• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Magman77;44742056]I think it'd do better if the corridor was shortened and it wasn't too small in terms of scale.[/QUOTE] I agree! [QUOTE=MenteR;44741928]ok sorry for bringing up criticism[/QUOTE] Is this meant to be sarcastic? When has criticism been a reason to apologise for? [IMG]http://i.snag.gy/43jlk.jpg[/IMG] Now the corridor is shorter and blue is idea for vents. Also, why am I even doing this
[QUOTE=vstmn;44742139]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] 2 words: Holy shit
^ looks like you could make some awesome 3D skyboxes with that terrain!
[QUOTE=vstmn;44742139]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] I've only managed to get the mesh to export, how to you get the mountain to look so real with the textures?
I think the texture is generated and stretched over the whole map, and at ground level the player sees a detail texture.
[QUOTE=Magman77;44743043]I think the texture is generated and stretched over the whole map, and at ground level the player sees a detail texture.[/QUOTE] Yes, it's all one texture applied over all displacements and using detail texture. Generated heightmap and texture in L3DT. Used heightmap in dispgen to generate the displacements. It was a lot of trail and error before I got the result in the images.
[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] Here goes my rant list... I thought you were joking about entdata, but then I checked it manually: Total 1539 entities (0 empty, 1521 edicts). You can get rid of these: phys_bone_follower (252) by setting DisableBoneFollowers to 1 in all your prop_dynamic mattresses(Careful! It will make them partially nonsolid! Best used with actual nonsolid flag!). You will probably want to use [sp]Local Destination Landmark for infinite stairwell teleport. It will make transition [almost] seamless. Although you will need to move teleport one flight up, so player's velocity wouldn't give the transition out! Put the info_landmark in center of the trigger and then move teleport destination so it is in same relative position(i.e. in center) in lower doorway.[/sp] Spoilertag so people would not complain about revealing map scares details. Map appears to have leak(s)? I have the HoM effect ([url]http://cloud-2.steampowered.com/ugc/3335224709945575435/013D98303BAE59F72573A8F04FE820CF86B8A75F/[/url]) when noclipping out of map. That may be caused by HDR though. Check the logs just in case. The amount of scare events is too low, I was really tiptoeing first part of the map, but then stopped doing that once realized that scares were scarce and not that blood-chilling as opposed to first map. On the other hand, the map completely nailed eerie (and sometimes downward creepy) atmosphere. It was really tense first 15 minutes in. Some of outputs are wrong: (event_12_button_02_switch_sprite,Alpha,1.0)(0 255 0). You probably meant Color instead of Alpha? I didn't exactly get the logic of generators. Why 4 buttons? I expected them to be some kind of guess-the-order puzzle(Probably because I made a puzzle like that recently, but still). There were few errors (I guess I needed to mount css for bushes, but I'm at the loss what is needed for props in the kitchen). There are some obviously copied parts of the map with repeating texture patterns, and that irks me to no end. See screenshot: [url]http://cloud-2.steampowered.com/ugc/3335224709945333891/E687FD56EB997E041EC49FD33CE2892639D93730/[/url] It's more of a personal preference, but could you fix those repeating textures and also add frame brushes at the sides of windows? Glass going straight up in concrete looks weird to me. Ending was not satisfying at all. I expected [sp]once you open door and see the sky something to grab player and drag down to deepest hole in facility and then in darkness. Or at least have a some climatic music cue playing, or hearing outside life/seeing light of the day etc. Things like that release all tension you built up playing horror(map, game, whatever), creating a sense of relief and accomplishment. Except for drag in darkness thing.[/sp] Not all sounds you've packed with map are used. The thing that scared me most was [sp]the freaking soda machine panel. I don't know why but I expected something especially sinister to happen with that, like it vomiting up a twitching bloody skeleton and covering like half of room in blood. I guess I'm just a fucked up person.[/sp] Edit: There are bunch of func_movelinears that do not appear to be controllable or otherwise interactive (gun_range_target_*) - you can turn them in one func_detail to save up edicts. ambient_generic event_07_sound does not seem to be affected by stopsound input, as it isn't a looped sound(no flags/not a looped sound). If you're looking for a way to stop the sound like that - try FadeOut with parameter of 1. It seems to be working in-game. Also, it is possible to circle around and enter that room again without triggering that trigger_once. Is event_05 cell supposed to be textured in halflife/black? You could have used a hollow box func_brush textured in it to simulate darkness, deleting it when needed to reveal an ordinary cell.
