• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Some screenies from Cosmogony 6 episode mappack by Dreey with help of me. EP1 - [url]http://steamcommunity.com/sharedfiles/filedetails/?id=257346319[/url] EP2 - [url]http://steamcommunity.com/sharedfiles/filedetails/?id=257349864[/url] [t]http://puu.sh/8EtSe.jpg[/t] [t]http://puu.sh/8EtTb.jpg[/t] [t]http://puu.sh/8Eu9z.jpg[/t] [t]http://puu.sh/8Eu8D.jpg[/t] [t]http://puu.sh/8EuaH.jpg[/t]
[QUOTE=bakscratch;44755877][img]https://dl.dropboxusercontent.com/u/12945353/maps/Pacific/Screenshot%202014-05-08%2018.31.46.png[/img] Spawn room to Koth_Stallone (wip)[/QUOTE] Where did you get the kitchen assets?
[QUOTE=dum6azz;44757423] [t]http://puu.sh/8EtSe.jpg[/t][/QUOTE] Damn.. Way too much fog I think. It kind of break the immersion. Here look at ( Sejievan's ) work ( The lone future starter ) [t]http://cloud-2.steampowered.com/ugc/560942745835349871/995A4B3C5EAE10150D239EE9462EF5C0DC1DF7B7/[/t] you can see the fog but it is a dark grey/blue one and it help a lot with the immersion. Yours just feel out of place. Try it out.
[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] [QUOTE=CWolf;44753824]Dunno why but I see Doom 3 there.[/QUOTE] probably should have mentioned that isn't anything i made, it's just a reference image i've had sitting around :v:
Thanks for the tips guys. So for to-do... -Lighting -Support (was actually planning on that too!) -Window borders -Break up the floor -Stay away from vanilla textures if possible Anything else before I get cracking?
[QUOTE=AeonCastle;44757927]probably should have mentioned that isn't anything i made, it's just a reference image i've had sitting around :v:[/QUOTE] Oh, I know. I'm just saying I disliked the reference image, haha. You're totally fine, don't worry.
[QUOTE=bakscratch;44755877][img]https://dl.dropboxusercontent.com/u/12945353/maps/Pacific/Screenshot%202014-05-08%2018.31.46.png[/img] Spawn room to Koth_Stallone (wip)[/QUOTE] is it just your res or are your kitchen assets actually that thick? anyway, it looks lovely, but somewhat bare in some areas. the vents are a nice touch though.
[QUOTE=Piratex;44751496]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][/QUOTE] About 2 years ago I began working on a Dead Space map, I only managed to make a small part of a room (I'm usually like that when mapping, I spend ages optimizing as I go along) at one point I decided to try an different art style so I tried my best to combine dead space with the silent hill otherworld. [t]http://puu.sh/8FoTS.jpg[/t][t]http://puu.sh/8Fp2m.jpg[/t] Here's the same area with dev textures: [t]http://puu.sh/8Fp8d.jpg[/t] Who knows, maybe I'm just imagining it looks pretty good. If not it may serve as some inspiration for the rest of you.
[QUOTE=cdlink14;44763838]About 2 years ago I began working on a Dead Space map, I only managed to make a small part of a room (I'm usually like that when mapping, I spend ages optimizing as I go along) at one point I decided to try an different art style so I tried my best to combine dead space with the silent hill otherworld. Who knows, maybe I'm just imagining it looks pretty good. If not it may serve as some inspiration for the rest of you.[/QUOTE] That's a valiant attempt, but I think the problem is that dead space architecture relies on detail models and greeble. That kind of design doesn't translate well to brush based hammer work unless you're ready to boot up max and model half your map.
After a probably 5 or 6 year hiatus I finally started up hammer again. [t]http://puu.sh/8FxJW.jpg[/t] Lots of detail to be added here, chandeliers and what not. Also reworking the side sections, making the half arch a lot smaller and more detail on the wall. The Pillars and arches are all props. [t]http://puu.sh/8FNey.jpg[/t][t]http://puu.sh/8FNht.jpg[/t] Has a "working" train on it. Also working on a new train model ([url]http://puu.sh/8B5ZH[/url]). The metal rings here are also props. Hence weird lighting, need to compile with vertex lighting and such. You'll be riding on a train through this whole section.
Respawn posted a video of their iterative process for one of their new maps [hd]http://www.youtube.com/watch?v=Y498idUMwow[/hd] Incredible
[QUOTE=Rastadogg;44766539]After a probably 5 or 6 year hiatus I finally started up hammer again. [t]http://puu.sh/8FxJW.jpg[/t] Lots of detail to be added here, chandeliers and what not. Also reworking the side sections, making the half arch a lot smaller and more detail on the wall. The Pillars and arches are all props. [t]http://puu.sh/8FNey.jpg[/t][t]http://puu.sh/8FNht.jpg[/t] Has a "working" train on it. Also working on a new train model ([url]http://puu.sh/8B5ZH[/url]). The metal rings here are also props. Hence weird lighting, need to compile with vertex lighting and such. You'll be riding on a train through this whole section.[/QUOTE] I did something similar coincidentally, although the lighting is temporary/fake. Finished last week, very quick project [img_thumb]http://files.1337upload.net/2014-05-03_00003-0849f6.jpg[/img_thumb]
I made a map for Opposing Force New is left, Old is right [thumb]http://cloud-4.steampowered.com/ugc/3335224779100228052/E15215B5083DCD5EF6037DBE16455A4D26DF4CC5/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/3335224779100506887/57AD54C0AB5C257D670F7F131DD464053B426B58/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/3335224779100258938/C9E184B411C94130B3A1451B383A2B0ED72A87C7/[/Thumb] [thumb]http://cloud-2.steampowered.com/ugc/3335224779100522447/2504C444810DC123AB77025019809D0A3B8F98E1/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/3335224779100231175/8767AFF293133A918A2AD045F565F5674130C7B3/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/3335224779100516828/8FA0FE40FFA62810016D770DF50036B9FA73767F/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/3335224779100237848/35216AF737C00EE7D3CB5B01BD27F4A5732621F3/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/3335224779101739978/3B72A620A6C6101BD167E8098F7A2B8DAAC5305D/[/thumb] Done with this map since I am exhausted with goldsrc. The old one is here : [url]http://hlof.gamebanana.com/maps/171440[/url] And to add before I release, does anyone know how to add text that pops up every time you start an Opposing Force DM map? Like here : [thumb]http://cloud-2.steampowered.com/ugc/796320489175186492/DB24F5AAC6AD54883BDB4342816A23AF348F1992/[/thumb] EDIT : I have released the map as well so [url]http://hlof.gamebanana.com/maps/180634[/url] since game_text makes the map refuse to compile for some reason.
