The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Matt2468rv;44721617]I think the placement is fine, but the center of the intersection needs to be made out of the same blacktop material as the roads. Looks funny the way it is in the picture.[/QUOTE]
These textures are just for testing, i will change after building the entire map.
but now i don't have time to do that :/
[QUOTE=~ZOMG;44721339]But those ones look too close to the centre.[/QUOTE]
Usually on 4 lane roads the crosswalks are close to the center of the intersenction or more commonly like this example:
[IMG]http://www.trbimg.com/img-51a8d8a8/turbine/chi-pedestrian-scramble-crossing-20130531/600/600x382[/IMG]
[QUOTE=grabbin pills?;44722179]Usually on 4 lane roads the crosswalks are close to the center of the intersenction or more commonly like this example:
[IMG]http://www.trbimg.com/img-51a8d8a8/turbine/chi-pedestrian-scramble-crossing-20130531/600/600x382[/IMG][/QUOTE]
In my city they're just the ones parallel to the active lane. There is never a point where it's safe to walk directly through the intersection. Not contradicting you, just saying that I'm not sure how common those really are. :v:
[QUOTE=Magman77;44722445]In my city they're just the ones parallel to the active lane. There is never a point where it's safe to walk directly through the intersection. Not contradicting you, just saying that I'm not sure how common those really are. :v:[/QUOTE]
I see them everywhere around where I live, must just be me
[QUOTE=Giraffen93;44721994][t]http://f2.braxupload.se/lnzqqa.jpg[/t]
those textures ain't bad[/QUOTE]
Just opened the .vmf with the stuff you want proppered, if you're wanting to stick with those road textures rather than the CSS textures I'll need them. Also missing the brick and upper trim textures on the building exterior.
[QUOTE=billi999;44722711]Just opened the .vmf with the stuff you want proppered, if you're wanting to stick with those road textures rather than the CSS textures I'll need them. Also missing the brick and upper trim textures on the building exterior.[/QUOTE]
yeah new vmf: [url]https://braxnet.org/temp/newcity_models.zip[/url]
assets: [url]https://braxnet.org/temp/pack-20140504-2324.zip[/url]
[QUOTE=Giraffen93;44723086]yeah new vmf: [URL]https://braxnet.org/temp/newcity_models.zip[/URL]
assets: [URL]https://braxnet.org/temp/pack-20140504-2324.zip[/URL][/QUOTE]
What path do you want the models compiled to (e.g. models/props_your-map-name-here)?
Edit: Also your crossing overlay textures are missing. But I probably can't compile those into the prop anyway so if you want them badly you'll have to convert them to brushes then I can compile them into the models.
[QUOTE=billi999;44723197]What path do you want the models compiled to (e.g. models/props_your-map-name-here)?
Edit: Also your crossing overlay textures are missing. But I probably can't compile those into the prop anyway so if you want them badly you'll have to convert them to brushes then I can compile them into the models.[/QUOTE]
yeah i suppose, models/newcity/
alright let's try that again
[url]https://braxnet.org/temp/newcity_models.zip[/url]
[url]https://braxnet.org/temp/pack-20140505-0014.zip[/url]
Anyone know any good foliage packs? I don't want my map to have repeated shrub and grass models everywhere.
[QUOTE=Rammelslakje;44721405]Use decals/overlays on the same texture the other roads have. These textures are way too different.
Here are some good road textures if you need more: [url]http://facepunch.com/showthread.php?t=980428&p=44034684&viewfull=1#post44034684[/url][/QUOTE]
Well, i changed the textures, currently using the Xanadu's United States Roadpack
they do not line up perfectly, but are much better thanks!
[IMG]http://i.imgur.com/hmKui5I.jpg[/IMG]
The only thing that bothers me is that you've put them where the curved section of the pavement starts. I would put them right before it starts, it would look more symmetrical and easier on the eyes
May want a new sidewalk texture as well. You can take any seamless concrete texture and apply grooves to the edges and may include curbs if you want. I always do curbs as separate brushes though
[QUOTE=Kickin Balls;44724436]The only thing that bothers me is that you've put them where the curved section of the pavement starts. I would put them right before it starts, it would look more symmetrical and easier on the eyes[/QUOTE]
Not sure about other countrys, but that's usually standard here in germany:
[t]http://www.auto-news.de/webcore/data/content/Auto_Article_EXT/29400_1300444035511.jpg[/t]
That's a picture you can usually find in any driver's license lecture here.