Holy crap man. That is probably the best feedback that I've had for any of my maps. When I get back from work I'll shoot you a pm regarding a few questions that you have plus a few questions that I have myself. Thank you very much for the detailed feedback!
[QUOTE][IMG]http://i.imgur.com/v9wUxcd.jpg[/IMG] [IMG]http://i.imgur.com/BWiCoVT.jpg[/IMG][/QUOTE] It's for a mod. Guess what is based off of C:
Updated to cp_whitewash_b6, been a while since I posted it here. [img_thumb]http://forums.tf2maps.net/geek/gars/images/1/0/9/0/5/2014-05-07_00003.jpg[/img_thumb] [quote]Changelog: -Reduced Spawn times. -Reduced cap times for all control points. -Changed detailing of large building in cap A area. -Added small medkit/ammo to left-side route between cap A and B. -Redesigned left-side stairwell within cap B building. -Removed wall in front of BLU's forward spawn. -Redesigned left and right side walls of final cap area. -Adjusted lighting. -Retextured several areas. -Brightened some problem lights. -Fixed stickies being able to be placed on a few problem doors. -Increased the area of the 3d skybox. -Fixed clipping on a few props.[/quote] Download: [url]http://forums.tf2maps.net/showthread.php?t=22053[/url]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_cloudy008_hdr_in_game.jpg[/t] New skybox, hope you guys like this one. I personally feel like its too noisy. You can get it [url="http://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/skybox_list_v2.html"]Here![/url]
[QUOTE=Firegod522;44750091][t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_cloudy008_hdr_in_game.jpg[/t] New skybox, hope you guys like this one. I personally feel like its too noisy. You can get it [url="http://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/skybox_list_v2.html"]Here![/url][/QUOTE] I thought that building on the left was on its side at first glance :V Are you making it with terragen? It does look a little bit speckly in in places I suppose.
Yes in terragen 2. You can't make an omelette without breaking a few eggs I suppose.
FIREGOD YOU'RE MY GOD
My first attempt at a space map. The final product is supposed to look a little dirty, almost abandoned. It's part of a project I call 'Derelict Nine'. Any suggestions, tips, etc.? [t]http://cloud-2.steampowered.com/ugc/433780719109482380/B24AC5DC50D84169E099BF3A60AC4CAFD231C362/[/t] I rushed a bit, so some textures are unaligned and the lighting definitely needs tweaking. Also added a cool-looking door which I plan on detailing and making look nice.
[QUOTE=MrMuffinz;44751380]My first attempt at a space map. The final product is supposed to look a little dirty, almost abandoned. It's part of a project I call 'Derelict Nine'. Any suggestions, tips, etc.? [t]http://cloud-2.steampowered.com/ugc/433780719109482380/B24AC5DC50D84169E099BF3A60AC4CAFD231C362/[/t] I rushed a bit, so some textures are unaligned and the lighting definitely needs tweaking. Also added a cool-looking door which I plan on detailing and making look nice.[/QUOTE] Looks nice, but it could use some more custom textures. If you haven't already, try TopHattWaffle's Real World Textures pack.
[QUOTE=MrMuffinz;44751380]My first attempt at a space map. The final product is supposed to look a little dirty, almost abandoned. It's part of a project I call 'Derelict Nine'. Any suggestions, tips, etc.? [t]http://cloud-2.steampowered.com/ugc/433780719109482380/B24AC5DC50D84169E099BF3A60AC4CAFD231C362/[/t] I rushed a bit, so some textures are unaligned and the lighting definitely needs tweaking. Also added a cool-looking door which I plan on detailing and making look nice.[/QUOTE] try making something like Dead Space, use blue and yellow lightning colors, some dark places. doesn't need to be a terror map, but more realistic. And try using some custom textures! [IMG]http://www.theoldergamers.com/images/screenshots/deadspace-shot01.jpg[/IMG]
Break up that flooring a little, one singular metal grate all the way along the hall is really unrealistic. Try something like this: [t]http://oi45.tinypic.com/2f07st2.jpg[/t]
More progress + new skybox [QUOTE][IMG]http://i.imgur.com/VX9zjPJ.jpg[/IMG] [IMG]http://i.imgur.com/rJVLqyW.jpg[/IMG] [IMG]http://i.imgur.com/u9Lvj32.jpg[/IMG][/QUOTE] Thoughts/Suggestions?
