The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[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]
Why not post in game images?
Walls are the roof are too thin.
[QUOTE=~ZOMG;45076331]Why not post in game images?[/QUOTE]
Because for some odd reason, whenever I try to run a custom map, everything's fine and dandy until I go to pick the teams, and regardless of whoever I choose, it always fades to an image of them doing actioney stuff and it's like this for a very long time, as if the map never loads. Odd, really. It only started doing this for me.
[IMG]http://i.snag.gy/9Hx4I.jpg[/IMG]
Have you placed the player spawns? Either way, you'll have to fix it sometime. I can't imagine you shipping the map without checking it out ingame.
[QUOTE=TFlippy;45076468]Have you placed the player spawns? Either way, you'll have to fix it sometime. I can't imagine you shipping the map without checking it out ingame.[/QUOTE]
I've done it and it still does that. All the maps I tested before and worked perfectly do that now and I can't seem to find an explanation.
[QUOTE=newkidsKUT;45076439]Because for some odd reason, whenever I try to run a custom map, everything's fine and dandy until I go to pick the teams, and regardless of whoever I choose, it always fades to an image of them doing actioney stuff and it's like this for a very long time, as if the map never loads. Odd, really. It only started doing this for me.
[/QUOTE]
[url=http://steamcommunity.com/app/211/discussions/0/522729358872904214/#c522729359053899082]Fix right here[/url]
Long story short it's not your fault CSGO team goofed again so you need to first join a team, kick all the bots then add a bot.
Right, so I put some more spawns in and it works. How swell! Still lots of work to do, but still.
[IMG]http://i.snag.gy/aUxpp.jpg[/IMG]
[QUOTE=newkidsKUT;45077968]Right, so I put some more spawns in and it works. How swell! Still lots of work to do, but still.
[IMG]http://i.snag.gy/aUxpp.jpg[/IMG][/QUOTE]
Maybe some lighting, make the brown brick take up around half of the grey brick on top of the windows, and it'll look better I bet.
[QUOTE=Falkok15;45078080]Maybe some lighting, make the brown brick take up around half of the grey brick on top of the windows, and it'll look better I bet.[/QUOTE]
I'm still looking at lighting and whatnot. Hopefully I won't have to work tomorrow and if I'm not working, I can experiment with lighting and what you suggested.
[t]http://cloud-2.steampowered.com/ugc/576773096687229557/21A681D68B99299BEB04DBEA747B591807DC0CE9/[/t]
The rope was fixed after I took this screenshot. It's a ladder by the way
[t]http://cloud-3.steampowered.com/ugc/576773096687228912/CC4050C8E284147CC1F58883761B647FB5E9CC9A/[/t]
Hay bales
[t]http://cloud-4.steampowered.com/ugc/576773096687228185/20A9B2FC64B2CCD8C4C0CDD2A0AB91954DAC9F9E/[/t]
Flickering light inside the rubble
[t]http://cloud-4.steampowered.com/ugc/576773096687227149/5177F53AAAD7BF00AF8373FFCC18D9FDC73D06FD/[/t]
Collapsed(ish) room. That's what the rocks are from I guess. I'll work on actual detail later. Read below
Steam always wrecks me when it comes to CS:GO updates (corrupt files) so I had to delete CS:GO once again. Had to do this for the last 3 updates. That being said, I can't show the latest version until that happens, and I am going on a trip to Honduras for 2 weeks so I won't get to see anything you guys say unless I pay for internet access at a cafe.
[t]http://cloud-4.steampowered.com/ugc/774931550749599473/4B816EB932C06F645F098BDD2CA5BEF92B6C49B7/[/t]
Inspired in part by [url=http://facepunch.com/showthread.php?t=1390596]oskutin's thread[/url].
Anyone ever have that moment when all the buildings in your map start to look that same? I am having this issue in my L4D2 map...The limited textures in source don't help either :l
Copy/paste or the same stlye? tbh as long as you have enough unique buildings, players won't notice if you copy/paste here and there.
When it comes to DE maps in CSGO, what do you guys think distance wise for the bomb points?
Should they be equal distances for each team or does it matter? I'm studying dust2 for this issue and it generally looks like it doesn't matter so much but for the map I have in mind it might screw up balance a little so I don't know what way to handle it
[QUOTE=chills2;45083641]When it comes to DE maps in CSGO, what do you guys think distance wise for the bomb points?
Should they be equal distances for each team or does it matter? I'm studying dust2 for this issue and it generally looks like it doesn't matter so much but for the map I have in mind it might screw up balance a little so I don't know what way to handle it[/QUOTE]
Ct's should be allowed 3-6 seconds of setting up on a bombsite before the terrorists are able to rush in. But it is really map dependent. On Nuke for instance, CT's only really have 1-2 seconds on A site before the terrorist rush is possible, which is fair since the Layout makes it an otherwise extremely easy site to hold for CT.