But to be honest, most streets don't even have those stripes layed down that way, it's more in this kind of style:
[t]http://upload.wikimedia.org/wikipedia/commons/b/b4/Kreuzung_B1-B96_Berlin_-_Fahrbahnmarkierungen.jpg[/t]
I think only crosswalks without a traffic light do have those stripes here in germany, but I'm not 100% sure on that.
Now in the end it's personal preference, just thought a different input could help.
Edit: Wow, looking at that second picture kinda makes me feel happy about not owning a driver's license, so much confusion...
That picture and Piratex' picture have the crosswalks in different places. Notice that in yours the sign ends when the curb starts to curve, while in Piratex' the sign starts where the curve starts.
[QUOTE=seba079;44725404]That picture and Piratex' picture have the crosswalks in different places. Notice that in yours the sign ends when the curb starts to curve, while in Piratex' the sign starts where the curve starts.[/QUOTE]
Exactly, that picture proves kickin's point...
I do not see confusion? It's just an avenue intersection with left-only lanes. The same intersection in the USA would have no paint, you don't need most of it
[QUOTE=l33tkill;44716375]Going to be making a museum. Had to start with a planetarium though. It's still in rough shape, and I still need to add all the moons for the other planets. Managed to get the planet rotations down, as for the sizes though...I'm not going to bother.
[t]http://i.imgur.com/Sqe6Uqg.jpg[/t]
[/QUOTE]
I did something like that a while back, yours looks much more elegant though. I see you've included Pluto, are you one of those people that protested when it was demoted to a dwarf planet? :D
[QUOTE=antimonycat;44727216]I did something like that a while back, yours looks much more elegant though. I see you've included Pluto, are you one of those people that protested when it was demoted to a dwarf planet? :D[/QUOTE]
Na. Pluto just needed some love.
[editline]05MAY2014[/editline]
Also I know I've posted it a few times, but it's been heavily worked on since then. I'm in the process of finishing up gm_requiem (gm_scream_2), and was wondering if y'all could think of anything else that I could touch up within the map. I know it's dark, and I wanted it that way so the player is sort of forced to use their flashlight. Also, my entdata is is nearing 190% so adding anything big is pretty much out of the question. Even though the map isn't giving me any errors after the compile or in-game.
[t]http://i.imgur.com/feINBB2.jpg[/t]
[t]http://i.imgur.com/j80OQ1l.jpg[/t]
[t]http://i.imgur.com/XdUyVZp.jpg[/t]
[t]http://i.imgur.com/phjyTHp.jpg[/t]
[t]http://i.imgur.com/wqZtv0g.jpg[/t]
[t]http://i.imgur.com/gUO7sN1.jpg[/t]
[t]http://i.imgur.com/ZSafAxh.jpg[/t]
The full album of screenshots can be found here.
[url]http://imgur.com/a/BdEz3[/url]
I'll be posting the beta through a DL link when I've finished up working on the events for input before the final release.
This is a re-post of a thread I accidentally made in the "Creation Corner" subforum.
Edit: I meant to post this in the mapping questions thread, god damnit. That's 2 times I've accidentally posted this somewhere I didn't mean to.
I'm in the very early stages of creating a de_ map for Counter-Strike. I sketched out the layout of what I want the top-down view of the map to look like and then created it in Hammer. Next I'm going to block it in and do some playtests and change the geometry around and eventually do some detail passes. Before then, I was wondering if anyone sees any glaring areas of this top-down layout where I have made any serious errors that should be changed before I go to block it in. I think some of the paths are kind of narrow and I'll probably end up widening them, not all of them are the same size either. I'll probably end up changing the scale quite a bit. I know that I shouldn't box the entire map with skybox, but that's just there so it will compile in the early stages.
[t]http://i.imgur.com/KtyHQQE.png?1][/t]
[QUOTE=Fr0z3n F14m3;44732975]
I'm in the very early stages of creating a de_ map for Counter-Strike. I sketched out the layout of what I want the top-down view of the map to look like and then created it in Hammer. Next I'm going to block it in and do some playtests and change the geometry around and eventually do some detail passes. Before then, I was wondering if anyone sees any glaring areas of this top-down layout where I have made any serious errors that should be changed before I go to block it in. I think some of the paths are kind of narrow and I'll probably end up widening them, not all of them are the same size either. I'll probably end up changing the scale quite a bit. I know that I shouldn't box the entire map with skybox, but that's just there so it will compile in the early stages.