I would show you to the proper thread but I genuinely like this map.
Been working on some various foliage. [IMG]http://cloud-4.steampowered.com/ugc/615050604193862939/D72DCE98DA4ABA79F4F2CB5FBF216B33CB3C0C8D/[/IMG]
[QUOTE=GameDev;44766805]Respawn posted a video of their iterative process for one of their new maps [hd]http://www.youtube.com/watch?v=Y498idUMwow[/hd] Incredible[/QUOTE] I was surprised they used Source engine back when i heard about the game.
[QUOTE=Stiffy360;44773424]Been working on some various foliage. [IMG]http://cloud-4.steampowered.com/ugc/615050604193862939/D72DCE98DA4ABA79F4F2CB5FBF216B33CB3C0C8D/[/IMG][/QUOTE] I know this argument is pretty loose considering trees do have those vertical boughs, but my only criticism would be that they look a little bit awkward near the edge-on point. Maybe focus more on boughs with the faces pointing outward relative to the trunk. That said, it still looks great.
[IMG]https://imagizer.imageshack.us/v2/1920x1080q50/845/r4p33.jpg[/IMG] [IMG]https://imagizer.imageshack.us/v2/1260x709q50/842/abblb.jpg[/IMG] [IMG]https://imagizer.imageshack.us/v2/1260x709q90/845/9son.jpg[/IMG] [IMG]https://imagizer.imageshack.us/v2/1260x709q50/845/613fj.jpg[/IMG] [IMG]https://imagizer.imageshack.us/v2/1260x709q90/841/ea7b7.jpg[/IMG] [IMG]https://imagizer.imageshack.us/v2/1260x709q90/836/7msw.jpg[/IMG] map at 40%, i would like some feedback and tips if you have any :D
It looks okay, but the buildings are too similar that stuff ends up looking rather bland.
I think there is to much brick
[QUOTE=onebit;44780818]How did you color the cars? Too much brick.[/QUOTE] there's a color option when you edit the entity
[QUOTE=onebit;44780818]How did you color the cars? Too much brick.[/QUOTE] He coloured them in Hammer using the prop_static colour option. The effect is handled by $blendtintbybasealpha vmt command and an alpha map for the base texture so that's why they're not fully coloured.
quick question, how do i add models from css hl2 and maybe l4d2 in cs go hammer? and also textures..
[QUOTE=onebit;44781609]I get this: [t]http://i.imgur.com/QGFeHPB.jpg[/t] Got it now, only works on some cars[/QUOTE] i don't recommend to recolor the old cars from CSS try using models from L4D/2, because they have a separate layer for the body
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[QUOTE=tu4pac;44780436] map at 40%, i would like some feedback and tips if you have any :D[/QUOTE] In general it looks quite OK, though here are some remarks: - Don't let that road take a corner of 90 degrees, not only is it not very appealing, it's also a crazy turn to take with a car if it were real life. Try to make it more curved or use a '\' kind of shape. It will smallen the area as well which brings me to my 2nd point: - There are too many open areas, csgo maps are supposed to be fast-paced and having so many open spots is not very beneficial for the gameplay as players will have to walk too much. - Don't get too fancy with car colors ^^ - Buildings are still quite blocky and undetailed same for the environment but I'm sure you'll get that fixed later on ;)
Man I wanna make a bomb map set somewhere in the north for CS:GO, but there aren't any Arctic Avengers terrorists. :( I'd totaly make a map where you are to bomb the canadian embassy featuring the Arctic Avengers and snow SAS.
[QUOTE=Zovox;44790442]Man I wanna make a bomb map set somewhere in the north for CS:GO, but there aren't any Arctic Avengers terrorists. :( I'd totaly make a map where you are to bomb the canadian embassy featuring the Arctic Avengers and snow SAS.[/QUOTE] Isn't there a way to pack in custom player models for a map?
[T]http://gyazo.com/21a1e1774158febe527ca70bdc2224a4.png[/T] [T]http://gyazo.com/9c998012d798897068da545c21d4759b.png[/T] Genetic Engineering has gone too far.
Here's my WIP de_community_center for the CEVO Mapping Contest 2014 over on gamebanana Click to enlarge the pictures! [IMG_THUMB]http://files.gamebanana.com/img/ss/maps/537138842bf16.jpg[/IMG_THUMB] [IMG_THUMB]http://files.gamebanana.com/img/ss/maps/5371388fc8bc6.jpg[/IMG_THUMB] [IMG_THUMB]http://files.gamebanana.com/img/ss/maps/537138971292e.jpg[/IMG_THUMB] Feedback would be greatly appreciated :) Here's the download link if you wanna try it out/see more pictures: [url]http://csgo.gamebanana.com/maps/180543[/url]
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