The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
No offence dude, but I cannot see a single similarity.
[QUOTE=~ZOMG;45057968]No offence dude, but I cannot see a single similarity.[/QUOTE]
They both have a little bit of orange.
[QUOTE=~ZOMG;45057968]No offence dude, but I cannot see a single similarity.[/QUOTE]
I highly doubt he was going for "exact copy of the drawing" and more "inspired by abstract themes from the drawing"
[QUOTE=~ZOMG;45057968]No offence dude, but I cannot see a single similarity.[/QUOTE]
I guess you weren't looking hard enough but I thought it was pretty obvious, I mean then again I drew it so I know what each 'abstract' thing is supposed to be. Pretty simple really I was starting with the forground.
[t]http://i.imgur.com/UlMxYLe.jpg[/t]
A scene to get back into mapping. Ingame CC. No where near done.
[t]http://i.imgur.com/7oO1fje.jpg[/t]
[t]http://i.imgur.com/GIx8sA0.jpg[/t]
[QUOTE=Hellohmhello;45065138]A scene to get back into mapping. Ingame CC. No where near done.
-Pictures
[/QUOTE]
If there is one thing that source engine does well, its making creepy ass jails and asylums.
[B]Edit:[/B]
Image Dump - More progress with the l4d2 wip map. I tried to make a traffic jam to a overrun evacuation post, any thoughts? (Ignore the bad car lighting, I forgot to enabled vertex lighting on them)
Green-space/park updated
[IMG_THUMB]http://i58.tinypic.com/29wsv14.jpg[/IMG_THUMB]
Inside cafe next to park (This is where the players will start)
[IMG_THUMB]http://i62.tinypic.com/ivh3xc.jpg[/IMG_THUMB]
Evacuation post entrance.
[IMG_THUMB]http://i59.tinypic.com/10d64cg.jpg[/IMG_THUMB]
Traffic Jam
[IMG_THUMB]http://i57.tinypic.com/2edqsmq.jpg[/IMG_THUMB]
Spend 6 hours straight today and burned myself out :l
Wow sometimes I see these city blocks and I just think "Would look great for a roleplay map". Why do we never see them that lovely?
We should get some of those roleplay mappers to learn of the existence of L4D assets so they can go use them and make pretty looking maps. That looks gorgeous, 6 hours well spent.
[QUOTE=Kickin Balls;45065544]Wow sometimes I see these city blocks and I just think "Would look great for a roleplay map". Why do we never see them that lovely?
We should get some of those roleplay mappers to learn of the existence of L4D assets so they can go use them and make pretty looking maps. That looks gorgeous, 6 hours well spent.[/QUOTE]
Because a L4D2 map is generally not as large as a roleplay map I assume. So the issue becomes would you rather have a smaller nicer looking role play map or a larger less detailed role play map.
I never got into the whole roleplay gamemode thing but from what I understand everyone wants to play on big maps where you need to drive everywhere pretty much.
[QUOTE=Kickin Balls;45065544]Wow sometimes I see these city blocks and I just think "Would look great for a roleplay map". Why do we never see them that lovely?
We should get some of those roleplay mappers to learn of the existence of L4D assets so they can go use them and make pretty looking maps. That looks gorgeous, 6 hours well spent.[/QUOTE]
Most people who play rp game modes in gmod do not own l4d2. On a side note, I could probably convert this to a rp map one day lol
[t]http://cloud-4.steampowered.com/ugc/576773096662367882/E7FE577B779B3D12D92A9DF145405812EFFAD704/1600x900.resizedimage[/t]
[t]http://cloud-3.steampowered.com/ugc/576773096662367222/92F9E3E01AF5F7DFE251825CF6925999181FDF56/1600x900.resizedimage[/t]
[t]http://cloud-2.steampowered.com/ugc/576773096662366488/236566AB75C7DF7DAF8AEF2D17AF17837DBB75B1/1600x900.resizedimage[/t]
[t]http://cloud-2.steampowered.com/ugc/576773096662365970/519BCC206B0E4D94EA00E116C872534F630255CE/1600x900.resizedimage[/t]
[t]http://cloud-4.steampowered.com/ugc/576773096662365238/87CE01D932572FEC421274C21E8AA317C1683454/1600x900.resizedimage[/t]
[t]http://cloud-2.steampowered.com/ugc/576773096662364551/2DDBF763E1783E43574F4446B54DA1D2A9BEF4B5/1600x900.resizedimage[/t]
[t]http://cloud-4.steampowered.com/ugc/576773096662363030/5C521FD35303C360397BE8BA4E9087A1B15EF7D6/1600x900.resizedimage[/t]
[video=youtube;9LF6Ut5LIWs]http://www.youtube.com/watch?v=9LF6Ut5LIWs&feature=youtu.be[/video]
For some reason, bandicam decided to record at potato FPS.
[QUOTE=grabbin pills?;45068038]Most people who play rp game modes in gmod do not own l4d2. On a side note, I could probably convert this to a rp map one day lol[/QUOTE]
You could always pack the content on with you favorite BSP content packing program.
A dumb thing I did awhile ago. Turns out Gmod is a great way to find what kind of lighting you want to use.