-snip-[/QUOTE]
I feel like taking the inverse of that layout would be more interesting. Right now it's not good.
Something like this: [t]http://i.imgur.com/tJmpIW1.png[/t],
where the interior white space is the playable area and black defines the walls. This was done in like one minute in paint so obviously there's issues, it's just something to think about.
I am now going to invert every bad map layout I have done and see what happens.
[QUOTE=Zanarias;44735125]I feel like taking the inverse of that layout would be more interesting. Right now it's not good.
Something like this: [t]http://i.imgur.com/tJmpIW1.png[/t],
where the interior white space is the playable area and black defines the walls. This was done in like one minute in paint so obviously there's issues, it's just something to think about.[/QUOTE]
Great idea, I tried to improve on it.
[IMG]http://i.snag.gy/R2HL0.jpg[/IMG]
[QUOTE=Karthoum;44740822]Great idea, I tried to improve on it.
[IMG]http://i.snag.gy/R2HL0.jpg[/IMG][/QUOTE]
why would you have such a longass corridor for the cts
Possible to stop some form of faggotry happening and some dude throwing a frag into it early on and killing people.
I'm probably wrong as fuck however
[QUOTE=Kickin Balls;44741686]Possible to stop some form of faggotry happening and some dude throwing a frag into it early on and killing people.
I'm probably wrong as fuck however[/QUOTE]
you are. by the time the cts get to the end of the corridors the t's will have already spread to nearly half of the map.
[editline]6th May 2014[/editline]
the design in general isn't very effective man. it's really small and unbalanced. i can't really give more criticism to this right now but i might later.
It was kind of like Nuke inspired, but I thought the creator could fine-tune it after testing.
And Kickin is completely right.
P.S. Who said it should be small? It could be around Cache size with some elevation too.
ok sorry for bringing up criticism
Beta is up for y'all to test. Any feedback is appreciated. If you hate it so much and want to punch me in the face, then you're more than welcome to do so. I'd really love to improve through feedback.
[t]http://i.imgur.com/1faPRnH.jpg[/t]
[url]https://www.dropbox.com/s/29bq4wirkjq05ss/gm_requiem.zip[/url]
Once the corrections are made through feedback then I'll upload the final version to the workshop. Thanks again guys!
[QUOTE=MenteR;44741734]you are. by the time the cts get to the end of the corridors the t's will have already spread to nearly half of the map.
[editline]6th May 2014[/editline]
the design in general isn't very effective man. it's really small and unbalanced. i can't really give more criticism to this right now but i might later.[/QUOTE]
I think it'd do better if the corridor was shortened and it wasn't too small in terms of scale.
[editline].[/editline]
[QUOTE=l33tkill;44741956]Beta is up for y'all to test. Any feedback is appreciated. If you hate it so much and want to punch me in the face, then you're more than welcome to do so. I'd really love to improve through feedback.
[t]http://i.imgur.com/1faPRnH.jpg[/t]
[url]https://www.dropbox.com/s/29bq4wirkjq05ss/gm_requiem.zip[/url]
Once the corrections are made through feedback then I'll upload the final version to the workshop. Thanks again guys![/QUOTE]
Nice lighting.
Made in hammer using L3DT and DispGen. Takes up whole grid in hammer.
[IMG]http://i.imgur.com/si61vkW.jpg[/IMG]
[IMG]http://i.imgur.com/VaEG9q6.jpg[/IMG]
[QUOTE=Karthoum;44740822]Great idea, I tried to improve on it.
[IMG]http://i.snag.gy/R2HL0.jpg[/IMG][/QUOTE]
Thanks guys, what I think I'll do now is try and get the map layout I currently have into an alpha state and then do the same for the inverse-layout idea. The way I had it set up was the opposite of those spawnpoints so CT was T and vice-versa. These are going to be some of my first maps designed for CS:GO and I hope to improve my map design by playtesting it and seeing what works well and what doesn't and learn from it for the next map I make. I'll post pictures of the revised layouts in this thread when they're done.
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