• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Anthracite;44702282][t]http://i.imgur.com/YLTgeNP.jpg[/t] train station wip[/QUOTE] I like the arches and your walls.
Just got Stallone into beta 1 [IMG]https://dl.dropboxusercontent.com/u/12945353/maps/Pacific/Screenshot%202014-05-02%2016.27.41.png[/IMG] If you wanna play it you can get it here, any feedback would be nice. [url]http://forums.tf2maps.net/showpost.php?p=299732&postcount=26[/url]
So much red tone.
[QUOTE=cameleot;44702038][img_thumb]http://i.imgur.com/QG3kdRN.jpg[/img_thumb] [img_thumb]http://i.imgur.com/vRCY2HC.jpg[/img_thumb] Something for my upcoming adventure map[/QUOTE] is that an imported terrain model or just really good displacements?
It may be a segmented displacement made with a heightmap to displacement generator.
Train station for my city map under construction [IMG]http://i62.tinypic.com/x0tyqs.jpg[/IMG] It looks incomplete because i'm still working on it, or maybe i'll leave it like that for the lols [IMG]http://i60.tinypic.com/2ugh46c.jpg[/IMG]
To me the rails look either extremely low or the platforms extremely high, almost as tall as one of the NPCs? Might be just the perspective though. And I suppose you said it's placeholder-y.
[QUOTE=oskutin;44695480]Should i make tenement/apartment tutorial :v:?[/QUOTE] Promise fullfilled: [url]http://facepunch.com/showthread.php?t=1390596[/url]
[QUOTE=Hell-met;44704857]is that an imported terrain model or just really good displacements?[/QUOTE] It's an imported heightmap converted with DispGen, made with L3DT (Large 3D Terrain Generator) with texture, normal and spec maps
[QUOTE=inspirit;44705329][IMG]http://i60.tinypic.com/2ugh46c.jpg[/IMG][/QUOTE] The stair design is a little bit redundant. If someone were to walk from one end of the station to the other, they'd have to go up and down 6 sets of stairs for no real reason. It would be better to have the platform (and entrances) raised for the entire length, or only going down at the very ends.
making a map of a pedestrian mall that used to exist. playing around with interesting flooring too. [t]http://cloud-3.steampowered.com/ugc/613923994327989028/D84934D6DC43EF0537B55258DDD4EFB4FF0F871C/[/t] anyone know of any prop packs with diggers/excavators/other construction props? edit jesus fuck steams jpg compression makes everything look like arse
Everything is misaligned. :(
[QUOTE=TFlippy;44707677]Everything is misaligned. :([/QUOTE] jesus fuck how did I miss that I haven't mapped in a very long time ;-;
[QUOTE=inspirit;44705329]Train station for my city map under construction [IMG]http://i62.tinypic.com/x0tyqs.jpg[/IMG] It looks incomplete because i'm still working on it, or maybe i'll leave it like that for the lols [IMG]http://i60.tinypic.com/2ugh46c.jpg[/IMG][/QUOTE] Looking nice. Might I suggest you build a simple train to test the heights? Don't want you to build a full map and realise the stations are too low or too high
[img]http://f2.braxupload.se/w8kvkg.png[/img] welp time to abandon this map fuck source
[t]http://i.imgur.com/f1591sf.jpg[/t][t]http://i.imgur.com/j4ybicb.jpg[/t][t]http://i.imgur.com/06eciLf.jpg[/t] [t]http://i.imgur.com/0M0Lt6T.jpg[/t][t]http://i.imgur.com/UUNPy0i.jpg[/t] I've been building tiny pieces of this map since 2011. That lil' vmf has been through a lot of broken hard drives. Still not sure what I'm doing with it.
[QUOTE=Giraffen93;44711876][img]http://f2.braxupload.se/w8kvkg.png[/img] welp time to abandon this map fuck source[/QUOTE] Cordon off different parts of your map until you can identify the problem, then fix or remove. Sorted.
[QUOTE=~ZOMG;44712158]Cordon off different parts of your map until you can identify the problem, then fix or remove. Sorted.[/QUOTE] i've gone over the brush limit, not even close to done with this map
[QUOTE=Giraffen93;44712178]i've gone over the brush limit, not even close to done with this map[/QUOTE] My god, I have never reached the brush limit
[QUOTE=Giraffen93;44712178]i've gone over the brush limit, not even close to done with this map[/QUOTE] Make some [URL="https://developer.valvesoftware.com/wiki/Propper"]Propper[/URL] shit
[img]http://f2.braxupload.se/axzwr0.png[/img] yep [QUOTE=Joey1;44712296]Make some [URL="https://developer.valvesoftware.com/wiki/Propper"]Propper[/URL] shit[/QUOTE] i don't really know what to make models of and i really don't wanna go through the hassle of setting it up and switching between configs
[QUOTE=Giraffen93;44712333][img]http://f2.braxupload.se/axzwr0.png[/img] yep i don't really know what to make models of and i really don't wanna go through the hassle of setting it up and switching between configs[/QUOTE] Strip down detail of some areas. A lot of detail can be done with lighting and good texturework.
[QUOTE=Stiffy360;44712490]Strip down detail of some areas. A lot of detail can be done with lighting and good texturework.[/QUOTE] i don't even put in detail, it's just too many areas pretty much all the buildings are enterable and have interiors
[QUOTE=Giraffen93;44712333][img]http://f2.braxupload.se/axzwr0.png[/img] yep i don't really know what to make models of and i really don't wanna go through the hassle of setting it up and switching between configs[/QUOTE] if all the stuff you've been posting for the last months or so have been that map, I'd personally like to see it go as far as you want. To that end, I'd volunteer to convert appropriate geometry to propper for you and save you the effort. However, if you wouldn't trust me with your .vmf that is understandable.
[QUOTE=billi999;44712508]if all the stuff you've been posting for the last months or so have been that map, I'd personally like to see it go as far as you want. To that end, I'd volunteer to convert appropriate geometry to propper for you and save you the effort. However, if you wouldn't trust me with your .vmf that is understandable.[/QUOTE] yeah it's the same map all in all with all the instances it's about 30mb i'd say it just wasn't meant to be
[QUOTE=Giraffen93;44712535]yeah it's the same map all in all with all the instances it's about 30mb i'd say it just wasn't meant to be[/QUOTE] You may have done this already, but for a dirty solution you can convert some brushes to displacements so they don't count towards the displacement limit. Be advised they don't prevent leaks or block visiblity though.
[QUOTE=billi999;44712554]You may have done this already, but for a dirty solution you can convert some brushes to displacements so they don't count towards the displacement limit. Be advised they don't prevent leaks or block visiblity though.[/QUOTE] there aren't really any such areas, everything is sealed off properly [t]http://f2.braxupload.se/yudikq.jpg[/t]
What about roofs? some of them look... displacementable? especially the roof detail. But never mind man, it's your choice so I'll stop pushing now.
I suppose. It's only one brush though..
[QUOTE=Giraffen93;44712577]there aren't really any such areas, everything is sealed off properly [t]http://f2.braxupload.se/yudikq.jpg[/t][/QUOTE] One thing I my friend has done before is used instances of other .vmfs in one map and this somehow allowed him to make the map slightly bigger, but not by much. (Compiled in l4d2 engine)
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