[t]http://cloud-2.steampowered.com/ugc/774931483069494413/5D9C1986BCC28449AC6C3D35D539053BE859B3BA/[/t]
[QUOTE=OfficerLamarr;45069349]You could always pack the content on with you favorite BSP content packing program.[/QUOTE]
Apparently l4d2 has a ton of l4d1's content now, so $20 instead of $40.
[QUOTE=Hottea102;45071538]Apparently l4d2 has a ton of l4d1's content now, so $20 instead of $40.[/QUOTE]
L4D2 actually makes L4D1 completely irrelevant because all (and I mean all) of its content is in L4D2, campaigns and all.
[B]EDIT:[/B]
Could someone recommend me a good length/distance that the survivors should have to travel to get to each safe house? I always feel like I make my maps to short but I am not sure :l
[QUOTE=grabbin pills?;45071553]L4D2 actually makes L4D1 completely irrelevant because all (and I mean all) of its content is in L4D2, campaigns and all.
[B]EDIT:[/B]
Could someone recommend me a good length/distance that the survivors should have to travel to get to each safe house? I always feel like I make my maps to short but I am not sure :l[/QUOTE]
Well, there are 2 options: Make the safe house closer but more enemies, make the safe house farther and less enemies.
[QUOTE=Falkok15;45072748]Well, there are 2 options: Make the safe house closer but more enemies, make the safe house farther and less enemies.[/QUOTE]
Well I have noticed that my shorter maps are difficult as hell because the AI director always wants to spawn a witch and a tank only short distances apart
[QUOTE=grabbin pills?;45071553]L4D2 actually makes L4D1 completely irrelevant because all (and I mean all) of its content is in L4D2, campaigns and all.
[B]EDIT:[/B]
Could someone recommend me a good length/distance that the survivors should have to travel to get to each safe house? I always feel like I make my maps to short but I am not sure :l[/QUOTE]
[t]http://i.snag.gy/KDKCt.jpg[/t]
If you're map isn't this long, then your obviously doing it wrong. Or your just being lazy.
[QUOTE=Karthoum;45073488][t]http://i.snag.gy/KDKCt.jpg[/t]
If you're map isn't this long, then your obviously doing it wrong. Or your just being lazy.[/QUOTE]
How many units is that?
all of them
[QUOTE=seba079;45074311]all of them[/QUOTE]
It was about 32768 per selection side. I didn't have enough space to actually straighten the brush, but I think it'd reach far more than that.
If Source 2 doesn't offer me at least double that, I'm gonna be very disappointed and will buy future Valve games only when they're 75% off.
[QUOTE=Karthoum;45074433]It was about 32768 per selection side. I didn't have enough space to actually straighten the brush, but I think it'd reach far more than that.
If Source 2 doesn't offer me at least double that, I'm gonna be very disappointed and will buy future Valve games only when they're 75% off.[/QUOTE]
I fear Source 2 will be a model based engine like the UDK. The one and only reason I don't use UDK is because of that, I can not model for shit :I
[QUOTE=grabbin pills?;45074460]I fear Source 2 will be a model based engine like the UDK. The one and only reason I don't use UDK is because of that, I can not model for shit :I[/QUOTE]
If you can make a map, you can make a model. I'm sure if you took the time to learn a modeling tool you would be as good of a modeler as you are a Hammer-er
[QUOTE=DFC;45074634]If you can make a map, you can make a model. I'm sure if you took the time to learn a modeling tool you would be as good of a modeler as you are a Hammer-er[/QUOTE]
To much effort, I'll wait till I have no choice
The most frustrating part of modelling is usually the materials. If you have 1 thing messed up in your texture's name, purple texture syndrome.
[QUOTE=Falkok15;45075256]The most frustrating part of modelling is usually the materials. If you have 1 thing messed up in your texture's name, purple texture syndrome.[/QUOTE]
Actually the frustrating part of modelling is uvw unwrapping.
[QUOTE=nomad1;45075445]Actually the frustrating part of modelling is uvw unwrapping.[/QUOTE]
modelling in general is frustrating.
I still hope they retain some form of brushes. Those are nice for blocking out and making basic blocks like collision.
[QUOTE=Stiffy360;45075603]I still hope they retain some form of brushes. Those are nice for blocking out and making basic blocks like collision.[/QUOTE]
They probably will, even the other engines still do use some sort of brushes for the main geometry.
I tried to make a diner based on [URL="http://www.modeltrainstuff.com/v/vspfiles/photos/ATL-762-2.jpg"]one I built for my model railroad[/URL] as an exercise on interiors and the like and also, as mentioned before, detailing. CC is welcome, as always.
[IMG]http://i.snag.gy/20QKq.jpg[/IMG]
[QUOTE=newkidsKUT;45075935]I tried to make a diner based on [URL="http://www.modeltrainstuff.com/v/vspfiles/photos/ATL-762-2.jpg"]one I built for my model railroad[/URL] as an exercise on interiors and the like and also, as mentioned before, detailing. CC is welcome, as always.
[IMG]http://i.snag.gy/20QKq.jpg[/IMG][/QUOTE]
Looking nice. This makes me want to get CS:GO for the mapping assets.
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