[/QUOTE]
[img]http://files.1337upload.net/pikatenementti-5ef5de.png[/img]
[QUOTE=NA_PREDATOR;44689256][media]http://www.youtube.com/watch?v=_10LWI7IW6w[/media]
all done in hammer, something i gave up on a while ago[/QUOTE]
Awesome work, I love how he resembles Vurtne. Now add his water elemental!
I have made a thing.
[MEDIA]http://www.youtube.com/watch?v=41fLQpMMWDw[/MEDIA]
Very much inspires by Instant Mix's little project.
[editline]edited[/editline]
Directed by Michael Bay
[img]https://dl.dropboxusercontent.com/u/888382/shieet.gif[/img] just a shortie
[QUOTE=Zovox;44692912] Now add his water elemental![/QUOTE]
that wasnt until burning crusade, yew casual
anyway it was something i gave up on, seems to be a theme with all my maps
[QUOTE=oskutin;44692875][img]http://files.1337upload.net/pikatenementti-5ef5de.png[/img][/QUOTE]
[t]http://f2.braxupload.se/zrcn5t.jpg[/t]
I don't really feel at home with this for some reason..
Add glass to the balconies and add ground floor with different color walls.
[QUOTE=oskutin;44693428]Add glass to the balconies and add ground floor with different color walls.[/QUOTE]
You're like the god of scandinavian stuff, i can't do this :v:
I almost want to take my moped to the suburbs and take photos of whole areas..
Also the ground floor could have shops instead of apartments.
[editline]1st May 2014[/editline]
Also in that case it would be wise to invert the stairs, so that the enterance to the building is between those balconies.
[url=http://files.1337upload.net/ei_ihan_tenementti-adf00e.png][img]http://files.1337upload.net/t/ei_ihan_tenementti-adf00e.png[/img][/url]
Very heavy WiP of its second attack
[MEDIA]http://www.youtube.com/watch?v=hh6Ws_NI3HY&feature=youtu.be[/MEDIA]
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