[QUOTE=chills2;45083641]When it comes to DE maps in CSGO, what do you guys think distance wise for the bomb points?
Should they be equal distances for each team or does it matter? I'm studying dust2 for this issue and it generally looks like it doesn't matter so much but for the map I have in mind it might screw up balance a little so I don't know what way to handle it[/QUOTE]
Well, you have to make them an equal distance from each CT/T spawn, or else CTs might be able to get to the bomb sites first and camp, or Ts will get to the bomb sites and plant it before any body is killed.
splooged
that's like my ideal setting for a fuckabout map
is it going to have some linear nature to it or is it just an explorable?
[QUOTE=grabbin pills?;45083026]Anyone ever have that moment when all the buildings in your map start to look that same? I am having this issue in my L4D2 map...The limited textures in source don't help either :l[/QUOTE]
I copy/paste some of my building styles like those two houses I did a few days ago, but then again it's got a bit of leeway seeing as they're suburban houses and more often than not, suburbs here are very copy/paste in real life. I agree with the textures though, I gotta start looking around for more.
So I started my new project but I#'ve realised I'm still utter shit with displacements, really need an idea to help me hone them before I even think of attempting the CSGO map any more, they're kinda a big part of the scenery :/ Thinking of doing a small side project I've been considering instead as it'll be more fun
So I did some changes to the diner, mainly playtesting it and the likes. I've got a few questions to ask, though.
[IMG]http://i.snag.gy/raBLb.jpg[/IMG]
A)[URL="http://i.snag.gy/1OpI3.jpg"]In this picture here[/URL], how do you make the lights "fit" the fluorescent light and along with that, what's up with that thin thing under the far light? It's not showing up on the editor.
B)Does anyone know what I should put in [URL="http://i.snag.gy/VSTP7.jpg"]this here empty space[/URL]? I'm trying to figure out whether or not to put a pool table or a karaoke stage there, whatever will fit and if I can find a model for it. Your suggestions are welcome too.
[QUOTE=newkidsKUT;45086768]So I did some changes to the diner, mainly playtesting it and the likes. I've got a few questions to ask, though.
[IMG]http://i.snag.gy/raBLb.jpg[/IMG]
A)[URL="http://i.snag.gy/1OpI3.jpg"]In this picture here[/URL], how do you make the lights "fit" the fluorescent light and along with that, what's up with that thin thing under the far light? It's not showing up on the editor.
B)Does anyone know what I should put in [URL="http://i.snag.gy/VSTP7.jpg"]this here empty space[/URL]? I'm trying to figure out whether or not to put a pool table or a karaoke stage there, whatever will fit and if I can find a model for it. Your suggestions are welcome too.[/QUOTE]
A) Use light_spot along with the light entity and move it down lower.
B) Maybe some cleaning supplies.
This is a TF2 map I started about a year ago
[IMG]http://cloud-2.steampowered.com/ugc/3314961847503077401/8BED682BEF891981B7919CAFC7AC82415092209A/[/IMG]
Since then though, I had a computer crash and lost all my files (I was too stupid to make a backup). I was wondering if anybody here thought it would be worth it to revive the project or if I should just leave it dead.
[QUOTE=Falkok15;45086856]A) Use light_spot along with the light entity and move it down lower.
B) Maybe some cleaning supplies.[/QUOTE]
I did what you said about the lights and it worked. However, the thin thing is still there. It looks as though it's the texture I used for the windowsill really stretched out :/
[IMG]http://i.snag.gy/A4df1.jpg[/IMG]
[QUOTE=newkidsKUT;45086990]I did what you said about the lights and it worked. However, the thin thing is still there. It looks as though it's the texture I used for the windowsill really stretched out :/
[IMG]http://i.snag.gy/A4df1.jpg[/IMG][/QUOTE]
Oh, that. I hadn't noticed it. Well, if it is in the actual Hammer Editor, then you should select + delete it. If not, then I don't know what to do.
[QUOTE=Falkok15;45087055]Oh, that. I hadn't noticed it. Well, if it is in the actual Hammer Editor, then you should select + delete it. If not, then I don't know what to do.[/QUOTE]
It's finally working now and that's pretty cool, after a lot of workarounds!
At the TF2 pic from the last page: It needs more walking space.
Does anyone know how to make that particle effect in l4d2 where water is drizzling out of a broken pipe and or out of a gutter like I have seen in l4d and l4d2?
[QUOTE=onebit;45088454][URL="https://developer.valvesoftware.com/wiki/Info_particle_system"]info_particle_system[/URL][/QUOTE]
I know what to use... what I don't know is what the particle's name is, I cant find it
[url]https://developer.valvesoftware.com/wiki/List_of_L4D2_Particles[/url]
?
[editline]12th June 2014[/editline]
see the part about the particle browser.
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