[QUOTE=MrMuffinz;44751380]My first attempt at a space map. The final product is supposed to look a little dirty, almost abandoned. It's part of a project I call 'Derelict Nine'. Any suggestions, tips, etc.? [t]http://cloud-2.steampowered.com/ugc/433780719109482380/B24AC5DC50D84169E099BF3A60AC4CAFD231C362/[/t] I rushed a bit, so some textures are unaligned and the lighting definitely needs tweaking. Also added a cool-looking door which I plan on detailing and making look nice.[/QUOTE] I'd suggest you add some reinforcement structures. Struts and bulkheads would help. Perhaps put some borders on the windows, lining on anything else you think would be suitable.
I need to get an idea of how people feel about this, so I'm just going to ask here; What are people's opinions on doors that you can't open and don't lead anywhere? I feel like just allowing the players to explore within every point connected to the playable area detracts from the depth of the map somewhat. Though obviously overuse is lazy and annoying to players.
I think it would be annoying to players if you simply put loads of locked doors around. If you give the player a good reason as to why the door can't be opened then that is probably better immersion-wise. Areas that you cannot access can generally be a good way to make a map feel bigger than it actually is.
[QUOTE=Magman77;44752389]I need to get an idea of how people feel about this, so I'm just going to ask here; What are people's opinions on doors that you can't open and don't lead anywhere? I feel like just allowing the players to explore within every point connected to the playable area detracts from the depth of the map somewhat. Though obviously overuse is lazy and annoying to players.[/QUOTE] IMO, interactivity is good, players should be able to deviate from the main route for a moment and explore around the area. However if you lead the player through a hallway with +6 doors in it, the player isn't going to expect all of them to be unlocked and explorable. You should include explorable areas that don't advance anything. If you prevent the player from exploring it will feel very linear and boring to play, but if you make everything explorable the player will feel lost and confused as to where they should go.
[QUOTE=Magman77;44752389]I need to get an idea of how people feel about this, so I'm just going to ask here; What are people's opinions on doors that you can't open and don't lead anywhere? I feel like just allowing the players to explore within every point connected to the playable area detracts from the depth of the map somewhat. Though obviously overuse is lazy and annoying to players.[/QUOTE] HL2 for the most part uses either door textures for or the Combine locking mechanism attached to handles for unopenable doors. I think what's more important than anything is that you stay consistent within the confines or your map, and make it obvious. If your door is unopenable, put a padlock on it or something, and use that same theme for every door that's locked. Don't draw attention to those kinds of doors either, or lead the player purposefully into them unless they're supposed to unlock them; Valve almost always has a vibrant, warm light attached to the pathway you're supposed to be taking and keeps blocked pathways darker. Just don't decide to make three doors function completely differently than the other 40 and you'll be ok. They're kind of an expected part of Source gameplay at this point.
[QUOTE=AeonCastle;44751595]Break up that flooring a little, one singular metal grate all the way along the hall is really unrealistic. Try something like this: [t]http://oi45.tinypic.com/2f07st2.jpg[/t][/QUOTE] I have no idea why, but the walls and the separators are extremely annoying to me. It seems inefficient - just make a straight 90 degree angle. What do they have against normal walls? Bicker! Rant!
[QUOTE=AeonCastle;44751595]Break up that flooring a little, one singular metal grate all the way along the hall is really unrealistic. Try something like this: [t]http://oi45.tinypic.com/2f07st2.jpg[/t][/QUOTE] Dunno why but I see Doom 3 there.
[QUOTE=wauterboi;44752854]I have no idea why, but the walls and the separators are extremely annoying to me. It seems inefficient - just make a straight 90 degree angle. What do they have against normal walls? Bicker! Rant![/QUOTE] More surface area and a gentler gradient for your anti-gravity boots, and more cover from enemy alien fire.
I've always thought it'd be cool to see a game that gives you one block where every building and room is enterable and interactive, instead of a whole city of dead space.
[img]https://dl.dropboxusercontent.com/u/12945353/maps/Pacific/Screenshot%202014-05-08%2018.31.46.png[/img] Spawn room to Koth_Stallone (wip)
[t]http://i.imgur.com/MUulxm2.jpg[/t] a lil bit of progress
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